diff options
author | Bardur Arantsson <bardur@scientician.net> | 2014-06-25 19:31:01 +0200 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2014-06-25 19:31:01 +0200 |
commit | c079e7235f11d124b9254f44e0d4ec18c7662b6e (patch) | |
tree | 8d9b264f36f85b5aeb08f4e80340a104c50dfaa3 /lib/mods/theme/help/lua_spel.txt | |
parent | 6991960a8b0bacc87c2c5183c2098e606bf5d72d (diff) |
Remove all the left-over Lua help files
Diffstat (limited to 'lib/mods/theme/help/lua_spel.txt')
-rw-r--r-- | lib/mods/theme/help/lua_spel.txt | 2150 |
1 files changed, 0 insertions, 2150 deletions
diff --git a/lib/mods/theme/help/lua_spel.txt b/lib/mods/theme/help/lua_spel.txt deleted file mode 100644 index aa4a532b..00000000 --- a/lib/mods/theme/help/lua_spel.txt +++ /dev/null @@ -1,2150 +0,0 @@ -|||||oy - -#####R /----------------------------------------\ -#####R < spell.pkg functions helper file > -#####R \----------------------------------------/ - ----------------------------------------------------------------------- - -#####R=== teleport_player_directed === - -#####GDeclaration - extern void teleport_player_directed(int rad, int dir); - -#####GFile - spells1.c - -#####GComment -/* - * Teleport player, using a distance and a direction as a rough guide. - * - * This function is not at all obsessive about correctness. - * This function allows teleporting into vaults (!) - */ - -#####GDescription -Teleport a player up to "rad" grids away roughly in "dir" direction. - -#####GParameters -> "rad" must not exceed 200. The distance teleported is a minimum of a - quarter of "rad". -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] - ----------------------------------------------------------------------- - -#####R=== teleport_away === - -#####GDeclaration - extern void teleport_away(int m_idx, int dis); - -#####GFile - spells1.c - -#####GComment -/* - * Teleport a monster, normally up to "dis" grids away. - * - * Attempt to move the monster at least "dis/2" grids away. - * - * But allow variation to prevent infinite loops. - */ - -#####GDescription -Teleport monster indicated by "m_idx" up to "dis" grids away. - -#####GParameters -> "m_idx" is the index of the monster in m_list[]. -> "dis" must not exceed 200. The distance teleported is a minimum of a - quarter of "dis". - ----------------------------------------------------------------------- - -#####R=== teleport_player === - -#####GDeclaration - extern void teleport_player(int dis); - -#####GFile - spells1.c - -#####GComment -/* - * Teleport the player to a location up to "dis" grids away. - * - * If no such spaces are readily available, the distance may increase. - * Try very hard to move the player at least a quarter that distance. - */ - -#####GDescription -Teleport player up to "dis" grids away. - -#####GParameters -> "dis" must not exceed 200. The distance teleported is a minimum of a - quarter of "dis". - ----------------------------------------------------------------------- - -#####R=== teleport_player_to === - -#####GDeclaration - extern void teleport_player_to(int ny, int nx); - -#####GFile - spells1.c - -#####GComment -/* - * Teleport player to a grid near the given location - * - * This function is slightly obsessive about correctness. - * This function allows teleporting into vaults (!) - */ - -#####GDescription -Teleport player to a grid near the given location ("ny", "nx"). If -the location is empty, the player goes there, otherwise they go to -a grid as close as possible to the location. - -#####GParameters -> "ny" is the y co-ordinate of the location. -> "nx" is the x co-ordinate of the location. - ----------------------------------------------------------------------- - -#####R=== teleport_monster_to === - -#####GDeclaration - extern void teleport_monster_to(int m_idx, int ny, - int nx); - -#####GFile - spells1.c - -#####GComment -/* - * Teleport a monster to a grid near the given location - * - * This function is slightly obsessive about correctness. - */ - -#####GDescription -Teleport monster indicated by "m_idx" to a grid near the given -location ("ny", "nx"). If the location is empty, the monster goes -there, otherwise they go to a grid as close as possible to the -location. - -#####GParameters -> "m_idx" is the index of the monster in m_list[]. -> "ny" is the y co-ordinate of the location. -> "nx" is the x co-ordinate of the location. - ----------------------------------------------------------------------- - -#####R=== teleport_player_level === - -#####GDeclaration - extern void teleport_player_level(void); - -#####GFile - spells1.c - -#####GComment -/* - * Teleport the player one level up or down (random when legal) - */ - -#####GDescription -Teleport the player one level up or down at random. - ----------------------------------------------------------------------- - -#####R=== recall_player === - -#####GDeclaration - extern void recall_player(void); - -#####GFile - spells1.c - -#####GComment -/* - * Recall the player to town or dungeon - */ - -#####GDescription -Recall the player to town (if in dungeon) or dungeon (if in town). - ----------------------------------------------------------------------- - -#####R=== take_hit === - -#####GDeclaration - extern void take_hit(int damage, cptr kb_str); - -#####GFile - spells1.c - -#####GComment -/* - * Decreases players hit points and sets death flag if necessary - * - * XXX XXX XXX Invulnerability needs to be changed into a "shield" - * - * XXX XXX XXX Hack -- this function allows the user to save (or quit) - * the game when he dies, since the "You die." message is shown before - * setting the player to "dead". - */ - -#####GDescription -Reduce the player's current hit points by "damage" points. If the -player dies, "kb_str" is used to record what the player was killed by -(see high-score table). - -#####GParameters -> "damage" is the amount of damage. -> "kb_str" is a string describing what killed the player. - ----------------------------------------------------------------------- - -#####R=== take_sanity_hit === - -#####GDeclaration - extern void take_sanity_hit(int damage, cptr hit_from); - -#####GFile - spells1.c - -#####GComment -/* Decrease player's sanity. This is a copy of the function above. */ - -#####GDescription -Reduce the player's current sanity points by "damage" points. If the -player dies, "hit_from" is used to record what the player was killed -by (see high-score table). - -#####GParameters -> "damage" is the amount of damage. -> "hit_from" is a string describing what killed the player. - ----------------------------------------------------------------------- - -#####R=== project === - -#####GDeclaration - extern bool project(int who, int rad, int y, int x, - int dam, int typ, int flg); - -#####GFile - spells1.c - -#####GComment -/* - * Generic "beam"/"bolt"/"ball" projection routine. - * - * Input: - * who: Index of "source" monster (negative for "player") - * jk -- -2 for traps, only used with project_jump - * rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball) - * y,x: Target location (or location to travel "towards") - * dam: Base damage roll to apply to affected monsters (or player) - * typ: Type of damage to apply to monsters (and objects) - * flg: Extra bit flags (see PROJECT_xxxx in "defines.h") - * - * Return: - * TRUE if any "effects" of the projection were observed, else FALSE - * - * Allows a monster (or player) to project a beam/bolt/ball of a given kind - * towards a given location (optionally passing over the heads of interposing - * monsters), and have it do a given amount of damage to the monsters (and - * optionally objects) within the given radius of the final location. - * - * A "bolt" travels from source to target and affects only the target grid. - * A "beam" travels from source to target, affecting all grids passed through. - * A "ball" travels from source to the target, exploding at the target, and - * affecting everything within the given radius of the target location. - * - * Traditionally, a "bolt" does not affect anything on the ground, and does - * not pass over the heads of interposing monsters, much like a traditional - * missile, and will "stop" abruptly at the "target" even if no monster is - * positioned there, while a "ball", on the other hand, passes over the heads - * of monsters between the source and target, and affects everything except - * the source monster which lies within the final radius, while a "beam" - * affects every monster between the source and target, except for the casting - * monster (or player), and rarely affects things on the ground. - * - * Two special flags allow us to use this function in special ways, the - * "PROJECT_HIDE" flag allows us to perform "invisible" projections, while - * the "PROJECT_JUMP" flag allows us to affect a specific grid, without - * actually projecting from the source monster (or player). - * - * The player will only get "experience" for monsters killed by himself - * Unique monsters can only be destroyed by attacks from the player - * - * Only 256 grids can be affected per projection, limiting the effective - * "radius" of standard ball attacks to nine units (diameter nineteen). - * - * One can project in a given "direction" by combining PROJECT_THRU with small - * offsets to the initial location (see "line_spell()"), or by calculating - * "virtual targets" far away from the player. - * - * One can also use PROJECT_THRU to send a beam/bolt along an angled path, - * continuing until it actually hits something (useful for "stone to mud"). - * - * Bolts and Beams explode INSIDE walls, so that they can destroy doors. - * - * Balls must explode BEFORE hitting walls, or they would affect monsters - * on both sides of a wall. Some bug reports indicate that this is still - * happening in 2.7.8 for Windows, though it appears to be impossible. - * - * We "pre-calculate" the blast area only in part for efficiency. - * More importantly, this lets us do "explosions" from the "inside" out. - * This results in a more logical distribution of "blast" treasure. - * It also produces a better (in my opinion) animation of the explosion. - * It could be (but is not) used to have the treasure dropped by monsters - * in the middle of the explosion fall "outwards", and then be damaged by - * the blast as it spreads outwards towards the treasure drop location. - * - * Walls and doors are included in the blast area, so that they can be - * "burned" or "melted" in later versions. - * - * This algorithm is intended to maximise simplicity, not necessarily - * efficiency, since this function is not a bottleneck in the code. - * - * We apply the blast effect from ground zero outwards, in several passes, - * first affecting features, then objects, then monsters, then the player. - * This allows walls to be removed before checking the object or monster - * in the wall, and protects objects which are dropped by monsters killed - * in the blast, and allows the player to see all affects before he is - * killed or teleported away. The semantics of this method are open to - * various interpretations, but they seem to work well in practice. - * - * We process the blast area from ground-zero outwards to allow for better - * distribution of treasure dropped by monsters, and because it provides a - * pleasing visual effect at low cost. - * - * Note that the damage done by "ball" explosions decreases with distance. - * This decrease is rapid, grids at radius "dist" take "1/dist" damage. - * - * Notice the "napalm" effect of "beam" weapons. First they "project" to - * the target, and then the damage "flows" along this beam of destruction. - * The damage at every grid is the same as at the "centre" of a "ball" - * explosion, since the "beam" grids are treated as if they ARE at the - * centre of a "ball" explosion. - * - * Currently, specifying "beam" plus "ball" means that locations which are - * covered by the initial "beam", and also covered by the final "ball", except - * for the final grid (the epicentre of the ball), will be "hit twice", once - * by the initial beam, and once by the exploding ball. For the grid right - * next to the epicentre, this results in 150% damage being done. The centre - * does not have this problem, for the same reason the final grid in a "beam" - * plus "bolt" does not -- it is explicitly removed. Simply removing "beam" - * grids which are covered by the "ball" will NOT work, as then they will - * receive LESS damage than they should. Do not combine "beam" with "ball". - * - * The array "gy[],gx[]" with current size "grids" is used to hold the - * collected locations of all grids in the "blast area" plus "beam path". - * - * Note the rather complex usage of the "gm[]" array. First, gm[0] is always - * zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the - * first blast grid (see above) with radius "N" from the blast centre. Note - * that only the first gm[1] grids in the blast area thus take full damage. - * Also, note that gm[rad+1] is always equal to "grids", which is the total - * number of blast grids. - * - * Note that once the projection is complete, (y2,x2) holds the final location - * of bolts/beams, and the "epicentre" of balls. - * - * Note also that "rad" specifies the "inclusive" radius of projection blast, - * so that a "rad" of "one" actually covers 5 or 9 grids, depending on the - * implementation of the "distance" function. Also, a bolt can be properly - * viewed as a "ball" with a "rad" of "zero". - * - * Note that if no "target" is reached before the beam/bolt/ball travels the - * maximum distance allowed (MAX_RANGE), no "blast" will be induced. This - * may be relevant even for bolts, since they have a "1x1" mini-blast. - * - * Note that for consistency, we "pretend" that the bolt actually takes "time" - * to move from point A to point B, even if the player cannot see part of the - * projection path. Note that in general, the player will *always* see part - * of the path, since it either starts at the player or ends on the player. - * - * Hack -- we assume that every "projection" is "self-illuminating". - * - * Hack -- when only a single monster is affected, we automatically track - * (and recall) that monster, unless "PROJECT_JUMP" is used. - * - * Note that all projections now "explode" at their final destination, even - * if they were being projected at a more distant destination. This means - * that "ball" spells will *always* explode. - * - * Note that we must call "handle_stuff()" after affecting terrain features - * in the blast radius, in case the "illumination" of the grid was changed, - * and "update_view()" and "update_monsters()" need to be called. - */ - -#####GDescription -Generate a beam/bolt/ball starting from "who" with a radius of "rad" -at target grid "y,x" for "damage" points of "typ" damage. The beam/ -bolt/ball can have various properties as denoted by "flg". - -#####GParameters -> "who" is > 0 (index of monster in m_list[]), < 0 and - not -100 or -101 (player), -100 or -101 (trap). -> "rad" is 0 for a beam/bolt and 1-9 for a ball. -> "y" is the y co-ordinate of the target grid. -> "x" is the x co-ordinate of the target grid. -> "dam" is the number of points of damage. -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "flg" is the projection effect - *****fields.txt*0[PROJECT_fields] - ----------------------------------------------------------------------- - -#####R=== corrupt_player === - -#####GDeclaration - extern void corrupt_player(void); - -#####GFile - spells1.c - -#####GComment -(none) - -#####GDescription -Swap two of the players stats at random. - ----------------------------------------------------------------------- - -#####R=== grow_trees === - -#####GDeclaration - extern void grow_trees(int rad); - -#####GFile - spells2.c - -#####GComment -/* - * Grow trees - */ - -#####GDescription -Grow up to (("rad" x "rad") + 11) trees around the player. - -#####GParameters -> "rad" is the radius of the area where trees may grow. - ----------------------------------------------------------------------- - -#####R=== hp_player === - -#####GDeclaration - extern bool hp_player(int num); - -#####GFile - spells2.c - -#####GComment -/* - * Increase players hit points, notice effects - */ - -#####GDescription -Add "num" points to the player's current hit points. The total can -not exceed the maximum. - -#####GParameters -> "num" is the number of points to add. - ----------------------------------------------------------------------- - -#####R=== heal_insanity === - -#####GDeclaration - extern bool heal_insanity(int val); - -#####GFile - spells2.c - -#####GComment -/* Heal insanity. */ - -#####GDescription -Add "val" points to the player's current sanity points. The total can -not exceed the maximum. - -#####GParameters -> "val" is the number of points to add. - ----------------------------------------------------------------------- - -#####R=== warding_glyph === - -#####GDeclaration - extern void warding_glyph(void); - -#####GFile - spells2.c - -#####GComment -/* - * Leave a "glyph of warding" which prevents monster movement - */ - -#####GDescription -Place a glyph at the player's location. The location must be bare. - ----------------------------------------------------------------------- - -#####R=== explosive_rune === - -#####GDeclaration - extern void explosive_rune(void); - -#####GFile - spells2.c - -#####GComment -(none) - -#####GDescription -Place a minor glyph (explosive rune) at the player's location. The -location must be bare. - ----------------------------------------------------------------------- - -#####R=== do_dec_stat === - -#####GDeclaration - extern bool do_dec_stat(int stat, int mode); - -#####GFile - spells2.c - -#####GComment -/* - * Lose a "point" - */ - -#####GDescription -Attempt to reduce the player's "stat" statistic by a point. - -#####GParameters -> "stat" is the statistic - *****fields.txt*0[A_fields] -> "mode" is the type of decrease: temporary, normal, or permanent - *****fields.txt*0[STAT_DEC_fields] - ----------------------------------------------------------------------- - -#####R=== do_res_stat === - -#####GDeclaration - extern bool do_res_stat(int stat); - -#####GFile - spells2.c - -#####GComment -/* - * Restore lost "points" in a stat - */ - -#####GDescription -Restore the player's "stat" statistic. - -#####GParameters -> "stat" is the statistic - *****fields.txt*0[A_fields] - ----------------------------------------------------------------------- - -#####R=== do_inc_stat === - -#####GDeclaration - extern bool do_inc_stat(int stat); - -#####GFile - spells2.c - -#####GComment -/* - * Gain a "point" in a stat - */ - -#####GDescription -Increase the player's "stat" statistic by a point. - -#####GParameters -> "stat" is the statistic - *****fields.txt*0[A_fields] - ----------------------------------------------------------------------- - -#####R=== identify_pack === - -#####GDeclaration - extern void identify_pack(void); - -#####GFile - spells2.c - -#####GComment -/* - * Identify everything being carried. - * Done by a potion of "self knowledge". - */ - -#####GDescription -Identify all items in the inventory. - ----------------------------------------------------------------------- - -#####R=== remove_curse === - -#####GDeclaration - extern bool remove_curse(void); - -#####GFile - spells2.c - -#####GComment -/* - * Remove most curses - */ - -#####GDescription -Remove all curses except for heavy curses. - ----------------------------------------------------------------------- - -#####R=== remove_all_curse === - -#####GDeclaration - extern bool remove_all_curse(void); - -#####GFile - spells2.c - -#####GComment -/* - * Remove all curses - */ - -#####GDescription -Remove all curses including heavy curses. - ----------------------------------------------------------------------- - -#####R=== restore_level === - -#####GDeclaration - extern bool restore_level(void); - -#####GFile - spells2.c - -#####GComment -/* - * Restores any drained experience - */ - -#####GDescription -Restore all drained experience points (if any). - ----------------------------------------------------------------------- - -#####R=== self_knowledge === - -#####GDeclaration - extern void self_knowledge(FILE *fff); - -#####GFile - spells2.c - -#####GComment -/* - * self-knowledge... idea from nethack. Useful for determining powers and - * resistances of items. It saves the screen, clears it, then starts listing - * attributes, a screenful at a time. (There are a LOT of attributes to - * list. It will probably take 2 or 3 screens for a powerful character whose - * using several artifacts...) -CFT - * - * It is now a lot more efficient. -BEN- - * - * See also "identify_fully()". - * - * XXX XXX XXX Use the "show_file()" method, perhaps. - */ - -#####GDescription -Show all attributes including racial powers, mutations, and equipment -effects. - -#####GParameters -> "*ffff" points to a file (write info to file) or is NULL (write info - to screen). - ----------------------------------------------------------------------- - -#####R=== lose_all_info === - -#####GDeclaration - extern bool lose_all_info(void); - -#####GFile - spells2.c - -#####GComment -/* - * Forget everything - */ - -#####GDescription -Forget about objects and the map. - ----------------------------------------------------------------------- - -#####R=== detect_traps === - -#####GDeclaration - extern bool detect_traps(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all traps on current panel - */ - -#####GDescription -Detect all traps on current panel. - ----------------------------------------------------------------------- - -#####R=== detect_doors === - -#####GDeclaration - extern bool detect_doors(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all doors on current panel - */ - -#####GDescription -Detect all doors on current panel. - ----------------------------------------------------------------------- - -#####R=== detect_stairs === - -#####GDeclaration - extern bool detect_stairs(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all stairs on current panel - */ - -#####GDescription -Detect all stairs on current panel. - ----------------------------------------------------------------------- - -#####R=== detect_treasure === - -#####GDeclaration - extern bool detect_treasure(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect any treasure on the current panel - */ - -#####GDescription -Detect any treasure on the current panel. - ----------------------------------------------------------------------- - -Field: hack_no_detect_message -Value: FALSE - ----------------------------------------------------------------------- - -#####R=== detect_objects_gold === - -#####GDeclaration - extern bool detect_objects_gold(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all "gold" objects on the current panel - */ - -#####GDescription -Detect all objects with the TV_GOLD flag. - ----------------------------------------------------------------------- - -#####R=== detect_objects_normal === - -#####GDeclaration - extern bool detect_objects_normal(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all "normal" objects on the current panel - */ - -#####GDescription -Detect all objects without the TV_GOLD flag. - ----------------------------------------------------------------------- - -#####R=== detect_objects_magic === - -#####GDeclaration - extern bool detect_objects_magic(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all "magic" objects on the current panel. - * - * This will light up all spaces with "magic" items, including artifacts, - * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings, - * and "enchanted" items of the "good" variety. - * - * It can probably be argued that this function is now too powerful. - */ - -#####GDescription -Detect all "magic" objects which are artefacts, ego items, or have one -of the following flags - TV_AMULET, TV_RING, TV_BATERIE, TV_STAFF, -TV_WAND, TV_ROD, TV_ROD_MAIN, TV_SCROLL, TV_POTION, TV_POTION2, -TV_VALARIN_BOOK, TV_MAGERY_BOOK, TV_SHADOW_BOOK, TV_CHAOS_BOOK, -TV_SPIRIT_BOOK, TV_NETHER_BOOK, TV_DAEMON_BOOK, TV_CRUSADE_BOOK, -TV_SIGALDRY_BOOK, TV_SYMBIOTIC_BOOK, TV_MUSIC_BOOK. - ----------------------------------------------------------------------- - -#####R=== detect_monsters_normal === - -#####GDeclaration - extern bool detect_monsters_normal(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all "normal" monsters on the current panel - */ - -#####GDescription -Detect all non-invisible monsters (without RF2_INVISIBLE). - ----------------------------------------------------------------------- - -#####R=== detect_monsters_invis === - -#####GDeclaration - extern bool detect_monsters_invis(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all "invisible" monsters on current panel - */ - -#####GDescription -Detect all invisible monsters (with RF2_INVISIBLE). - ----------------------------------------------------------------------- - -#####R=== detect_monsters_evil === - -#####GDeclaration - extern bool detect_monsters_evil(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all "evil" monsters on current panel - */ - -#####GDescription -Detect all evil monsters (with RF3_EVIL). - ----------------------------------------------------------------------- - -#####R=== detect_monsters_good === - -#####GDeclaration - extern bool detect_monsters_good(void); - -#####GFile - spells2.c - -#####GComment -/* Detect good monsters */ - -#####GDescription -Detect all good monsters (with RF3_GOOD). - ----------------------------------------------------------------------- - -#####R=== detect_monsters_xxx === - -#####GDeclaration - extern bool detect_monsters_xxx(u32b match_flag); - -#####GFile - spells2.c - -#####GComment -/* - * A "generic" detect monsters routine, tagged to flags3 - */ - -#####GDescription -Detect all monsters with "match_flag" flag. - -#####GParameters -> "match_flag" can be any RF3_ flag (see defines.h) but only - RF3_DEMON, RF3_UNDEAD, RF3_GOOD work. - ----------------------------------------------------------------------- - -#####R=== detect_monsters_string === - -#####GDeclaration - extern bool detect_monsters_string(cptr); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all (string) monsters on current panel - */ - -#####GDescription -Detect all monsters whose default monster character matches a -character pointed to by "cptr". - -#####GParameters -> "cptr" is a pointer to a single character, eg 'Z' for hounds. For - available characters, see the "symbol" field of the graphics (G) - line of r_info.txt. - ----------------------------------------------------------------------- - -#####R=== detect_monsters_nonliving === - -#####GDeclaration - extern bool detect_monsters_nonliving(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect all "nonliving", "undead" or "demonic" monsters on current panel - */ - -#####GDescription -Detect all non-living monsters (with RF3_NONLIVING, RF3_UNDEAD, or -RF3_DEMON). - ----------------------------------------------------------------------- - -#####R=== detect_all === - -#####GDeclaration - extern bool detect_all(void); - -#####GFile - spells2.c - -#####GComment -/* - * Detect everything - */ - -#####GDescription -Detects traps, doors, stairs, treasure, gold objects, normal objects, -invisible monsters, normal (visible) monsters. - ----------------------------------------------------------------------- - -#####R=== stair_creation === - -#####GDeclaration - extern void stair_creation(void); - -#####GFile - spells2.c - -#####GComment -/* - * Create stairs at the player location - */ - -#####GDescription -Create stairs at the player location. This is not allowed if the grid -is not empty, the player is not in a dungeon, the player is on a -special level, the player is in an arena or quest. If the player is -in the town or wilderness the stairs will go down. If the player is -on a quest level or at the bottom of a dungeon, the stairs will go up. -Otherwise there is an even chance the stairs will go up or down. - ----------------------------------------------------------------------- - -#####R=== wall_stone === - -#####GDeclaration - extern bool wall_stone(void); - -#####GFile - spells2.c - -#####GComment -(none) - -#####GDescription -Create a stone wall on the player's grid. This function uses the -project() function to create the stone wall. Apparently zero can be -used as the "who" parameter for the player. See details for the -project() function elsewhere in this document. - ----------------------------------------------------------------------- - -#####R=== create_artifact === - -#####GDeclaration - extern bool create_artifact(object_type *o_ptr, - bool a_scroll, bool get_name); - -#####GFile - randart.c - -#####GComment -(none) - -#####GDescription -Create an artifact from object "*optr". - -#####GParameters -> "*optr* is a pointer to an object -> "a_scroll" is true if the artifact is created by reading a scroll -> "get_name" is true if the artifact is to be named by the player (if - a_scroll is true) or created randomly (a_scroll is false), or false - if an inscription is used. - ----------------------------------------------------------------------- - -#####R=== ident_spell === - -#####GDeclaration - extern bool ident_spell(void); - -#####GFile - spells2.c - -#####GComment -/* - * Identify an object in the inventory (or on the floor) - * This routine does *not* automatically combine objects. - * Returns TRUE if something was identified, else FALSE. - */ - -#####GDescription -Identify an object in the inventory (or on the floor). - ----------------------------------------------------------------------- - -#####R=== identify_fully === - -#####GDeclaration - extern bool identify_fully(void); - -#####GFile - spells2.c - -#####GComment -/* - * Fully "identify" an object in the inventory -BEN- - * This routine returns TRUE if an item was identified. - */ - -#####GDescription -Fully "identify" an object in the inventory (or on the floor). - ----------------------------------------------------------------------- - -#####R=== recharge === - -#####GDeclaration - extern bool recharge(int num); - -#####GFile - spells2.c - -#####GComment -/* - * Recharge a wand/staff/rod from the pack or on the floor. - * This function has been rewritten in Oangband. -LM- - * - * Mage -- Recharge I --> recharge(90) - * Mage -- Recharge II --> recharge(150) - * Mage -- Recharge III --> recharge(220) - * - * Priest or Necromancer -- Recharge --> recharge(140) - * - * Scroll of recharging --> recharge(130) - * Scroll of *recharging* --> recharge(200) - * - * It is harder to recharge high level, and highly charged wands, - * staffs, and rods. The more wands in a stack, the more easily and - * strongly they recharge. Staffs, however, each get fewer charges if - * stacked. - * - * XXX XXX XXX Beware of "sliding index errors". - */ - -#####GDescription -Recharge an object in the inventory (or on the floor) with "num" -power. - -#####GParameters -> "num" is the power used in recharging. It is compared to the - object's level to determine whether the item is recharged - successfully or destroyed. If it is recharged, it also determines - how many charges are added, or how much recharge time is reduced. - ----------------------------------------------------------------------- - -#####R=== aggravate_monsters === - -#####GDeclaration - extern void aggravate_monsters(int who); - -#####GFile - spells2.c - -#####GComment -/* - * Wake up all monsters, and speed up "los" monsters. - */ - -#####GDescription -Aggravate monsters, originating from "who". - -#####GParameters -> "who" is the index of monster in m_list[] (1 if it is the player) - which triggers the aggravation; - ----------------------------------------------------------------------- - -#####R=== genocide === - -#####GDeclaration - extern bool genocide(bool player_cast); - -#####GFile - spells2.c - -#####GComment -(none) - -#####GDescription -Genocide a monster race. - -#####GParameters -> "player_cast" is true if the player cast the spell so the player can - take damage. - ----------------------------------------------------------------------- - -#####R=== mass_genocide === - -#####GDeclaration - extern bool mass_genocide(bool player_cast); - -#####GFile - spells2.c - -#####GComment -/* - * Delete all nearby (non-unique) monsters - */ - -#####GDescription -Delete all nearby (non-unique) monsters. - -#####GParameters -> "player_cast" is true if the player cast the spell so the player can - take damage. - ----------------------------------------------------------------------- - -#####R=== probing === - -#####GDeclaration - extern bool probing(void); - -#####GFile - spells2.c - -#####GComment -/* - * Probe nearby monsters - */ - -#####GDescription -Probe all nearby monsters. - ----------------------------------------------------------------------- - -#####R=== banish_evil === - -#####GDeclaration - extern bool banish_evil(int dist); - -#####GFile - spells2.c - -#####GComment -/* - * Banish evil monsters - */ - -#####GDescription -Banish nearby evil monsters doing "dist" points of GF_AWAY_EVIL -damage. - -#####GParameters -> "dist" is the amount of damage done to each monster. - ----------------------------------------------------------------------- - -#####R=== dispel_evil === - -#####GDeclaration - extern bool dispel_evil(int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Dispel evil monsters - */ - -#####GDescription -Dispel nearby evil monsters doing "dam" points of GF_DISP_EVIL -damage. - -#####GParameters -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== dispel_good === - -#####GDeclaration - extern bool dispel_good(int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Dispel good monsters - */ - -#####GDescription -Dispel nearby good monsters doing "dam" points of GF_DISP_GOOD -damage. - -#####GParameters -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== dispel_undead === - -#####GDeclaration - extern bool dispel_undead(int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Dispel undead monsters - */ - -#####GDescription -Dispel nearby undead monsters doing "dam" points of GF_DISP_UNDEAD -damage. - -#####GParameters -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== dispel_monsters === - -#####GDeclaration - extern bool dispel_monsters(int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Dispel all monsters - */ - -#####GDescription -Dispel all nearby monsters doing "dam" points of GF_DISP_ALL -damage. - -#####GParameters -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== dispel_living === - -#####GDeclaration - extern bool dispel_living(int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Dispel 'living' monsters - */ - -#####GDescription -Dispel nearby living monsters doing "dam" points of GF_DISP_LIVING -damage. - -#####GParameters -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== dispel_demons === - -#####GDeclaration - extern bool dispel_demons(int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Dispel demons - */ - -#####GDescription -Dispel nearby demon monsters doing "dam" points of GF_DISP_DEMON -damage. - -#####GParameters -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== turn_undead === - -#####GDeclaration - extern bool turn_undead(void); - -#####GFile - spells2.c - -#####GComment -/* - * Turn undead - */ - -#####GDescription -Turn nearby undead monsters doing a point of GF_TURN_UNDEAD damage for -each player level. - ----------------------------------------------------------------------- - -#####R=== wipe === - -#####GDeclaration - extern void wipe(int y1, int x1, int r); - -#####GFile - spells2.c - -#####GComment -/* - * Wipe -- Empties a part of the dungeon - */ - -#####GDescription -Delete monsters and objects from an area of the dungeon centred at -grid "y1,x1" for a radius "r". This does not work on special levels or -quests. The player may be blinded. The player forgets the affected -area and it becomes dark. All grids become floor. - -#####GParameters -> "y1" is the y-coordinate of the wipe's origin. -> "x1" is the x-coordinate of the wipe's origin. -> "r" is the radius of the wipe. - ----------------------------------------------------------------------- - -#####R=== destroy_area === - -#####GDeclaration - extern void destroy_area(int y1, int x1, int r, - bool full); - -#####GFile - spells2.c - -#####GComment -/* - * The spell of destruction - * - * This spell "deletes" monsters (instead of "killing" them). - * - * Later we may use one function for both "destruction" and - * "earthquake" by using the "full" to select "destruction". - */ - -#####GDescription -Delete monsters and objects from an area of the dungeon centred at -grid "y1,x1" for a radius "r". This does not work on special levels or -quests. The epicentre is NOT affected. The player may be blinded. The -player forgets the affected area and it becomes dark. The grids can -become granite, quartz, magma, or floor. - -#####GParameters -> "y1" is the y-coordinate of the destruction's origin. -> "x1" is the x-coordinate of the destruction's origin. -> "r" is the radius of the destruction. -> "full" is currently unused. - ----------------------------------------------------------------------- - -#####R=== earthquake === - -#####GDeclaration - extern void earthquake(int cy, int cx, int r); - -#####GFile - spells2.c - -#####GComment -/* - * Induce an "earthquake" of the given radius at the given location. - * - * This will turn some walls into floors and some floors into walls. - * - * The player will take damage and "jump" into a safe grid if possible, - * otherwise, he will "tunnel" through the rubble instantaneously. - * - * Monsters will take damage, and "jump" into a safe grid if possible, - * otherwise they will be "buried" in the rubble, disappearing from - * the level in the same way that they do when genocided. - * - * Note that thus the player and monsters (except eaters of walls and - * passers through walls) will never occupy the same grid as a wall. - * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even - * for a single turn, unless that monster can pass_walls or kill_walls. - * This has allowed massive simplification of the "monster" code. - */ - -#####GDescription -Create an earthquake centred on grid "cy,cx" with a radius of "r". -This does not work on quest levels. The epicentre is NOT affected. -Only about 15% of the grids are affected. The player takes 300 points -of damage if they can't be moved to a safe grid, otherwise damage is -from 10 to 40 points. The player forgets the affected area and it -becomes dark. The grids can become granite, quartz, magma, or floor. - -#####GParameters -Parameters: -> "cy" is the y-coordinate of the earthquake origin. -> "cx" is the x-coordinate of the earthquake origin. -> "r" is the radius of the earthquake. - ----------------------------------------------------------------------- - -#####R=== map_area === - -#####GDeclaration - extern void map_area(void); - -#####GFile - cave.c - -#####GComment -/* - * Hack -- map the current panel (plus some) ala "magic mapping" - */ - -#####GDescription -Map the current panel plus up to 10 grids up and down, and up to 20 -grids left and right. - ----------------------------------------------------------------------- - -#####R=== wiz_lite === - -#####GDeclaration - extern void wiz_lite(void); - -#####GFile - cave.c - -#####GComment -/* - * Light up the dungeon using "clairvoyance" - * - * This function "illuminates" every grid in the dungeon, memorises all - * "objects", memorises all grids as with magic mapping, and, under the - * standard option settings (view_perma_grids but not view_torch_grids) - * memorises all floor grids too. - * - * Note that if "view_perma_grids" is not set, we do not memorise floor - * grids, since this would defeat the purpose of "view_perma_grids", not - * that anyone seems to play without this option. - * - * Note that if "view_torch_grids" is set, we do not memorise floor grids, - * since this would prevent the use of "view_torch_grids" as a method to - * keep track of what grids have been observed directly. - */ - -#####GDescription -Light up the entire dungeon and show all monsters and objects. - ----------------------------------------------------------------------- - -#####R=== wiz_lite_extra === - -#####GDeclaration - extern void wiz_lite_extra(void); - -#####GFile - cave.c - -#####GComment -(none) - -#####GDescription -Light up the entire dungeon and show all monsters and objects. All -squares are lit and remembered. - ----------------------------------------------------------------------- - -#####R=== wiz_dark === - -#####GDeclaration - extern void wiz_dark(void); - -#####GFile - cave.c - -#####GComment -/* - * Forget the dungeon map (ala "Thinking of Maud..."). - */ - -#####GDescription -Forget all grids and objects. All grids become dark. - ----------------------------------------------------------------------- - -#####R=== lite_room === - -#####GDeclaration - extern void lite_room(int y1, int x1); - -#####GFile - spells2.c - -#####GComment -/* - * Illuminate any room containing the given location. - */ - -#####GDescription -Light up the room (if any) of grid "y1,x1". - -#####GParameters -> "y1" is the y-coordinate of the grid. -> "x1" is the x-coordinate of the grid. - ----------------------------------------------------------------------- - -#####R=== unlite_room === - -#####GDeclaration - extern void unlite_room(int y1, int x1); - -#####GFile - spells2.c - -#####GComment -/* - * Darken all rooms containing the given location - */ - -#####GDescription -Darken all rooms (if any) of grid "y1,x1". - -#####GParameters -> "y1" is the y-coordinate of the grid. -> "x1" is the x-coordinate of the grid. - ----------------------------------------------------------------------- - -#####R=== lite_area === - -#####GDeclaration - extern bool lite_area(int dam, int rad); - -#####GFile - spells2.c - -#####GComment -/* - * Hack -- call light around the player - * Affect all monsters in the projection radius - */ - -#####GDescription -Light up the room (if any) of the player's grid. Monsters take "dam" -points of GF_LITE_WEAK damage if they are within "r" grids of the -player. - -#####GParameters -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage. - ----------------------------------------------------------------------- - -#####R=== unlite_area === - -#####GDeclaration - extern bool unlite_area(int dam, int rad); - -#####GFile - spells2.c - -#####GComment -/* - * Hack -- call darkness around the player - * Affect all monsters in the projection radius - */ - -#####GDescription -Darken the room (if any) of the player's grid. Monsters take "dam" -points of GF_DARK_WEAK damage if they are within "r" grids of the -player. - -#####GParameters -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage. - ----------------------------------------------------------------------- - -#####R=== fire_ball_beam === - -#####GDeclaration - extern bool fire_ball_beam(int typ, int dir, int dam, - int rad); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a ball-beamed spell - * Stop if we hit a monster, act as a "ball" - * Allow "target" mode to pass over monsters - * Affect grids, objects, and monsters - */ - -#####GDescription -Cast a ball-beamed spell of type "typ" in direction "dir" for damage -"dam" points with a radius of "rad" grids. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage (must be <= 16). - ----------------------------------------------------------------------- - -#####R=== fire_ball === - -#####GDeclaration - extern bool fire_ball(int typ, int dir, int dam, int rad); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a ball spell - * Stop if we hit a monster, act as a "ball" - * Allow "target" mode to pass over monsters - * Affect grids, objects, and monsters - */ - -#####GDescription -Cast a ball spell of type "typ" in direction "dir" for "dam" points of -damage. The ball has a radius of "rad" grids. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage (must be <= 16). - ----------------------------------------------------------------------- - -#####R=== fire_bolt === - -#####GDeclaration - extern bool fire_bolt(int typ, int dir, int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a bolt spell - * Stop if we hit a monster, as a "bolt" - * Affect monsters (not grids or objects) - */ - -#####GDescription -Cast a bolt spell of type "typ" in direction "dir" for "dam" points of -damage. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9 - *****fields.txt*0[direction] -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== fire_beam === - -#####GDeclaration - extern bool fire_beam(int typ, int dir, int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a beam spell - * Pass through monsters, as a "beam" - * Affect monsters (not grids or objects) - */ - -#####GDescription -Cast a beam spell of type "typ" in direction "dir" for "dam" points of -damage. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== fire_druid_ball === - -#####GDeclaration - extern bool fire_druid_ball(int typ, int dir, int dam, - int rad); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a druidic ball spell - * Stop if we hit a monster, act as a "ball" - * Allow "target" mode to pass over monsters - * Affect grids, objects, and monsters - */ - -#####GDescription -Cast a ball spell of type "typ" in direction "dir" for "dam" points of -damage. The ball has a radius of "rad" grids. The spell follows a mana -path. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage (must be <= 16). - ----------------------------------------------------------------------- - -#####R=== fire_druid_bolt === - -#####GDeclaration - extern bool fire_druid_bolt(int typ, int dir, int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a druidic bolt spell - * Stop if we hit a monster, as a "bolt" - * Affect monsters (not grids or objects) - */ - -#####GDescription -Cast a bolt spell of type "typ" in direction "dir" for "dam" points of -damage. The spell follows a mana path. