2025-04-26 15:20:45 -04:00

91 lines
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//::///////////////////////////////////////////////
//:: 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);
}
}