//:://///////////////////////////////////////////// //:: Milwa (Light) //:: milwa.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* Summons a softly glowing light that increases vision and reveals secret doors. Level 1 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 1 Priest field/support spell that targets the party. */ //::////////////////////////////////////////////// //:: Created By: WizardryEE Project //:: Created On: April 26, 2025 //::////////////////////////////////////////////// void main() { // Spell implementation for WizardryEE // Core functionality: Create light and reveal secret doors // 1. Get caster information object oCaster = OBJECT_SELF; // 2. Calculate duration (based on caster level) int nCasterLevel = GetLevelByClass(CLASS_TYPE_CLERIC, oCaster); if (nCasterLevel < 1) nCasterLevel = 1; float fDuration = HoursToSeconds(nCasterLevel); // Lasts for hours equal to caster level // 3. Create the light effect effect eLight = EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20); effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY); // 4. Apply to the caster (light follows the party) ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oCaster); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLight, oCaster, fDuration); // 5. Reveal secret doors in the area // This would typically involve a search check or revealing // hidden objects in the area around the party object oArea = GetArea(oCaster); object oDoor = GetFirstObjectInArea(oArea); while (GetIsObjectValid(oDoor)) { // If the object is a secret door if (GetObjectType(oDoor) == OBJECT_TYPE_DOOR && GetLocalInt(oDoor, "SECRET_DOOR")) { // Make it visible/discoverable SetLocalInt(oDoor, "REVEALED", TRUE); // Visual effect at door location location lDoor = GetLocation(oDoor); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL), lDoor); } oDoor = GetNextObjectInArea(oArea); } }