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diff --git a/lib/help/lua_skil.html b/lib/help/lua_skil.html deleted file mode 100644 index 5ffa98ef..00000000 --- a/lib/help/lua_skil.html +++ /dev/null @@ -1,357 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Adding new skill-based powers ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -<FONT COLOR="#FF0000">=== Introduction ===</FONT> - -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 <A HREF="lua_intr.html">scripting introduction</A> and -<A HREF="lua_pow.html">racial power tutorial</A> 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. - -<FONT COLOR="#FF0000">=== Getting started ===</FONT> - -Open construc.lua (you have downloaded the example scripts from -<FONT COLOR="#00FF00">http://www.moppy.co.uk/angband.htm</FONT>, 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: - -<FONT COLOR="#00FFFF">SKILL_CONSTRUCT = 57</FONT> - -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. - -<FONT COLOR="#00FFFF">constructor_powers = add_magic</FONT> - -In a similar way to the <FONT COLOR="#00FFFF">add_power</FONT> 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 <FONT COLOR="#00FFFF">{</FONT> and <FONT COLOR="#00FFFF">}</FONT> respectively. Each key -(or field name) takes the format <FONT COLOR="#00FFFF">"key" = value,</FONT> (the comma is -important!). - -<FONT COLOR="#00FFFF"> ["fail"] = function()</FONT> -<FONT COLOR="#00FFFF"> msg_print("You decide now is a good time for a cuppa")</FONT> -<FONT COLOR="#00FFFF"> end,</FONT> -<FONT COLOR="#00FFFF"> ["stat"] = A_STR,</FONT> -<FONT COLOR="#00FFFF"> ["get_level"] = function()</FONT> -<FONT COLOR="#00FFFF"> return get_skill_scale(SKILL_CONSTRUCT, 50)</FONT> -<FONT COLOR="#00FFFF"> end,</FONT> -<FONT COLOR="#00FFFF"> ["spell_list"] = </FONT> - -<FONT COLOR="#00FFFF">"fail"</FONT> is a function that is called whenever you ##fail to cast the -spells##. Here it does nothing spectacular. -<FONT COLOR="#00FFFF">"stat"</FONT> defines the stat used to cast the spells. Here it is strength. -Any other stat can be used, prefix it with <FONT COLOR="#00FFFF">A_</FONT>. -<FONT COLOR="#00FFFF">"get_level"</FONT> 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. -<FONT COLOR="#00FFFF">"spell_list"</FONT> 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 <FONT COLOR="#00FFFF">end</FONT>. Again compare with conmstruct.lua to see it. Any line NOT -ending wit a comma will cause a lua error on startup, probably of the type -<FONT COLOR="#000000">'}' expected to close '{' at line <whatever>.</FONT> - -<FONT COLOR="#FF0000">=== The spell list ===</FONT> - -Each spell, within the <FONT COLOR="#00FFFF">"spell_list"</FONT> key has it's 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: - -<FONT COLOR="#00FFFF"> ["spell_list"] = </FONT> -<FONT COLOR="#00FFFF"> {</FONT> -<FONT COLOR="#00FFFF"> {</FONT> -<FONT COLOR="#00FFFF"> ["name"] = </FONT> -<FONT COLOR="#00FFFF"> ["desc"] = </FONT> -<FONT COLOR="#00FFFF"> ["mana"] = </FONT> -<FONT COLOR="#00FFFF"> ["level"] = </FONT> -<FONT COLOR="#00FFFF"> ["fail"] = </FONT> -<FONT COLOR="#00FFFF"> ["spell"] = </FONT> -<FONT COLOR="#00FFFF"> ["info"] = </FONT> -<FONT COLOR="#00FFFF"> },</FONT> - -<FONT COLOR="#00FFFF">"name"</FONT> 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. -<FONT COLOR="#00FFFF">"desc"</FONT> 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. -<FONT COLOR="#00FFFF">"mana"</FONT> is the amount of mana required to cast the spell. -<FONT COLOR="#00FFFF">"level"</FONT> is the level required to use that spell (that's level of the (in -this case construction) skill, not character level!). -<FONT COLOR="#00FFFF">"fail"</FONT> is base fail rate. -<FONT COLOR="#00FFFF">"spell"</FONT> is the function that is executed when the spell is cast. Note -that it MUST take the form <FONT COLOR="#00FFFF">function() blah end</FONT> even if you're calling -a C function direct. 