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-rw-r--r--lib/scpt/.cvsignore1
-rw-r--r--lib/scpt/bounty.lua90
-rw-r--r--lib/scpt/corrupt.lua433
-rw-r--r--lib/scpt/drunk.lua21
-rw-r--r--lib/scpt/fireprof.lua415
-rw-r--r--lib/scpt/god.lua640
-rw-r--r--lib/scpt/gods.lua26
-rw-r--r--lib/scpt/help.lua411
-rw-r--r--lib/scpt/init.lua46
-rw-r--r--lib/scpt/intro.lua39
-rw-r--r--lib/scpt/joke.lua31
-rw-r--r--lib/scpt/library.lua436
-rw-r--r--lib/scpt/mimic.lua419
-rw-r--r--lib/scpt/mkeys.lua95
-rw-r--r--lib/scpt/player.lua76
-rw-r--r--lib/scpt/powers.lua61
-rw-r--r--lib/scpt/s_air.lua193
-rw-r--r--lib/scpt/s_convey.lua227
-rw-r--r--lib/scpt/s_demon.lua337
-rw-r--r--lib/scpt/s_divin.lua230
-rw-r--r--lib/scpt/s_earth.lua184
-rw-r--r--lib/scpt/s_eru.lua130
-rw-r--r--lib/scpt/s_fire.lua227
-rw-r--r--lib/scpt/s_geom.lua656
-rw-r--r--lib/scpt/s_mana.lua132
-rw-r--r--lib/scpt/s_manwe.lua144
-rw-r--r--lib/scpt/s_melkor.lua154
-rw-r--r--lib/scpt/s_meta.lua287
-rw-r--r--lib/scpt/s_mind.lua132
-rw-r--r--lib/scpt/s_music.lua443
-rw-r--r--lib/scpt/s_nature.lua152
-rw-r--r--lib/scpt/s_stick.lua444
-rw-r--r--lib/scpt/s_tempo.lua162
-rw-r--r--lib/scpt/s_tulkas.lua81
-rw-r--r--lib/scpt/s_udun.lua180
-rw-r--r--lib/scpt/s_water.lua154
-rw-r--r--lib/scpt/s_yavann.lua157
-rw-r--r--lib/scpt/spells.lua475
-rw-r--r--lib/scpt/stores.lua132
39 files changed, 8653 insertions, 0 deletions
diff --git a/lib/scpt/.cvsignore b/lib/scpt/.cvsignore
new file mode 100644
index 00000000..908e5b42
--- /dev/null
+++ b/lib/scpt/.cvsignore
@@ -0,0 +1 @@
+debug.lua
diff --git a/lib/scpt/bounty.lua b/lib/scpt/bounty.lua
new file mode 100644
index 00000000..94c15598
--- /dev/null
+++ b/lib/scpt/bounty.lua
@@ -0,0 +1,90 @@
+-- The bounty quest! bring back corpses to increase your monster lore skill
+
+add_quest
+{
+ ["global"] = "BOUNTY_QUEST",
+ ["name"] = "Bounty quest",
+ ["desc"] = function()
+ if quest(BOUNTY_QUEST).status == QUEST_STATUS_TAKEN then
+ print_hook("#####yBounty quest!\n")
+ print_hook("You must bring back "..monster_race_desc(bounty_quest_monster, 0).." corpse to the beastmaster.\n")
+ print_hook("\n")
+ end
+ end,
+ ["level"] = -1,
+ ["data"] = {
+ ["bounty_quest_monster"] = 0,
+ },
+ ["hooks"] = {
+ -- Start the game without the quest, need to request it
+ [HOOK_BIRTH_OBJECTS] = function()
+ quest(BOUNTY_QUEST).status = QUEST_STATUS_UNTAKEN
+ end,
+ },
+}
+
+add_building_action
+{
+ -- Index is used in ba_info.txt to set the actions
+ ["index"] = 54,
+ ["action"] = function()
+ if quest(BOUNTY_QUEST).status == QUEST_STATUS_UNTAKEN then
+ quest(BOUNTY_QUEST).status = QUEST_STATUS_TAKEN
+ bounty_quest_monster = get_new_bounty_monster(3 + ((player.lev * 3) / 2))
+
+ msg_print("You must bring me back "..monster_race_desc(bounty_quest_monster, 0).." corpse.")
+ else
+ msg_print("You still must bring me back "..monster_race_desc(bounty_quest_monster, 0).." corpse.")
+ end
+ end
+}
+
+add_building_action
+{
+ -- Index is used in ba_info.txt to set the actions
+ ["index"] = 55,
+ ["action"] = function()
+ if quest(BOUNTY_QUEST).status == QUEST_STATUS_TAKEN then
+ local ret, item
+
+ -- Ask for an item
+ ret, item = get_item("What corpse to return?",
+ "You have no corpse to return.",
+ bor(USE_INVEN),
+ function (obj)
+ if (obj.tval == TV_CORPSE) and (obj.pval2 == bounty_quest_monster) then
+ return TRUE
+ end
+ return FALSE
+ end
+ )
+
+ -- Ok we got the corpse!
+ if ret == TRUE then
+ -- Take the corpse from the inventory
+ inven_item_increase(item, -1)
+ inven_item_optimize(item)
+
+ msg_print("Ah well done adventurer!")
+ msg_print("As a reward I will teach you a bit of monster lore.")
+
+ if skill(SKILL_LORE).mod == 0 then
+ skill(SKILL_LORE).mod = 900
+ skill(SKILL_LORE).dev = TRUE
+ end
+ skill(SKILL_LORE).value = skill(SKILL_LORE).value + skill(SKILL_LORE).mod
+ if skill(SKILL_PRESERVATION).mod == 0 then
+ skill(SKILL_PRESERVATION).value = 800
+ skill(SKILL_PRESERVATION).mod = 800
+ skill(SKILL_PRESERVATION).dev = TRUE
+ msg_print("I see you don't know the corpse preservation skill, I shall teach you it too.")
+ end
+
+ quest(BOUNTY_QUEST).status = QUEST_STATUS_UNTAKEN
+ bounty_quest_monster = 0
+ end
+ else
+ msg_print("You do not have any bounty quest yet.")
