102 lines
3.6 KiB
Plaintext
102 lines
3.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Kadorto (Resurrection)
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//:: kadorto.nss
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//:: Copyright (c) 2025 WizardryEE Project
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//:://////////////////////////////////////////////
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/*
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Attempts to resurrect a dead party member, even if
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they've been turned to ashes. If successful, they
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are revived with all hit points. If failed, they
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are permanently lost.
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Level 7 Priest spell.
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In Wizardry: Proving Grounds of the Mad Overlord,
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this is a Level 7 Priest healing/field spell that
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targets one character.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: WizardryEE Project
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//:: Created On: April 26, 2025
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//:://////////////////////////////////////////////
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void main()
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{
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// Spell implementation for WizardryEE
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// Core functionality: Attempt to resurrect a dead character
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// 1. Get caster information
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object oCaster = OBJECT_SELF;
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// 2. Get the target
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object oTarget = GetSpellTargetObject();
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if (!GetIsObjectValid(oTarget))
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{
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// Notify if no target selected
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FloatingTextStringOnCreature("KADORTO: No target selected", oCaster, TRUE);
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return;
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}
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// 3. Check if target is dead or ashes
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int bIsDead = GetLocalInt(oTarget, "CONDITION_DEAD");
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int bIsAshes = GetLocalInt(oTarget, "CONDITION_ASHES");
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if (!bIsDead && !bIsAshes)
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{
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// Notify if target is not dead
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FloatingTextStringOnCreature("KADORTO: Target must be dead or ashes", oCaster, TRUE);
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return;
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}
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// 4. Calculate resurrection chance based on caster level
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int nCasterLevel = GetLevelByClass(CLASS_TYPE_CLERIC, oCaster);
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if (nCasterLevel < 1) nCasterLevel = 7; // Minimum level 7 for this spell
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int nChance = 60 + (nCasterLevel * 5); // Base 60% + 5% per level
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// Reduce chance if target is ashes
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if (bIsAshes)
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{
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nChance -= 20; // 20% penalty for ashes
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}
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// 5. Create the resurrection effects
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effect eVis = EffectVisualEffect(14); // Resurrection visual effect
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effect eHeal = EffectHeal(GetMaxHitPoints(oTarget)); // Full heal
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// 6. Attempt resurrection
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if (Random(100) < nChance)
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{
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// Success
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// Remove dead/ashes condition
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DeleteLocalInt(oTarget, "CONDITION_DEAD");
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DeleteLocalInt(oTarget, "CONDITION_ASHES");
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// Remove all negative conditions
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DeleteLocalInt(oTarget, "CONDITION_PARALYZED");
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DeleteLocalInt(oTarget, "CONDITION_POISONED");
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DeleteLocalInt(oTarget, "CONDITION_SLEEPING");
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DeleteLocalInt(oTarget, "CONDITION_SILENCED");
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DeleteLocalInt(oTarget, "CONDITION_BLINDED");
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DeleteLocalInt(oTarget, "CONDITION_CONFUSED");
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DeleteLocalInt(oTarget, "CONDITION_DISEASED");
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// Apply resurrection effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
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// Notify success
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FloatingTextStringOnCreature("KADORTO: " + GetName(oTarget) + " has been resurrected!", oCaster, TRUE);
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}
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else
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{
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// Failure - Character is permanently lost
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// Apply visual effect for failure
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effect eFailVis = EffectVisualEffect(45); // Death/Decay visual effect
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eFailVis, oTarget);
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// Mark as permanently lost
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SetLocalInt(oTarget, "PERMANENTLY_LOST", 1);
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// Notify failure
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FloatingTextStringOnCreature("KADORTO: " + GetName(oTarget) + " has been permanently lost!", oCaster, TRUE);
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}
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} |