diff options
author | Manoj Srivastava <srivasta@debian.org> | 2014-05-14 23:54:09 -0700 |
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committer | Manoj Srivastava <srivasta@debian.org> | 2014-05-14 23:54:09 -0700 |
commit | 4f8b58cc5366bfc2ea3b56fe6ff0443464d10f0f (patch) | |
tree | a0a9cad00e7916b9a97e14831fb362f21871cbef /lib/help/lua_skil.txt |
tome (2.3.11-ah-2) unstable; urgency=low
* Modified the install paths to deploy to the FHS compliant
/usr/games/tome and /var/games/tome, as we have always done
* This is a major change, and includes theming. Some of the options have
changed. Because of this, the manual page has been removed; there is a
command line help option and in game help until the manual page is
rewritten.
# imported from the archive
Diffstat (limited to 'lib/help/lua_skil.txt')
-rw-r--r-- | lib/help/lua_skil.txt | 342 |
1 files changed, 342 insertions, 0 deletions
diff --git a/lib/help/lua_skil.txt b/lib/help/lua_skil.txt new file mode 100644 index 00000000..87385e5d --- /dev/null +++ b/lib/help/lua_skil.txt @@ -0,0 +1,342 @@ +|||||oy +#####R /----------------------------------------\ +#####R < Adding new skill-based powers > +#####R \----------------------------------------/ + +#####R=== Introduction === + +This is very much in the same vein as adding a racial/extra power, but has to +be tied into skills, and we're defining more than one spell at once. You should +have read the *****lua_intr.txt*0[scripting introduction] and +*****lua_pow.txt*0[racial power tutorial] before going much further. Both of the above files +contain some fairly fundamental information which you will find necessary for +full understanding of this file. + +#####R=== Getting started === + +Open construc.lua (you have downloaded the example scripts from +[[[[[Ghttp://www.moppy.co.uk/angband.htm], haven't you?). The idea behind this +script is that it adds a skill which affects you ability to build/knock down +stuff. It treats the equivalent of stone-to-mud and trap-door destruction +spells as if they were "building skills". It also adds quite a few high-level +'spells' which do funky things like carving out corridors and chambers in a +single turn, and building doors and stuff. Just think of it as if the person +who has plenty of skills in this area would be a builder-type with lots of +strength and constitution... + +In order to add these powers we're going to edit the s_info.txt file which +lives in the edit folder, and add a new skill, underneath the 'misc' tree, +called construction. The powers will then be accessed through the 'm' menu, in +a similar way to mindcraft or alchemy skills or such. (That is, no books are +needed to cast them, as we're treating them as a craft that has been learnt, +rather than spells.) Our fist line of the script file reads: + +#####BSKILL_CONSTRUCT = 57 + +This merely links the skill index that we'll be defining in s_info.txt to this +file. We'll come back to this at the end of the tutorial. + +#####Bconstructor_powers = add_magic + +In a similar way to the [[[[[Badd_power] function we called when we added the +Phoenix racial ability, this line calls a special function which we use to +define new skills. It follows a very specific, but easy to understand form. It +starts with a brace, which indicates the add_magic function will be storing +these values in a table. Don't worry about this too much, but understand that a +table starts and ends with braces [[[[[B{] and [[[[[B}] respectively. Each key +(or field name) takes the format [[[[[B"key" = value,] (the comma is +important!). + +#####B ["fail"] = function() +#####B msg_print("You decide now is a good time for a cuppa") +#####B end, +#####B ["stat"] = A_STR, +#####B ["get_level"] = function() +#####B return get_skill_scale(SKILL_CONSTRUCT, 50) +#####B end, +#####B ["spell_list"] = + +[[[[[B"fail"] is a function that is called whenever you ##fail to cast the +spells##. Here it does nothing spectacular. +[[[[[B"stat"] defines the stat used to cast the spells. Here it is strength. +Any other stat can be used, prefix it with [[[[[BA_]. +[[[[[B"get_level"] is used to determine the level of the spell. It's associated +with spells that increase in power the more points that are invested in the +associated skill. I know that's not terribly clear, I'll come back to it in a +moment. +[[[[[B"spell_list"] is just that, a list of all the spells. +Each of these four properties within the table must end with a comma. If a +function is defined in the property