+ end
+ end
+}
diff --git a/lib/scpt/corrupt.lua b/lib/scpt/corrupt.lua
new file mode 100644
index 00000000..550f8bc0
--- /dev/null
+++ b/lib/scpt/corrupt.lua
@@ -0,0 +1,433 @@
+-- Definition of the corruptions
+
+-- The Balrog corruptions
+CORRUPT_BALROG_AURA = add_corruption
+{
+ ["color"] = TERM_ORANGE,
+ ["name"] = "Balrog Aura",
+ ["get_text"] = "A corrupted wall of flames surrounds you.",
+ ["lose_text"] = "The wall of corrupted flames abandons you.",
+ ["desc"] =
+ {
+ " Surrounds you with a fiery aura",
+ " But it can burn scrolls when you read them"
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SH_FIRE)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_LITE1)
+ end,
+ [HOOK_READ] = function(obj)
+ if magik(5) == TRUE then
+ msg_print("Your demon aura burns the scroll before you read it!")
+ return TRUE, TRUE, FALSE
+ else
+ return FALSE
+ end
+ end,
+ },
+}
+
+CORRUPT_BALROG_WINGS = add_corruption
+{
+ ["color"] = TERM_ORANGE,
+ ["name"] = "Balrog Wings",
+ ["get_text"] = "Wings of shadow grow in your back.",
+ ["lose_text"] = "The wings in your back fall apart.",
+ ["desc"] =
+ {
+ " Creates ugly, but working, wings allowing you to fly",
+ " But it reduces charisma by 4 and dexterity by 2"
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ player.xtra_f4 = bor(player.xtra_f4, TR4_FLY)
+ player.modify_stat(A_CHR, -4)
+ player.modify_stat(A_DEX, -2)
+ end,
+ },
+}
+
+CORRUPT_BALROG_STRENGTH = add_corruption
+{
+ ["color"] = TERM_ORANGE,
+ ["name"] = "Balrog Strength",
+ ["get_text"] = "Your muscles get unnatural strength.",
+ ["lose_text"] = "Your muscles get weaker again.",
+ ["desc"] =
+ {
+ " Provides 3 strength and 1 constitution",
+ " But it reduces charisma by 1 and dexterity by 3"
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ player.modify_stat(A_STR, 3)
+ player.modify_stat(A_CON, 1)
+ player.modify_stat(A_DEX, -3)
+ player.modify_stat(A_CHR, -1)
+ end,
+ },
+}
+
+CORRUPT_BALROG_FORM = add_corruption
+{
+ ["color"] = TERM_YELLOW,
+ ["name"] = "Balrog Form",
+ ["get_text"] = "You feel the might of a Balrog inside you.",
+ ["lose_text"] = "The presence of the Balrog seems to abandon you.",
+ ["desc"] =
+ {
+ " Allows you to turn into a Balrog at will",
+ " You need Balrog Wings, Balrog Aura and Balrog Strength to activate it"
+ },
+ ["depends"] =
+ {
+ [CORRUPT_BALROG_AURA] = TRUE,
+ [CORRUPT_BALROG_WINGS] = TRUE,
+ [CORRUPT_BALROG_STRENGTH] = TRUE
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_POWERS] = function()
+ player.add_power(PWR_BALROG)
+ end,
+ },
+}
+
+
+-- The Demon corruptions
+CORRUPT_DEMON_SPIRIT = add_corruption
+{
+ ["color"] = TERM_RED,
+ ["name"] = "Demon Spirit",
+ ["get_text"] = "Your spirit opens to corrupted thoughts.",
+ ["lose_text"] = "Your spirit closes again to the corrupted thoughts.",
+ ["desc"] =
+ {
+ " Increases your intelligence by 1",
+ " But reduce your charisma by 2",
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ player.modify_stat(A_INT, 1)
+ player.modify_stat(A_CHR, -2)
+ end,
+ },
+}
+
+CORRUPT_DEMON_HIDE = add_corruption
+{
+ ["color"] = TERM_RED,
+ ["name"] = "Demon Hide",
+ ["get_text"] = "Your skin grows into a thick hide.",
+ ["lose_text"] = "Your skin returns to a natural state.",
+ ["desc"] =
+ {
+ " Increases your armour class by your level",
+ " Provides immunity to fire at level 40",
+ " But reduces speed by your level / 7",
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ player.to_a = player.to_a + player.lev
+ player.dis_to_a = player.dis_to_a + player.lev
+ player.pspeed = player.pspeed - (player.lev / 7)
+ if player.lev >= 40 then player.xtra_f2 = bor(player.xtra_f2, TR2_IM_FIRE) end
+ end,
+ },
+}
+
+CORRUPT_DEMON_BREATH = add_corruption
+{
+ ["color"] = TERM_RED,
+ ["name"] = "Demon Breath",
+ ["get_text"] = "Your breath becomes mephitic.",
+ ["lose_text"] = "Your breath is once again normal.",
+ ["desc"] =
+ {
+ " Provides fire breath",
+ " But gives a small chance to spoil potions when you quaff them",
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_POWERS] = function()
+ player.add_power(PWR_BR_FIRE)
+ end,
+ [HOOK_QUAFF] = function(obj)
+ if magik(9) == TRUE then
+ msg_print("Your demon breath spoils the potion!")
+ return TRUE, FALSE
+ else
+ return FALSE
+ end
+ end,
+ },
+}
+
+CORRUPT_DEMON_REALM = add_corruption
+{
+ ["color"] = TERM_L_RED,
+ ["name"] = "Demon Realm",
+ ["get_text"] = "You feel more attuned to the demon realm.",
+ ["lose_text"] = "You lose your attunement to the demon realm.",
+ ["desc"] =
+ {
+ " Provides access to the demon school skill and the use of demonic equipment",
+ " You need Demon Spirit, Demon Hide and Demon Breath to activate it"
+ },
+ ["depends"] =
+ {
+ [CORRUPT_DEMON_SPIRIT] = TRUE,
+ [CORRUPT_DEMON_HIDE] = TRUE,
+ [CORRUPT_DEMON_BREATH] = TRUE
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ -- 1500 may seem a lot, but people are rather unlikely to get the corruption very soon
+ -- due to the dependencies
+ if s_info[SKILL_DAEMON + 1].mod == 0 then s_info[SKILL_DAEMON + 1].mod = 1500 end
+ s_info[SKILL_DAEMON + 1].hidden = FALSE;
+ end,
+ },
+}
+
+
+-- Teleportation corruptions
+
+-- Random teleportation will ask for confirmation 70% of the time
+-- But 30% of the time it will teleport, without asking
+CORRUPT_RANDOM_TELEPORT = add_corruption
+{
+ ["color"] = TERM_GREEN,
+ ["name"] = "Random teleportation",
+ ["get_text"] = "Space seems to fizzle around you.",
+ ["lose_text"] = "Space solidify again around you.",
+ ["desc"] =
+ {
+ " Randomly teleports you around",
+ },
+ -- No oppose field, it will be automatically set when we declare the anti-telep corruption to oppose us
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ player.xtra_f3 = bor(player.xtra_f3, TR3_TELEPORT)
+ end,
+ [HOOK_PROCESS_WORLD] = function()
+ if rand_int(300) == 1 then
+ if magik(70) == TRUE then
+ if get_check("Teleport?") == TRUE then
+ teleport_player(50)
+ end
+ else
+ disturb(0, 0)
+ msg_print("Your corruption takes over you, you teleport!")