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== fire_druid_beam === - -#####GDeclaration - extern bool fire_druid_beam(int typ, int dir, int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a druidistic beam spell - * Pass through monsters, as a "beam" - * Affect monsters (not grids or objects) - */ - -#####GDescription -Cast a beam spell of type "typ" in direction "dir" for "dam" points of -damage. The spell follows a mana path. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== fire_bolt_or_beam === - -#####GDeclaration - extern bool fire_bolt_or_beam(int prob, int typ, int dir, - int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Cast a bolt spell, or rarely, a beam spell - */ - -#####GDescription -Cast a beam (chance of "prob" in 100) or bolt spell of type "typ" in -direction "dir" for "dam" points of damage. - -#####GParameters -> "prob" is the number of times out of 100 that the bolt will actually - be a beam. Obviously this value should range from 1 to 99 (0 will - always give a beam, 100 or higher will always give a beam. There are - separate functions for these cases). -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -#####R=== alchemy === - -#####GDeclaration - extern bool alchemy(void); - -#####GFile - spells2.c - -#####GComment -/* Turns an object into gold, gain some of its value in a shop */ - -#####GDescription -The player selects an object (and quantity if it applies) from the -inventory or the floor and attempts to turn it into gold. If the -price of the item is < 0 then the player gains nothing (fool's gold), -otherwise the player gets a third of the price in gold. Artifacts are -not affected. - ----------------------------------------------------------------------- - -#####R=== alter_reality === - -#####GDeclaration - extern void alter_reality(void); - -#####GFile - spells2.c - -#####GComment -(none) - -#####GDescription -The player leaves the level immediately. - ----------------------------------------------------------------------- - -#####R=== teleport_swap === - -#####GDeclaration - extern void teleport_swap(int dir); - -#####GFile - spells2.c - -#####GComment -(none) - -#####GDescription -Player swaps places with target in direction "dir". The target must be -a monster. It will not work if the space-time continuum can not be -disrupted or if the monster resists teleportation. - ----------------------------------------------------------------------- - -#####R=== project_meteor === - -#####GDeclaration - extern void project_meteor(int radius, int typ, int dam, - u32b flg); - -#####GFile - spells2.c - -#####GComment -/* - * Apply a "project()" a la meteor shower - */ - -#####GDescription -Generate between "rad" and "rad" x 2 ball spells of type "typ" for -"dam" points of damage. The ball can have various properties as -denoted by "flg". - -#####GParameters -> "rad" is the minimum number of balls created. "rad" + randint("rad") - balls are created. Each ball has a radius of 2 grids. Each target - grid is within 5 grids of the player. -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dam" is the number of points of damage. -> "flg" is the projection effect - *****fields.txt*0[PROJECT_fields] - ----------------------------------------------------------------------- - -#####R=== passwall === - -#####GDeclaration - extern bool passwall(int dir, bool safe); - -#####GFile - spells2.c - -#####GComment -/* - * Send the player shooting through walls in the given direction until - * they reach a non-wall space, or a monster, or a permanent wall. - */ - -#####GDescription -Move the player through walls in direction "dir". if "safe" then the -player can not end up in a wall - if they do, the wall is replaced by -a floor. This does not work in the wilderness, on quest levels, or if -teleport is not allowed. Stopping on monsters or inside vaults is not -allowed. - -#####GParameters -> "dir" must be from 0 to 9. It can not be 5. - *****fields.txt*0[direction] -> "safe" must be true if the player is not to be trapped in a wall - when the movement is finished. - ----------------------------------------------------------------------- - -#####R=== project_hook === - -#####GDeclaration - extern bool project_hook(int typ, int dir, int dam, - int flg); - -#####GFile - spells2.c - -#####GComment -/* - * Hack -- apply a "projection()" in a direction (or at the target) - */ - -#####GDescription -Generate a beam/bolt of type "typ" in direction "dir" (or at a target) -for "dam" points of damage. The beam/bolt can have various properties -as denoted by "flg". - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dir" must be from 0 to 9. 5 means use the current target. - *****fields.txt*0[direction] -> "dam" is the number of points of damage. -> "flg" is the projection effect - *****fields.txt*0[PROJECT_fields] - ----------------------------------------------------------------------- - -#####R=== reset_recall === - -#####GDeclaration - extern bool reset_recall(void); - -#####GFile - spells2.c - -#####GComment -(none) - -#####GDescription -Ask the player for a dungeon and appropriate level within the dungeon. -The player can not specify a dungeon they have not gone to yet. If the -player chooses levels 99 or 100, the level is set to 98. - ----------------------------------------------------------------------- - -#####R=== get_aim_dir === - -#####GDeclaration - extern bool get_aim_dir(int *dp = 0); - -#####GFile - xtra2.c - -#####GComment -/* - * Get an "aiming direction" from the user. - * - * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and - * "0" for "current target", and "-1" for "entry aborted". - * - * Note that "Force Target", if set, will pre-empt user interaction, - * if there is a usable target already set. - * - * Note that confusion over-rides any (explicit?) user choice. - */ - -#####GDescription -Get an aiming direction from the user and store it in "dp". A target -can be selected. If the player is confused, the direction will be -random. - -#####GParameters -> "dp" = player direction. - ----------------------------------------------------------------------- - -#####R=== project_hack === - -#####GDeclaration - extern bool project_hack(int typ, int dam); - -#####GFile - spells2.c - -#####GComment -/* - * Apply a "project()" directly to all viewable monsters - * - * Note that affected monsters are NOT auto-tracked by this usage. - */ - -#####GDescription -Generate beam/bolt spells of type "typ" for "dam" points of damage to -all viewable monsters in line of site. - -#####GParameters -> "typ" is the type of damage - *****fields.txt*0[GF_fields] -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - - -Back to the *****lua.hlp*0[lua help index] . - - [[[[[gThis file by Chris Hadgis] |