itself then we add the comma after the +closing [[[[[Bend]. Again compare with construct.lua to see it. Any line NOT +ending with a comma will cause a lua error on startup, probably of the type +[[[[[V'}' expected to close '{' at line <whatever>.] + +#####R=== The spell list === + +Each spell, within the [[[[[B"spell_list"] key has its own set of properties +that we need to define from a sub-table so we open another set of braces to +start the spell list, and then a third set of braces to start the first spell. +So with all this, our first spell looks like: + +#####B ["spell_list"] = +#####B { +#####B { +#####B ["name"] = +#####B ["desc"] = +#####B ["mana"] = +#####B ["level"] = +#####B ["fail"] = +#####B ["spell"] = +#####B ["info"] = +#####B }, + +[[[[[B"name"] is, as you would expect, the name of the spell, as you want it to +appear in the spell list when choosing a spell. The maximum number of +characters for this is 29. +[[[[[B"desc"] is the description received when you hit the capital letter of +that spell in the menu. (i.e., press 'a' to cast the first spell, but press 'A' +to receive info about the first spell. +[[[[[B"mana"] is the amount of mana required to cast the spell. +[[[[[B"level"] is the level required to use that spell (that's level of the (in +this case construction) skill, not character level!). +[[[[[B"fail"] is base fail rate. +[[[[[B"spell"] is the function that is executed when the spell is cast. Note +that it MUST take the form [[[[[Bfunction() blah end] even if you're calling +a C function directly. If you have a look at the end of the file, you'll see +the "rebuild dungeon" spell which is identical to the "alter_reality" spell. +However, rather than reading [[[[[B"spell" = alter_reality()], it reads: + +#####B["spell"] = function() +#####B alter_reality() +#####Bend, + +which appears to be a long way round to do the same thing, but this is how it +must be done. + +In a similar way, the [[[[[B"info"] key must begin with a [[[[[Bfunction()] +and return the value of what is to be displayed alongside the spell name, +level and mana in the spell list. The maximum number of characters that can be +displayed here is dependent on the width of the user's screen, but try to keep +it under 12 if you can, as this will fit in a standard 80x24 terminal screen. +The first character will need to be a space otherwise you'll have the info line +squashed right up against the fail rate and it will look odd. If you wish to +have this part blank in the spell list, you still need to return a value, so +just a single space will do : [[[[[Breturn " "] + +All of these keys are repeated for each spell, with each spell in its own +table (therefore, it's own set of braces). Again, check the lua file for +clarification. + +When entering the spells in the "spell_list", you must take care to specify +them in the order which they are gained, otherwise they display incorrectly in +the spell list. + +You should by now be experienced enough to understand most of what's going on +in the actual spell functions (especially if you dig around in the source a +bit, and check out Chris Hadgis' excellent *****lua_spel.txt*0[spell.pkg] helper +files. I'm not going to go through the whole file line by line, as this is +something you should do yourself, figuring out what's going on. I'm going to +examine a few of the things we haven't covered before though, so pay attention. + +#####R=== The get_level() function === + +Probably one of the most important functions that you see reappearing in the +file is the [[[[[Bget_level()] function. All this does is return the numerical +value of the power that is given as the first argument. So [[[[[Bget_level] +[[[[[B(constructor_power)] will return the current level of the constructor power. +Given that the level of this is taken directly from the construction skill, (we +defined that in the [[[[[B"get_level"] key, by saying [[[[[Bget_skill_scale] +[[[[[B(SKILL_CONSTRUCT, 50)] ) it will return the value of your construction skill. +[[[[[Bconstructor_power] is the name of the whole power, we named it thus on +the second line of the script! + +[[[[[Bget_level] takes the following arguments: [[[[[Bget_level(power, max, ] +[[[[[Bmin)]. The power is obviously which power we're taking the value from, and the +max and min allow you to define boundaries for the spell. For instance the +current maximum value that [[[[[Bget_level(constructor_power)] can return is +50, as that is the maximum number of skill points