+ teleport_player(50)
+ end
+ end
+ end,
+ },
+}
+
+-- Anti-teleportation corruption, can be stopped with this power
+CORRUPT_ANTI_TELEPORT = add_corruption
+{
+ ["color"] = TERM_GREEN,
+ ["name"] = "Anti-teleportation",
+ ["get_text"] = "Space continuum freezes around you.",
+ ["lose_text"] = "Space continuum can once more be altered around you.",
+ ["desc"] =
+ {
+ " Prevents all teleportations, be it of you or monsters",
+ },
+ ["oppose"] =
+ {
+ [CORRUPT_RANDOM_TELEPORT] = TRUE
+ },
+ ["hooks"] =
+ {
+ [HOOK_BIRTH_OBJECTS] = function()
+ player.corrupt_anti_teleport_stopped = FALSE
+ end,
+ [HOOK_CALC_POWERS] = function()
+ player.add_power(POWER_COR_SPACE_TIME)
+ end,
+ [HOOK_CALC_BONUS] = function()
+ if player.corrupt_anti_teleport_stopped == FALSE then
+ player.resist_continuum = TRUE
+ end
+ end,
+ [HOOK_PROCESS_WORLD] = function()
+ if player.corrupt_anti_teleport_stopped == TRUE then
+ local amt = player.msp + player.csp
+ amt = amt / 100
+ if (amt < 1) then amt = 1 end
+ increase_mana(-amt)
+ if player.csp == 0 then
+ player.corrupt_anti_teleport_stopped = FALSE
+ msg_print("You stop controlling your corruption.")
+ player.update = bor(player.update, PU_BONUS)
+ end
+ end
+ end,
+ },
+}
+
+
+-- Troll blood
+CORRUPT_TROLL_BLOOD = add_corruption
+{
+ ["color"] = TERM_GREEN,
+ ["name"] = "Troll Blood",
+ ["get_text"] = "Your blood thickens, you sense corruption in it.",
+ ["lose_text"] = "Your blood returns to a normal state.",
+ ["desc"] =
+ {
+ " Troll blood flows in your veins, granting increased regeneration",
+ " It also enables you to feel the presence of other troll beings",
+ " But it will make your presence more noticeable and aggravating",
+ },
+ ["can_gain"] = function()
+ -- Ok trolls should not get this one. never.
+ if get_race_name() == "Troll" then
+ return nil
+ else
+ return not nil
+ end
+ end,
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ player.xtra_f3 = bor(player.xtra_f3, TR3_REGEN, TR3_AGGRAVATE)
+ player.xtra_esp = bor(player.xtra_esp, ESP_TROLL)
+ end,
+ },
+}
+
+-- The vampire corruption set
+CORRUPT_VAMPIRE_TEETH = add_corruption
+{
+ ["group"] = "Vampire",
+ ["removable"] = FALSE,
+ ["color"] = TERM_L_DARK,
+ ["name"] = "Vampiric Teeth",
+ ["get_text"] = "You grow vampiric teeth!",
+ ["lose_text"] = "BUG! this should not happen",
+ ["desc"] =
+ {
+ " Your teeth allow you to drain blood to feed yourself",
+ " However your stomach now only accepts blood.",
+ },
+ ["allow"] = function()
+ if test_race_flags(1, PR1_NO_SUBRACE_CHANGE) == FALSE then return not nil else return nil end
+ end,
+ ["gain"] = function()
+ switch_subrace(SUBRACE_SAVE, TRUE);
+
+ subrace_add_power(subrace(SUBRACE_SAVE), PWR_VAMPIRISM)
+ subrace(SUBRACE_SAVE).flags1 = bor(subrace(SUBRACE_SAVE).flags1, PR1_VAMPIRE, PR1_UNDEAD, PR1_NO_SUBRACE_CHANGE)
+ end,
+ ["hooks"] =
+ {
+ },
+}
+CORRUPT_VAMPIRE_STRENGTH = add_corruption
+{
+ ["group"] = "Vampire",
+ ["removable"] = FALSE,
+ ["color"] = TERM_L_DARK,
+ ["name"] = "Vampiric Strength",
+ ["get_text"] = "Your body seems more dead than alive.",
+ ["lose_text"] = "BUG! this should not happen",
+ ["desc"] =
+ {
+ " Your body seems somewhat dead",
+ " In this near undead state it has improved strength, constitution and intelligence",
+ " But reduced dexterity, wisdom and charisma.",
+ },
+ ["depends"] =
+ {
+ [CORRUPT_VAMPIRE_TEETH] = TRUE,
+ },
+ ["gain"] = function()
+ -- Apply the bonuses/penalities
+ subrace(SUBRACE_SAVE).r_mhp = subrace(SUBRACE_SAVE).r_mhp + 1
+ subrace(SUBRACE_SAVE).r_exp = subrace(SUBRACE_SAVE).r_exp + 100
+
+ subrace(SUBRACE_SAVE).r_adj[A_STR + 1] = subrace(SUBRACE_SAVE).r_adj[A_STR + 1] + 3
+ subrace(SUBRACE_SAVE).r_adj[A_INT + 1] = subrace(SUBRACE_SAVE).r_adj[A_INT + 1] + 2
+ subrace(SUBRACE_SAVE).r_adj[A_WIS + 1] = subrace(SUBRACE_SAVE).r_adj[A_WIS + 1] - 3
+ subrace(SUBRACE_SAVE).r_adj[A_DEX + 1] = subrace(SUBRACE_SAVE).r_adj[A_DEX + 1] - 2
+ subrace(SUBRACE_SAVE).r_adj[A_CON + 1] = subrace(SUBRACE_SAVE).r_adj[A_CON + 1] + 1
+ subrace(SUBRACE_SAVE).r_adj[A_CHR + 1] = subrace(SUBRACE_SAVE).r_adj[A_CHR + 1] - 4
+
+ -- be reborn!
