//:://///////////////////////////////////////////// //:: Di (Life) //:: di.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* Attempts to resurrect a dead party member. If successful, the dead character is revived with only 1 hit point and decreased Vitality. If failed, the dead character is turned to ashes. Level 5 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 5 Priest healing/field spell that targets one character. */ //::////////////////////////////////////////////// //:: Created By: WizardryEE Project //:: Created On: April 26, 2025 //::////////////////////////////////////////////// void main() { // Spell implementation for WizardryEE // Core functionality: Attempt to resurrect a dead character // 1. Get caster information object oCaster = OBJECT_SELF; // 2. Get the target object oTarget = GetSpellTargetObject(); if (!GetIsObjectValid(oTarget)) { // Notify if no target selected FloatingTextStringOnCreature("DI: No target selected", oCaster, TRUE); return; } // 3. Check if target is dead int bIsDead = GetLocalInt(oTarget, "CONDITION_DEAD"); int bIsAshes = GetLocalInt(oTarget, "CONDITION_ASHES"); if (!bIsDead || bIsAshes) { // Notify if target is not dead or is already ashes FloatingTextStringOnCreature("DI: Target must be dead but not ashes", oCaster, TRUE); return; } // 4. Calculate resurrection chance based on caster level int nCasterLevel = GetLevelByClass(CLASS_TYPE_CLERIC, oCaster); if (nCasterLevel < 1) nCasterLevel = 5; // Minimum level 5 for this spell int nChance = 50 + (nCasterLevel * 5); // Base 50% + 5% per level // 5. Create the resurrection effects effect eVis = EffectVisualEffect(14); // Resurrection visual effect effect eHeal = EffectHeal(1); // Heal 1 HP // 6. Attempt resurrection if (Random(100) < nChance) { // Success // Remove dead condition DeleteLocalInt(oTarget, "CONDITION_DEAD"); // Apply resurrection effects ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); // Decrease Vitality int nVitality = GetLocalInt(oTarget, "STAT_VITALITY"); SetLocalInt(oTarget, "STAT_VITALITY", nVitality - 1); // Notify success FloatingTextStringOnCreature("DI: " + GetName(oTarget) + " has been resurrected!", oCaster, TRUE); FloatingTextStringOnCreature("Vitality decreased by 1", oTarget, TRUE); } else { // Failure - Turn to ashes DeleteLocalInt(oTarget, "CONDITION_DEAD"); SetLocalInt(oTarget, "CONDITION_ASHES", 1); // Apply visual effect for failure effect eFailVis = EffectVisualEffect(45); // Death/Decay visual effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eFailVis, oTarget); // Notify failure FloatingTextStringOnCreature("DI: " + GetName(oTarget) + " has been turned to ashes!", oCaster, TRUE); } }