you can have in that skill. +If you were using this as the basis for the damage of a low-level bolt spell, +you might decide that having a damage of 50 would be too much (unlikely, but +still possible). You could therefore define a maximum value of 20 so that when +the value of the construction skill was over 50, the maximum value for +damage of that spell would be 20. To achieve this you'd have: +[[[[[Bget_level(constructor_power, 20)]. In a similar way, you can force the +minimum value of the spell to be higher than the actual construction skill +level, with a [[[[[Bget_level(constructor_power, 50, 15)]. This would be useful +say for spells that you wanted to be available when the construction skill +level reaches 10, but for whom you wanted a (for example) base damage of 15 +right from the word go. These re-scale values rather than capping them! + +You can leave out the minimum value as I have done above. You can also leave +the maximum value out (it will default to 50). If you want to specify a minimum +value though, you MUST specify a maximum value as well. + +As you have hopefully been able to tell, the [[[[[Bget_level()] function +enables us to have spells that increase in usefulness as you gain levels. Let's +take the "Dismantle" spell. The function in the [[[[[B"spell"] key is as +follows: + +#####Bfunction() +#####B local ret, dir, dam + +#####B if (get_level(constructor_powers, 50) >= 11) then +#####B ret, dir = get_aim_dir(); +#####B if (ret == FALSE) then return end +#####B fire_beam(GF_KILL_TRAP, dir, 1) +#####B else +#####B fire_ball(GF_KILL_TRAP, 0, 1, 1) +#####B end +#####Bend, + +The [[[[[Bif] statement is obviously what really interests us here. You'll +notice that this has the amendment of an [[[[[Belse] clause, which the [[[[[Bif] +statement we used in the previous tutorial did not. As you would expect, if the +condition on the first line of this statement is met, then the instructions +immediately below it are carried out. If the condition is not met, then the +statements that follow the [[[[[Belse] are executed. + +Coming back to the [[[[[Bget_level] function, we learnt from above, that the +[[[[[Bget_level] part of this function translates as, "if the value of the +construction_power level (which happens to be identical to the construction +skill level) is greater than or equal to 11, cast a beam of trap disarming in +the specified direction. (The first part of this is all straightforward, +getting a direction, and cancelling correctly if the player presses 'ESC'.) +Otherwise, cast a ball of trap disarming with a radius of one, centred on the +player." + +In the same way, as you look at the construc.lua file, you will see that +[[[[[Bget_level()] is used many times in this way, to increase the power of +detection spells, to change bolt spells to ball spells, to keep a constantly +increasing damage going, and so on. + +#####R=== Elseif's and things === + +If you want to provide more than one alternative condition, in an +[[[[[Bif-then-else] statement, you can use [[[[[Belseif]s which do what you +might expect. Take a look at the first spell, "Survey area", for an example of +this: + +#####Bif (get_level(constructor_powers, 50) >= 28) then +#####B wiz_lite() +#####Belseif (get_level(constructor_powers, 50) >= 15) then +#####B map_area() +#####B detect_traps(DEFAULT_RADIUS) +#####Belseif (get_level(constructor_powers, 50) >= 5) then +#####B detect_traps(DEFAULT_RADIUS) +#####B detect_stairs(DEFAULT_RADIUS) +#####B detect_doors(DEFAULT_RADIUS) +#####Belse +#####B detect_stairs(DEFAULT_RADIUS) +#####B detect_doors(DEFAULT_RADIUS) +#####Bend + +If the level of constructor powers is greater or equal to 28, then the function +[[[[[Bwiz_lite()] is performed, and no other part of the if statement is +executed. [[[[[Bwiz_lite()] is just the enlightenment spell. If it is less than +28, the next condition is examined: that if the level of constructor powers is +greater than or equal to 15, then [[[[[Bmap_area()](Magic mapping) and detect +traps are called. If the level of constructor power is less than 15, it moves +onto the next condition, which says that if the level of constructor power is +greater than 5, then detect stairs, traps and doors. If none of these +conditions are met,(that is, if the level of construction skill is less than 5) +then we just detect doors and stairs. + +You'll note that each of the detection spells includes a DEFAULT_RADIUS +constant. You could change this to a numerical value, or a