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 <FONT COLOR="#00FFFF">"spell" = alter_reality()</FONT>, it reads: - -<FONT COLOR="#00FFFF">["spell"] = function()</FONT> -<FONT COLOR="#00FFFF"> alter_reality()</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -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 <FONT COLOR="#00FFFF">"info"</FONT> key must begin with a <FONT COLOR="#00FFFF">function()</FONT> -and return the value of what is to be displayed along side 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 users screen, but try and 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 : <FONT COLOR="#00FFFF">return " "</FONT> - -All of these keys are repeated for each spell. with each spell in it's 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 <A HREF="lua_spel.html">spell.pkg</A> 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. - -<FONT COLOR="#FF0000">=== The get_level() function ===</FONT> - -Probably one of the most important functions that you see reappearing in the -file is the <FONT COLOR="#00FFFF">get_level()</FONT> function. All this does is return the numerical -value of the power that is given as the first argument. So <FONT COLOR="#00FFFF">get_level</FONT> -<FONT COLOR="#00FFFF">(constructor_power)</FONT> 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 <FONT COLOR="#00FFFF">"get_level"</FONT> key, by saying <FONT COLOR="#00FFFF">get_skill_scale</FONT> -<FONT COLOR="#00FFFF">(SKILL_CONSTRUCT, 50)</FONT> ) it will return the value of your construction skill. -<FONT COLOR="#00FFFF">constructor_power</FONT> is the name of the whole power, we named it thus on -the second line of the script! - -<FONT COLOR="#00FFFF">get_level</FONT> takes the following arguments: <FONT COLOR="#00FFFF">get_level(power, max, </FONT> -<FONT COLOR="#00FFFF">min)</FONT>. 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 <FONT COLOR="#00FFFF">get_level(constructor_power)</FONT> 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: -<FONT COLOR="#00FFFF">get_level(constructor_power, 20)</FONT>. In a similar way, you can force the -minimum value of the spell to be higher than the actual construction skill -level, with a <FONT COLOR="#00FFFF">get_level(constructor_power, 50, 15)</FONT>. 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 <FONT COLOR="#00FFFF">get_level()</FONT> function -enables us to have spells that increase in usefulness as you gain levels. Lets -take the "Dismantle" spell. The function in the <FONT COLOR="#00FFFF">"spell"</FONT> key is as -follows: - -<FONT COLOR="#00FFFF">function()</FONT> -<FONT COLOR="#00FFFF"> local ret, dir, dam</FONT> - -<FONT COLOR="#00FFFF"> if (get_level(constructor_powers, 50) >= 11) then</FONT> -<FONT COLOR="#00FFFF"> ret, dir = get_aim_dir();</FONT> -<FONT COLOR="#00FFFF"> if (ret == FALSE) then return end</FONT> -<FONT COLOR="#00FFFF"> fire_beam(GF_KILL_TRAP, dir, 1)</FONT> -<FONT COLOR="#00FFFF"> else</FONT> -<FONT COLOR="#00FFFF"> fire_ball(GF_KILL_TRAP, 0, 1, 1)</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -The <FONT COLOR="#00FFFF">if</FONT> statement is obviously what really interests us here. You'll -notice that this has the amendment of an <FONT COLOR="#00FFFF">else</FONT> clause, which the <FONT COLOR="#00FFFF">if</FONT> -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 <FONT COLOR="#00FFFF">else</FONT> are executed. - -Coming back to the <FONT COLOR="#00FFFF">get_level</FONT> function, we learnt from above, that the -<FONT COLOR="#00FFFF">get_level</FONT> 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 -<FONT COLOR="#00FFFF">get_level()</FONT> 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. - -<FONT COLOR="#FF0000">=== Elseif's and things ===</FONT> - -If you want to provide more than one alternative condition, in an -<FONT COLOR="#00FFFF">if-then-else</FONT> statement, you can use <FONT COLOR="#00FFFF">elseif</FONT>s which do what you -might expect. Take a look at the first spell, "Survey area", for an example of -this: - -<FONT COLOR="#00FFFF">if (get_level(constructor_powers, 50) >= 28) then</FONT> -<FONT COLOR="#00FFFF"> wiz_lite()</FONT> -<FONT COLOR="#00FFFF">elseif (get_level(constructor_powers, 50) >= 15) then</FONT> -<FONT COLOR="#00FFFF"> map_area()</FONT> -<FONT COLOR="#00FFFF"> detect_traps(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF">elseif (get_level(constructor_powers, 50) >= 5) then</FONT> -<FONT COLOR="#00FFFF"> detect_traps(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF"> detect_stairs(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF"> detect_doors(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF">else </FONT> -<FONT COLOR="#00FFFF"> detect_stairs(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF"> detect_doors(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF">end</FONT> - -If the level of constructor powers is greater or equal to 28, then the function -<FONT