+ do_rebirth()
+ cmsg_print(TERM_L_DARK, "You feel death slipping inside.")
+ end,
+ ["hooks"] =
+ {
+ },
+}
+CORRUPT_VAMPIRE_VAMPIRE = add_corruption
+{
+ ["group"] = "Vampire",
+ ["removable"] = FALSE,
+ ["color"] = TERM_L_DARK,
+ ["name"] = "Vampire",
+ ["get_text"] = "You die to be reborn in a Vampire form.",
+ ["lose_text"] = "BUG! this should not happen",
+ ["desc"] =
+ {
+ " You are a Vampire. As such you resist cold, poison, darkness and nether.",
+ " Your life is sustained, but you cannot stand the light of the sun."
+ },
+ ["depends"] =
+ {
+ [CORRUPT_VAMPIRE_STRENGTH] = TRUE,
+ },
+ ["gain"] = function()
+ -- Be a Vampire and be proud of it
+ local title = get_subrace_title(SUBRACE_SAVE)
+ if title == " " or title == "Vampire" then
+ title = "Vampire"
+ subrace(SUBRACE_SAVE).place = FALSE
+ else
+ title = "Vampire "..title
+ end
+ set_subrace_title(SUBRACE_SAVE, title)
+
+ -- Bonus/and .. not bonus :)
+ subrace(SUBRACE_SAVE).flags1 = bor(subrace(SUBRACE_SAVE).flags1, PR1_HURT_LITE)
+ subrace(SUBRACE_SAVE).oflags2[2] = bor(subrace(SUBRACE_SAVE).oflags2[2], TR2_RES_POIS, TR2_RES_NETHER, TR2_RES_COLD, TR2_RES_DARK, TR2_HOLD_LIFE)
+ subrace(SUBRACE_SAVE).oflags3[2] = bor(subrace(SUBRACE_SAVE).oflags3[2], TR3_LITE1)
+ end,
+ ["hooks"] =
+ {
+ },
+}
+
+
+--[[
+CORRUPT_ = add_corruption
+{
+ ["color"] = TERM_GREEN,
+ ["name"] = "",
+ ["get_text"] = "",
+ ["lose_text"] = "",
+ ["desc"] =
+ {
+ " ",
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ end,
+ },
+}
+]]
diff --git a/lib/scpt/drunk.lua b/lib/scpt/drunk.lua
new file mode 100644
index 00000000..7d90af8d
--- /dev/null
+++ b/lib/scpt/drunk.lua
@@ -0,0 +1,21 @@
+-- silly function that allows a drunk to take a bottle of wine/ale from the player
+
+function drunk_takes_wine(m_idx, item)
+
+ m_ptr = monster(m_idx)
+ o_ptr = get_object(item)
+
+ if (m_ptr.r_idx == test_monster_name("Singing, happy drunk"))
+ and (o_ptr.tval == TV_FOOD) and ((o_ptr.sval == 38) or (o_ptr.sval == 39)) then
+
+ cmsg_print(TERM_YELLOW, "'Hic!'")
+
+ inven_item_increase(item, -1)
+ inven_item_optimize(item)
+ return TRUE
+ else
+ return FALSE
+ end
+end
+
+add_hook_script(HOOK_GIVE, "drunk_takes_wine", "drunk_takes_wine")
diff --git a/lib/scpt/fireprof.lua b/lib/scpt/fireprof.lua
new file mode 100644
index 00000000..0a3aad28
--- /dev/null
+++ b/lib/scpt/fireprof.lua
@@ -0,0 +1,415 @@
+-- The Old Mages/Fireproofing quest: Bring back an essence from a fiery cave and get some books/scrolls/staves fireproofed in return
+
+fireproof_quest = {}
+
+
+-- change this constant (and the FOO_POINTS ones) to adjust the no of items fire-proofed as a reward
+fireproof_quest.TOTAL_ITEM_POINTS = 12
+
+-- These constants are how many 'points' each type of item will take up. So currently, you can fireproof 3 books, 4 staves or 12 scrolls.