variable defined +somewhere else in your script. eg [[[[[Bdetect_traps(2)] would detect traps +with a radius of 2 centred on the player. + +#####R=== Registering the skill type === + +This is what we do at the end of the file, and is what ties the powers we've +defined to the action of pressing the 'm' key in game. Once more we're calling +a special function [[[[[Badd_mkey()] which takes its arguments for a table. +There are only two keys in this table though which keeps things simple. + +#####Badd_mkey +#####B{ +#####B ["mkey"] = MKEY_CONSTRUCT_POWERS, +#####B ["fct"] = function() +#####B execute_magic(constructor_powers) +#####B energy_use = energy_use + 100; +#####B end +#####B} + +[[[[[B"mkey"] must be a UNIQUE value > 1000 . Here I've defined it as a +constant, [[[[[BMKEY_CONSTRUCT_POWERS], which has the value 1004. This value +we'll call again in the s_info.txt file. +[[[[[B"fct"] is the function that's called when the user presses the key in the +'m' menu. So here, it calls the [[[[[Bexecute_magic] function which actually +displays a list of powers for the user to choose from. The argument it takes is +the powers it will use (alchemy, mindcraft, etc., or in this case constructor), +and then the [[[[[Benergy_use] line tells the game to take one game turn to do +the action. + +#####R=== Adding the skill in s_info.txt === + +Take a look in the s_info.txt file, under the Misc section. You'll see, + +#####BN:57:Construction +#####BD:Ability to use constructor powers +#####BD:Construction powers use strength +#####BA:1004:Build or knock down stuff +#####BI:1000 + +The first line is the index of the skill; again this must be unique. The second +property is the name of the skill. The [[[[[BD] lines are the lines displayed +when the skill is highlighted in the skill screen. +The first entry on the [[[[[BA] line is the value of the [[[[[B"mkey"] we +defined in the [[[[[Badd_mkey] function in our script. The second entry is the +display for selecting the construction power in the 'm' menu. +The [[[[[BI] line is currently unused, but add a 1000 there anyway. That's what +all the others have so when it's introduced, at least it will affect your +powers identically to how it affects all the other powers. + +If you scroll to the very bottom of the file now, you'll see I've placed the +skill at the bottom of the Misc branch of the skills tree. I then made a new +class, constructor, which you can see in p_info.txt. + +That is all that is NEEDED when writing a script to add a skill - defining an +mkey using add_mkey, and defining any powers that are called in the +[[[[[B"fct"] (generally using [[[[[Badd_magic] ). + +And I've added the line + +#####Btome_dofile("construc.lua") + +in init.lua so the script is loaded on start-up! + +Below I'm going to talk in depth about a few other functions that you may find +useful in your scripting. + +#####R=== fire_bolt() and fire_beam() === + +In the last help file we looked at the routine for firing a ball - +[[[[[Bfire_ball()]. Here's a quick note about beams and bolts... +[[[[[Bfire_beam()] and [[[[[Bfire_bolt()] take 2 arguments: +[[[[[B(type, direction, damage)]. So in the dismantle spell we have the +direction passed from [[[[[Bget_aim_dir()] (the function that asks the player +for a direction), the type of damage is [[[[[BGF_KILL_TRAP], which as you might +expect disarms traps. And the damage is only 1 because it's not going to hurt +monsters, just dismantle traps. + +#####R=== set_oppose_elec() === + +OK here's another thing. Wander on down to the sparky_skills spell. After the +appropriate bolt/ball is fired, we have the line: + +#####Bif player.oppose_elec == 0 then +#####B set_oppose_elec(randint(10) + 20 + get_level(constructor_powers, 20)*3) +#####Bend + +This is the bit that grants temporary resist electricity. We've called the +function [[[[[Bset_oppose_elec(turns)], which sets the player's resist +electricity to "on" for the time specified in the argument "turns". We're only +calling this if the player is not already granted temporary resist electricity, +and we've linked the number of turns it is active to the level of the +construction skill. I've limited the maximum value of get_level to 20 in this +instance. A similar idea can be used for temporarily granting levitation, +extended infravision, protection against evil, resist fire, stuns, cuts and so +on and so on. Have a look in player.pkg in the source for a full list.... + + [[[[[gThis file by fearoffours (fearoffours@moppy.co.uk)] |