107 lines
3.9 KiB
Plaintext
107 lines
3.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Katino (Bad Air)
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//:: katino.nss
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//:: Copyright (c) 2025 WizardryEE Project
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//:://////////////////////////////////////////////
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/*
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Attempts to put to sleep a monster group.
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Level 1 Mage spell.
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In Wizardry: Proving Grounds of the Mad Overlord,
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this is a Level 1 Mage disable spell that targets
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a monster group.
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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: Put monster group to sleep
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// 1. Get caster information
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object oCaster = OBJECT_SELF;
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// 2. Get the target monster group
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object oTarget = GetSpellTargetObject();
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if (!GetIsObjectValid(oTarget))
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{
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// If no specific target, get the nearest enemy
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oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oCaster, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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}
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// 3. Check if target is valid and is an enemy
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if (GetIsObjectValid(oTarget) && GetIsEnemy(oTarget, oCaster))
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{
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// 4. Calculate save DC based on caster level
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int nCasterLevel = GetLevelByClass(CLASS_TYPE_WIZARD, oCaster);
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if (nCasterLevel < 1) nCasterLevel = 1;
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int nDC = 10 + nCasterLevel;
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// Get the faction/group of the target
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object oFaction = GetFactionLeader(oTarget);
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// Create sleep visual effect at the target location
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location lTarget = GetLocation(oTarget);
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effect eSleepVis = EffectVisualEffect(39); // Sleep cloud visual effect
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eSleepVis, lTarget);
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// Apply to all members of the faction/group
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object oMember = GetFirstFactionMember(oFaction);
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int nAffected = 0;
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while (GetIsObjectValid(oMember))
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{
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// Only affect enemies
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if (GetIsEnemy(oMember, oCaster))
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{
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// Signal spell cast at event
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SignalEvent(oMember, EventSpellCastAt(oCaster, 33)); // Sleep spell ID
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// Allow saving throw to resist
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if (!WillSave(oMember, nDC, 2)) // 2 = Sleep saving throw type
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{
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// Create the sleep effect
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effect eSleep = EffectSleep();
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effect eVis = EffectVisualEffect(38); // Sleep visual effect
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effect eLink = EffectLinkEffects(eSleep, eVis);
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// Apply the sleep effect
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oMember, RoundsToSeconds(nCasterLevel));
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// Set sleep condition flag
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SetLocalInt(oMember, "CONDITION_SLEEPING", 1);
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// Notify success
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FloatingTextStringOnCreature(GetName(oMember) + " falls asleep!", oCaster, TRUE);
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nAffected++;
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}
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else
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{
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// Notify resistance
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FloatingTextStringOnCreature(GetName(oMember) + " resisted sleep!", oCaster, TRUE);
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}
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}
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// Get next faction member
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oMember = GetNextFactionMember(oFaction);
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}
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// Final notification
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if (nAffected > 0)
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{
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FloatingTextStringOnCreature("KATINO: Put " + IntToString(nAffected) + " enemies to sleep!", oCaster, TRUE);
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}
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else
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{
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FloatingTextStringOnCreature("KATINO: No enemies affected", oCaster, TRUE);
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}
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}
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else
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{
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// Notify if no valid target
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FloatingTextStringOnCreature("KATINO: No valid target found", oCaster, TRUE);
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}
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} |