+fireproof_quest.BOOK_POINTS = 4
+fireproof_quest.STAFF_POINTS = 3
+fireproof_quest.SCROLL_POINTS = 1
+
+add_quest
+{
+ ["global"] = "FIREPROOF_QUEST",
+ ["name"] = "Old Mages quest",
+ ["desc"] = function()
+ local num_books, num_staff, num_scroll
+
+ num_books = fireproof_quest.item_points_remaining / fireproof_quest.BOOK_POINTS
+ num_staff = fireproof_quest.item_points_remaining / fireproof_quest.STAFF_POINTS
+ num_scroll = fireproof_quest.item_points_remaining / fireproof_quest.SCROLL_POINTS
+
+ -- Quest taken
+ if (quest(FIREPROOF_QUEST).status == QUEST_STATUS_TAKEN) then
+ print_hook("#####yAn Old Mages Quest!\n")
+ print_hook("Retrieve the strange essence for the old mage in Lothlorien.\n")
+ print_hook("\n")
+ -- essence retrieved, not taken to mage
+ elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
+ print_hook("#####yAn Old Mages Quest!\n")
+ print_hook("You have retrieved the essence for the old mage in Lothlorien. Perhaps you \n")
+ print_hook("should see about a reward.\n")
+ print_hook("\n")
+ -- essence returned, not all books fireproofed
+ elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_FINISHED) and (fireproof_quest.item_points_remaining > 0) then
+ print_hook("#####yAn Old Mages Quest!\n")
+ print_hook("You have retrieved the essence for the old mage in Lothlorien. He will still \n")
+ print_hook("fireproof "..num_books.." book(s) or "..num_staff.." staff/staves or "..num_scroll.." scroll(s) for you.\n")
+ print_hook("\n")
+ end
+ end,
+ ["level"] = 20,
+ ["data"] = {
+ -- store some variables
+ ["fireproof_quest.item_points_remaining"] = fireproof_quest.TOTAL_ITEM_POINTS,
+ ["fireproof_quest.essence"] = 0,
+ },
+ ["hooks"] = {
+ -- Start the game without the quest, need to request it
+ [HOOK_BIRTH_OBJECTS] = function()
+ quest(FIREPROOF_QUEST).status = QUEST_STATUS_UNTAKEN
+
+ -- reset some variables on birth
+ fireproof_quest.item_points_remaining = fireproof_quest.TOTAL_ITEM_POINTS
+ fireproof_quest.essence = 0
+ end,
+ [HOOK_GEN_QUEST] = function()
+ local essence, y, x, traps, tries, trap_y, trap_x, grid
+
+ -- Only if player doing this quest
+ if (player.inside_quest ~= FIREPROOF_QUEST) then
+ return FALSE
+ else
+ -- load the map
+ load_map("fireprof.map", 2, 2)
+
+ -- no teleport
+ level_flags2 = DF2_NO_TELEPORT
+
+ -- determine type of essence
+ fireproof_quest.essence = randint(18)
+
+ -- create essence
+ essence = create_object(TV_BATERIE, fireproof_quest.essence)
+
+ -- mark essence
+ essence.pval2 = fireproof_quest.essence
+ essence.note = quark_add("quest")
+
+ -- roll for co-ordinates in top half of map
+ y = randint(3) + 2
+ x = randint(45) + 2
+
+ -- drop it
+ drop_near(essence, -1, y, x)
+
+ -- how many traps to generate
+ traps = rand_range(10, 30)
+
+ -- generate the traps
+ while (traps > 0) do
+
+ -- initialise tries variable
+ tries = 0
+
+ -- make sure it's a safe place
+ while (tries == 0) do
+
+ -- get grid coordinates
+ trap_y = randint(19) + 2
+ trap_x = randint(45) + 2
+ grid = cave(trap_y, trap_x)
+
+ -- are the coordinates on a stair, or a wall?
+ if (cave_is(grid, FF1_PERMANENT) ~= 0) or (cave_is(grid, FF1_FLOOR) == 0) then
+
+ -- try again
+ tries = 0
+ else
+ -- not a stair, then stop this 'while'
+ tries = 1
+ end
+ end
+
+ -- randomise level of trap
+ trap_level = rand_range(20, 40)
+
+ -- put the trap there
+ place_trap(trap_y, trap_x, trap_level)
+
+ -- that's one less trap to place
+ traps = traps - 1
+ end
+ return TRUE
+ end
+ end,
+ [HOOK_STAIR] = function()
+ local ret
+
+ -- only ask this if player about to go up stairs of quest and hasn;t retrieved essence
+ if (player.inside_quest ~= FIREPROOF_QUEST) or
+ (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
+ return FALSE
+ else
+ if cave(player.py, player.px).feat ~= FEAT_LESS then return end
+
+ -- flush all pending input
+ flush()
+
+ -- confirm
+ ret = get_check("Really abandon the quest?")
+
+ -- if yes, then
+ if (ret == TRUE) then
+
+ -- fail the quest
+ quest(FIREPROOF_QUEST).status = QUEST_STATUS_FAILED
+ return FALSE
+ else
+ -- if no, they stay in the quest
+ return TRUE
+ end
+ end
+ end,
+ [HOOK_GET] = function(o_ptr)
+
+ -- if they're in the quest and haven't picked up the essence already, continue
+ if (player.inside_quest ~= FIREPROOF_QUEST) or
+ (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
+ return FALSE
+ else
+
+ -- check that it's the real essence and not another one generated via the random object placing in fireproof.map
+ if (o_ptr.pval2 == fireproof_quest.essence) then
+
+ -- ok mark the quest 'completed'
+ quest(FIREPROOF_QUEST).status = QUEST_STATUS_COMPLETED
+ msg_print(TERM_YELLOW, "Fine! Looks like you've found it.")
+ end
+ end
+ end,
+
+ },
+}
+
+-- add the bit that determines what happens when the request 'q'uest bit is done in the wizard spire
+add_building_action
+{
+ -- Index is used in ba_info.txt to set the actions
+ ["index"] = 56,
+ ["action"] = function()
+
+ local num_books, num_staff, num_scroll
+
+ num_books = fireproof_quest.item_points_remaining / fireproof_quest.BOOK_POINTS
+ num_staff = fireproof_quest.item_points_remaining / fireproof_quest.STAFF_POINTS
+ num_scroll = fireproof_quest.item_points_remaining / fireproof_quest.SCROLL_POINTS
+
+ -- the quest hasn;t been requested already, right?
+ if quest(FIREPROOF_QUEST).status == QUEST_STATUS_UNTAKEN then
+
+ -- quest has been taken now
+ quest(FIREPROOF_QUEST).status = QUEST_STATUS_TAKEN
+ fireproof_quest.item_points_remaining = fireproof_quest.TOTAL_ITEM_POINTS
+
+ -- issue instructions
+ msg_print("I need a very special essence for a spell I am working on. I am too old to ")
+ msg_print("fetch it myself. Please bring it back to me. You can find it north of here.")
+ msg_print("Be careful with it, it's fragile and might be destroyed easily.")
+
+ return TRUE, FALSE, TRUE
+ -- if quest completed (essence was retrieved)
+ elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_COMPLETED) then
+
+ -- ask for essence
+ ret, item = get_item("Which essence?",
+ "You have no essences to return",
+ bor(USE_INVEN),
+ function (obj)
+
+ -- check it's the 'marked' essence
+ if (obj.tval == TV_BATERIE) and (obj.sval == fireproof_quest.essence) and (obj.pval2 == fireproof_quest.essence) then
+ return TRUE
+ end
+ return FALSE
+ end
+ )
+
+ -- didn't get the essence?
+ if (ret == FALSE) then
+ return TRUE
+
+ -- got the essence!
+ else
+
+ -- take essence
+ inven_item_increase(item, -1)
+ inven_item_optimize(item)
+ msg_print("Great! Let me fireproof some of your items in thanks. I can do "..num_books.." books, ")
+ msg_print(num_staff.." staves, or "..num_scroll.." scrolls.")
