62 lines
2.2 KiB
Plaintext
62 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: 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);
|
|
}
|
|
} |