COLOR="#00FFFF">wiz_lite()</FONT> is performed, and no other part of the if statement is -executed. <FONT COLOR="#00FFFF">wiz_lite()</FONT> 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 <FONT COLOR="#00FFFF">map_area()</FONT>(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 <FONT COLOR="#00FFFF">detect_traps(2)</FONT> would detect traps -with a radius of 2 centred on the player. - -<FONT COLOR="#FF0000">=== Registering the skill type ===</FONT> - -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 <FONT COLOR="#00FFFF">add_mkey()</FONT> which takes it's arguments for a table. -There are only two keys in this table though which keeps things simple. - -<FONT COLOR="#00FFFF">add_mkey</FONT> -<FONT COLOR="#00FFFF">{</FONT> -<FONT COLOR="#00FFFF"> ["mkey"] = MKEY_CONSTRUCT_POWERS,</FONT> -<FONT COLOR="#00FFFF"> ["fct"] = function()</FONT> -<FONT COLOR="#00FFFF"> execute_magic(constructor_powers)</FONT> -<FONT COLOR="#00FFFF"> energy_use = energy_use + 100;</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF">}</FONT> - -<FONT COLOR="#00FFFF">"mkey"</FONT> must be a UNIQUE value > 1000 . Here I've defined it as a -constant, <FONT COLOR="#00FFFF">MKEY_CONSTRUCT_POWERS</FONT>, which has the value 1004. This value -we'll call again in the s_info.txt file. -<FONT COLOR="#00FFFF">"fct"</FONT> is the function that's called when the user presses the key in the -'m' menu. SO Here, it calls the <FONT COLOR="#00FFFF">execute_magic</FONT> 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 <FONT COLOR="#00FFFF">energy_use</FONT> line tells the game to take one game turn to do -the action. - -<FONT COLOR="#FF0000">=== Adding the skill in s_info.txt ===</FONT> - -Take a look in the S-info.txt file, under the Misc section. You'll see, - -<FONT COLOR="#00FFFF">N:57:Construction</FONT> -<FONT COLOR="#00FFFF">D:Ability to use constructor powers</FONT> -<FONT COLOR="#00FFFF">D:Construction powers use strength</FONT> -<FONT COLOR="#00FFFF">A:1004:Build or knock down stuff</FONT> -<FONT COLOR="#00FFFF">I:1000</FONT> - -The first line is the index of the skill, again this must be unique. The second -property is the name of the skill. The <FONT COLOR="#00FFFF">D</FONT> lines are the lines displayed -when the skill is highlighted in the skill screen. -The first entry on the <FONT COLOR="#00FFFF">A</FONT> line is the value of the <FONT COLOR="#00FFFF">"mkey"</FONT> we -defined in the <FONT COLOR="#00FFFF">add_mkey</FONT> function in our script. The second entry is the -display for selecting the construction power in the 'm' menu. -The <FONT COLOR="#00FFFF">I</FONT> 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 -<FONT COLOR="#00FFFF">"fct"</FONT> (generally using <FONT COLOR="#00FFFF">add_magic</FONT> ). - -And I've added the line - -<FONT COLOR="#00FFFF">tome_dofile("construc.lua")</FONT> - -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. - -<FONT COLOR="#FF0000">=== fire_bolt() and fire_beam() ===</FONT> - -In the last help file we looked at the routine for firing a ball - -<FONT COLOR="#00FFFF">fire_ball()</FONT>. Here's a quick note about beams and bolts... -<FONT COLOR="#00FFFF">fire_beam()</FONT> and <FONT COLOR="#00FFFF">fire_bolt()</FONT> take 2 arguments: -<FONT COLOR="#00FFFF">(type, direction, damage)</FONT>. So in the dismantle spell we have the -direction passed from <FONT COLOR="#00FFFF">get_aim_dir()</FONT> (the function that asks the player -for a direction), the type of damage is <FONT COLOR="#00FFFF">GF_KILL_TRAP</FONT>, which as you might -expect disarms traps. And the damage is only 1 because it's not going to hurt -monsters, just dismantle traps. - -<FONT COLOR="#FF0000">=== set_oppose_elec() ===</FONT> - -OK here's another thing. Wander on down to the sparky_skills spell. After the -appropriate bolt/ball is fired, we have the line: - -<FONT COLOR="#00FFFF">if player.oppose_elec == 0 then </FONT> -<FONT COLOR="#00FFFF"> set_oppose_elec(randint(10) + 20 + get_level(constructor_powers, 20)*3)</FONT> -<FONT COLOR="#00FFFF">end</FONT> - -This is the bit that grants temporary resist electricity. we've called the -function <FONT COLOR="#00FFFF">set_oppose_elec(turns)</FONT>, which sets the players 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 for 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.... - - <FONT COLOR="#008040">This file by fearoffours (fearoffours@moppy.co.uk)</FONT> - - -</TT></PRE> -</FONT> -</body> -</html> |