+
+ -- how many items to proof?
+ local items = fireproof_quest.item_points_remaining
+
+ -- repeat till up to 3 (value defined as TOTAL_ITEM_POINTS constant) books fireproofed
+ while items > 0 do
+ ret = fireproof()
+
+ -- don't loop the fireproof if there's nothing to fireproof
+ if ret == FALSE then
+ break
+ end
+
+ -- subtract item points
+ items = fireproof_quest.item_points_remaining
+ end
+
+ -- have they all been done?
+ if (fireproof_quest.item_points_remaining == 0) then
+ -- mark quest to make sure no more quests are given
+ quest(FIREPROOF_QUEST).status = QUEST_STATUS_REWARDED
+ else
+ -- mark in preparation of anymore books to fireproof
+ quest(FIREPROOF_QUEST).status = QUEST_STATUS_FINISHED
+ end
+
+
+ end
+
+ -- if the player asks for a quest when they already have it, but haven't failed it, give them some extra instructions
+ elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_TAKEN) then
+ msg_print("The essence is in a cave just behind the shop.")
+
+ -- ok not all books have been fireproofed... lets do the rest
+ elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_FINISHED) then
+
+ -- how many books still to proof?
+ local items = fireproof_quest.item_points_remaining
+
+ -- repeat as necessary
+ while items > 0 do
+ ret = fireproof()
+
+ -- don't loop the fireproof if there's nothing to fireproof
+ if ret == FALSE then
+ break
+ else
+ -- have they all been done?
+ if (fireproof_quest.item_points_remaining == 0) then quest(FIREPROOF_QUEST).status = QUEST_STATUS_REWARDED end
+ end
+
+ -- subtract item points
+ items = fireproof_quest.item_points_remaining
+ end
+
+ -- quest failed or completed, then give no more quests
+ elseif (quest(FIREPROOF_QUEST).status == QUEST_STATUS_FAILED) or (quest(FIREPROOF_QUEST).status == QUEST_STATUS_REWARDED) then
+ msg_print("I have no more quests for you")
+ end
+ return TRUE
+ end,
+}
+
+-- the routine that checks for a book and actually fireproofs it
+function fireproof()
+
+ local ret, item, obj2, stack, obj3, carry_it
+
+ ret, item = get_item("Which item shall I fireproof?",
+ "You have no more items I can fireproof, come back when you have some.",
+ bor(USE_INVEN),
+ function (obj)
+
+ -- get some flags
+ local f1, f2, f3, f4, f5, esp = object_flags(obj)
+
+ -- is it a book/staff/scroll, is it already fireproof?
+ if ((obj.tval == TV_BOOK) or (obj.tval == TV_SCROLL) or (obj.tval == TV_STAFF)) and (band(f3, TR3_IGNORE_FIRE) == 0) then
+ return TRUE
+ end
+ return FALSE
+ end
+ )
+
+ -- get the object type from the number
+ obj2 = get_object(item)
+
+ -- check we have enough points (if we 'got' an item)
+ if (ret == TRUE) then
+ ret2, stack = enough_points(obj2)
+ end
+
+ -- did either routine fail?
+ if (ret == FALSE) or (ret2 == FALSE) then
+ return FALSE
+ else
+
+ -- are we part of the items from a stack?
+ if (obj2.number ~= stack) then
+
+ -- make a new object to handle
+ object_copy(obj_forge, obj2)
+
+ -- give it the right number of items
+ obj_forge.number = stack
+
+ -- adjust for number of items in pack not to be fireproofed
+ obj2.number = obj2.number - stack
+ obj3 = obj_forge
+
+ -- we'll need to add this to the inventory after fireproofing
+ carry_it = TRUE
+ else
+
+ -- use the whole stack
+ obj3 = obj2
+
+ -- we'll be dealing this while it's still in the inventory
+ carry_it = FALSE
+ end
+
+ -- make it fireproof
+ obj3.name2 = 149
+
+ -- apply it, making sure the pvals don't change with apply_magic (it would change the type of book!)
+ local oldpval = obj3.pval
+ local oldpval2 = obj3.pval2
+ local oldpval3 = obj3.pval3
+ apply_magic(obj3, -1, FALSE, FALSE, FALSE)
+ obj3.pval = oldpval
+ obj3.pval2 = oldpval2
+ obj3.pval3 = oldpval3
+
+ -- put it in the inventory if it's only part of a stack
+ if (carry_it == TRUE) then
+ inven_carry(obj3, TRUE)
+ end
+
+ -- id and notice it
+ set_known(obj3)
+ set_aware(obj3)
+
+ return TRUE
+ end
+end
+
+-- This function makes sure the player has enough 'points' left to fireproof stuff.
+function enough_points(obj)
+ local item_value, stack
+
+ -- are the items in a stack?
+ if (obj.number > 1) then
+
+ -- how many to fireproof?
+ stack = get_quantity("How many would you like fireproofed?", obj.number)
+ else
+ stack = 1
+ end
+
+ -- check for item type and multiply number in the stack by the amount of points per item of that type
+ if (obj.tval == TV_BOOK) then
+ item_value = fireproof_quest.BOOK_POINTS * stack
+ elseif (obj.tval == TV_STAFF) then
+ item_value = fireproof_quest.STAFF_POINTS * stack
+ elseif (obj.tval == TV_SCROLL) then
+ item_value = fireproof_quest.SCROLL_POINTS * stack
+ end
+
+ -- do we have enough points?
+ if (item_value > fireproof_quest.item_points_remaining) then
+ msg_print("I do not have enough fireproofing material for that.")
+ return FALSE
+ else
+ -- if so then subtract those points before we do the fireproofing
+ fireproof_quest.item_points_remaining = fireproof_quest.item_points_remaining - item_value
+ end
+
+ -- Used all the points? the quest is completely rewarded.
+ if fireproof_quest.item_points_remaining == 0 then quest(FIREPROOF_QUEST).status = QUEST_STATUS_REWARDED end
+
+ return TRUE, stack
+end
+
diff --git a/lib/scpt/god.lua b/lib/scpt/god.lua
new file mode 100644
index 00000000..3f32888b
--- /dev/null
+++ b/lib/scpt/god.lua
@@ -0,0 +1,640 @@
+-- The god quest: find randomly placed relic in a randomly placed dungeon!
