//:://///////////////////////////////////////////// //:: Kadorto (Resurrection) //:: kadorto.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* Attempts to resurrect a dead party member, even if they've been turned to ashes. If successful, they are revived with all hit points. If failed, they are permanently lost. Level 7 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 7 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("KADORTO: No target selected", oCaster, TRUE); return; } // 3. Check if target is dead or ashes int bIsDead = GetLocalInt(oTarget, "CONDITION_DEAD"); int bIsAshes = GetLocalInt(oTarget, "CONDITION_ASHES"); if (!bIsDead && !bIsAshes) { // Notify if target is not dead FloatingTextStringOnCreature("KADORTO: Target must be dead or ashes", oCaster, TRUE); return; } // 4. Calculate resurrection chance based on caster level int nCasterLevel = GetLevelByClass(CLASS_TYPE_CLERIC, oCaster); if (nCasterLevel < 1) nCasterLevel = 7; // Minimum level 7 for this spell int nChance = 60 + (nCasterLevel * 5); // Base 60% + 5% per level // Reduce chance if target is ashes if (bIsAshes) { nChance -= 20; // 20% penalty for ashes } // 5. Create the resurrection effects effect eVis = EffectVisualEffect(14); // Resurrection visual effect effect eHeal = EffectHeal(GetMaxHitPoints(oTarget)); // Full heal // 6. Attempt resurrection if (Random(100) < nChance) { // Success // Remove dead/ashes condition DeleteLocalInt(oTarget, "CONDITION_DEAD"); DeleteLocalInt(oTarget, "CONDITION_ASHES"); // Remove all negative conditions DeleteLocalInt(oTarget, "CONDITION_PARALYZED"); DeleteLocalInt(oTarget, "CONDITION_POISONED"); DeleteLocalInt(oTarget, "CONDITION_SLEEPING"); DeleteLocalInt(oTarget, "CONDITION_SILENCED"); DeleteLocalInt(oTarget, "CONDITION_BLINDED"); DeleteLocalInt(oTarget, "CONDITION_CONFUSED"); DeleteLocalInt(oTarget, "CONDITION_DISEASED"); // Apply resurrection effects ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); // Notify success FloatingTextStringOnCreature("KADORTO: " + GetName(oTarget) + " has been resurrected!", oCaster, TRUE); } else { // Failure - Character is permanently lost // Apply visual effect for failure effect eFailVis = EffectVisualEffect(45); // Death/Decay visual effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eFailVis, oTarget); // Mark as permanently lost SetLocalInt(oTarget, "PERMANENTLY_LOST", 1); // Notify failure FloatingTextStringOnCreature("KADORTO: " + GetName(oTarget) + " has been permanently lost!", oCaster, TRUE); } }