+
+-- set some global variables (stored in the save file via the ["data"] key)
+god_quest = {}
+
+-- increase this number to make god quests more common, to a max value of 100
+god_quest.CHANCE_OF_GOD_QUEST = 21
+
+-- increase this number to make more quests
+god_quest.MAX_NUM_GOD_QUESTS = 5
+
+-- d_idx of the god_quest (Lost Temple) dungeon
+god_quest.DUNGEON_GOD = 30
+
+add_quest
+{
+ ["global"] = "GOD_QUEST",
+ ["name"] = "God quest",
+ ["desc"] = function()
+
+ if quest(GOD_QUEST).status == QUEST_STATUS_TAKEN then
+
+ -- get the direction that the dungeon lies from lothlorien/angband
+ local home, home_axis, home_distance, home2, home2_axis, home2_distance = get_god_quest_axes()
+
+ print_hook("#####yGod quest "..god_quest.quests_given.."!\n")
+ print_hook("Thou art to find the lost temple of thy God and\n");
+ print_hook("to retrieve the lost part of the relic for thy God! \n")
+ if home_axis ~= "close" then
+ print_hook("The temple lies "..home_distance.." to the "..home_axis.." of "..home..", \n")
+ else
+ print_hook("The temple lies very close to "..home..", \n")
+ end
+ if home2_axis ~= "close" then
+ print_hook( "and "..home2_distance.." to the "..home2_axis.." of "..home2..".\n")
+ else
+ print_hook("and very close to "..home2..".\n")
+ end
+ print_hook("\n")
+ end
+ end,
+ ["level"] = -1,
+ ["data"] = {
+ ["god_quest.relic_num"] = 1,
+ ["god_quest.quests_given"] = 0,
+ ["god_quest.relics_found"] = 0,
+ ["god_quest.dun_mindepth"] = 1,
+ ["god_quest.dun_maxdepth"] = 4,
+ ["god_quest.dun_minplev"] = 0,
+ ["god_quest.relic_gen_tries"] = 0,
+ ["god_quest.relic_generated"] = FALSE,
+ ["god_quest.dung_x"] = 1,
+ ["god_quest.dung_y"] = 1,
+ ["god_quest.player_x"] = 0,
+ ["god_quest.player_y"] = 0,
+ },
+ ["hooks"] = {
+ -- Start the game without the quest, given it by chance
+ [HOOK_BIRTH_OBJECTS] = function()
+ quest(GOD_QUEST).status = QUEST_STATUS_UNTAKEN
+
+ -- initialise save-file stored variables when new character is created
+ god_quest.relic_num = 1
+ god_quest.quests_given = 0
+ god_quest.relics_found = 0
+ god_quest.dun_mindepth = 1
+ god_quest.dun_maxdepth = 4
+ god_quest.dun_minplev = 0
+ god_quest.relic_gen_tries = 0
+ god_quest.relic_generated = FALSE
+ end,
+ [HOOK_PLAYER_LEVEL] = function(gained)
+ local home_axis, home
+
+ if gained > 0 then
+ -- roll for chance of quest
+ local give_god_quest = magik(god_quest.CHANCE_OF_GOD_QUEST)
+
+ -- check player is worshipping a god, not already on a god quest.
+ if (player.astral ~= FALSE) or (player.pgod <= 0)
+ or (quest(GOD_QUEST).status == QUEST_STATUS_TAKEN) or (quest(GOD_QUEST).status == QUEST_STATUS_FAILED)
+ or (god_quest.quests_given >= god_quest.MAX_NUM_GOD_QUESTS) or (give_god_quest == FALSE)
+ or ((current_dungeon_idx == god_quest.DUNGEON_GOD) and (dun_level > 0)) or (player.lev <= god_quest.dun_minplev) then
+ -- Don't let a player get quests with trickery
+ if player.lev > god_quest.dun_minplev then
+ god_quest.dun_minplev = player.lev
+ end
+ return
+ else
+ -- each god has different characteristics, so the quests are differnet depending on your god
+ if player.pgod == GOD_ERU then
+ god_quest.relic_num = 7
+ elseif player.pgod == GOD_MANWE then
+ god_quest.relic_num = 8
+ elseif player.pgod == GOD_TULKAS then
+ god_quest.relic_num = 9
+ elseif player.pgod == GOD_MELKOR then
+ god_quest.relic_num = 10
+ elseif player.pgod == GOD_YAVANNA then
+ god_quest.relic_num =11
+ end
+
+ -- This var will need resetting
+ god_quest.relic_generated = FALSE
+ quest(GOD_QUEST).status = QUEST_STATUS_TAKEN
+ god_quest.quests_given = god_quest.quests_given + 1
+
+ -- actually place the dungeon in a random place
+ place_rand_dung()
+
+ -- store the variables of the coords where the player was given the quest
+ god_quest.player_y, god_quest.player_x = player.get_wild_coord()
+
+ -- establish direction of player and 'home' from dungeon
+ local home, home_axis, home_distance, home2, home2_axis, home2_distance = get_god_quest_axes()
+
+ -- God issues instructions
+ cmsg_print(TERM_L_BLUE, "The voice of "..deity(player.pgod).name.." booms in your head:")
+
+ cmsg_print(TERM_YELLOW, "'I have a task for thee.")
+ cmsg_print(TERM_YELLOW, "Centuries ago an ancient relic of mine was broken apart.")
+ cmsg_print(TERM_YELLOW, "The pieces of it have been lost in fallen temples.")
+ cmsg_print(TERM_YELLOW, "Thou art to find my lost temple and retrieve a piece of the relic.")
+ cmsg_print(TERM_YELLOW, "When thy task is done, thou art to lift it in the air and call upon my name.")
+ cmsg_print(TERM_YELLOW, "I shall then come to reclaim what is mine!")
+ if home_axis ~= "close" then
+ cmsg_print(TERM_YELLOW, "The temple lies "..home_distance.." to the "..home_axis.." of "..home..", ")
+ else
+ cmsg_print(TERM_YELLOW, "The temple lies very close to "..home..",")
+ end
+
+ if home2_axis ~= "close" then
+ cmsg_print(TERM_YELLOW, "and "..home2_distance.." to the "..home2_axis.." of "..home2..", I can feel it.'")
+ else
+ cmsg_print(TERM_YELLOW, "and very close to "..home2..", I can feel it.'")
+ end
+
+ -- Prepare depth of dungeon. If this was generated in set_god_dungeon_attributes(),
+ -- then we'd have trouble if someone levelled up in the dungeon!
+ god_quest.dun_mindepth = player.lev*2/3
+ god_quest.dun_maxdepth = god_quest.dun_mindepth + 4
+ end
+ end
+ end,
+ [HOOK_LEVEL_END_GEN] = function()
+ local chance
+
+ -- Check for dungeon
+ if (current_dungeon_idx ~= god_quest.DUNGEON_GOD) or (quest(GOD_QUEST).status == QUEST_STATUS_UNTAKEN) then
+ return
+ -- if the relic has been created at this point, then it was created on the *PREVIOUS* call of HOOK_LEVEL_END_GEN, and
+ -- therefore the player has caused another level generation in the temple and hence failed the quest.
+ elseif (god_quest.relic_generated == TRUE) and quest(GOD_QUEST).status ~= QUEST_STATUS_FAILED then
+
+ -- fail the quest, don't give another one, don't give this message again
+ quest(GOD_QUEST).status = QUEST_STATUS_FAILED
+ -- God issues instructions
+ cmsg_print(TERM_L_BLUE, "The voice of "..deity(player.pgod).name.." booms in your head:")
+
+ cmsg_print(TERM_YELLOW, "'Thou art a fool!")
+ cmsg_print(TERM_YELLOW, "I told thee to look carefully for the relic. It appears thou hast missed the")
+ cmsg_print(TERM_YELLOW, "opportunity to claim it in my name, as I sense that those monsters who ")
+ cmsg_print(TERM_YELLOW, "have overrun my temple have destroyed it themselves.")
+ cmsg_print(TERM_YELLOW, "I shall not ask thee to do such a thing again, as thou hast failed me in this")
+ cmsg_print(TERM_YELLOW, "simple task!'")
+ else
+ -- Force relic generation on 5th attempt if others have been unsuccessful.
+ if (god_quest.relic_gen_tries == 4) and (god_quest.relic_generated == FALSE) then
+ generate_relic()
+ else
+ -- 1/5 chance of generation
+ chance = randint(5)
+ if (chance == 5) then
+ generate_relic()
+ else
+ god_quest.relic_gen_tries = god_quest.relic_gen_tries + 1
+ end
+ end
+ end
+ end,
+ [HOOK_ENTER_DUNGEON] = function(d_idx)
+ -- call the function to set the dungeon variables (dependant on pgod) the first time we enter the dungeon
+ if d_idx ~= god_quest.DUNGEON_GOD then
+ return
+ else
+ set_god_dungeon_attributes()
+ end
+ end,
+ [HOOK_GEN_LEVEL_BEGIN] = function()
+ -- call the function to set the dungeon variables (dependant on pgod) when we WoR back into the dungeon
+ if current_dungeon_idx ~= god_quest.DUNGEON_GOD then
+ return
+ else
+ set_god_dungeon_attributes()
+ end
+ end,
+ [HOOK_STAIR] = function()
+ -- call the function to set the dungeon variables (dependant on pgod) every time we go down a level
+ if current_dungeon_idx ~= god_quest.DUNGEON_GOD then
+ return
+ else
+ set_god_dungeon_attributes()
+ end
+ end,
+ [HOOK_GET] = function(o_ptr, item)
+ -- Is it the relic, and check to make sure the relic hasn't already been identified
+ if (quest(GOD_QUEST).status == QUEST_STATUS_TAKEN) and (o_ptr.tval == TV_JUNK) and (o_ptr.sval == god_quest.relic_num)
+ and (o_ptr.pval ~= TRUE) and (god_quest.relics_found < god_quest.quests_given) then
+
+ -- more God talky-talky
+ cmsg_print(TERM_L_BLUE, deity(player.pgod).name.." speaks to you:")
+
+ -- Is it the last piece of the relic?
+ if (god_quest.quests_given == god_quest.MAX_NUM_GOD_QUESTS) then
+ cmsg_print(TERM_YELLOW, "'At last! Thou hast found all of the relic pieces.")
+
+ -- reward player by increasing prayer skill
+ cmsg_print(TERM_YELLOW, "Thou hast done exceptionally well! I shall increase thy prayer skill even more!'")
+ skill(SKILL_PRAY).value = skill(SKILL_PRAY).value + (10 * (skill(SKILL_PRAY).mod))
+
+ -- Take the relic piece
+ floor_item_increase(item, -1)
+ floor_item_optimize(item)
+ else
+ cmsg_print(TERM_YELLOW, "'Well done! Thou hast found part of the relic.")
+ cmsg_print(TERM_YELLOW, "I shall surely ask thee to find more of it later!")
+ cmsg_print(TERM_YELLOW, "I will take it from thee for now'")
+
+ -- Take the relic piece
+ floor_item_increase(item, -1)
+ floor_item_optimize(item)
+
+ -- reward player by increasing prayer skill
+ cmsg_print(TERM_YELLOW, "'As a reward, I shall teach thee how to pray better'")
+ skill(SKILL_PRAY).value = skill(SKILL_PRAY).value + (5 * (skill(SKILL_PRAY).mod))
+ end
+
+ -- relic piece has been identified
+ o_ptr.pval = TRUE
+ god_quest.relics_found = god_quest.relics_found + 1
+
+ -- Make sure quests can be given again if neccesary
+ quest(GOD_QUEST).status = QUEST_STATUS_UNTAKEN
+ return TRUE
+ end
+ end,
+ [HOOK_CHAR_DUMP] = function()
+
+ if (god_quest.quests_given > 0) then
+
+ local relics = god_quest.relics_found
+ local append_text = ""
+ if (god_quest.relics_found == god_quest.MAX_NUM_GOD_QUESTS) then
+ relics = "all"
+ append_text = " and pleased your god"
+ else
+ if (god_quest.relics_found == 0) then
+ relics = "none"
+ end
+ if (quest(GOD_QUEST).status == QUEST_STATUS_FAILED) then
+ append_text = " and failed in your quest"
+ end
+ end
+
+ print_hook("\n You found "..(relics).." of the relic pieces"..(append_text)..".")
+
+ end
+ end,
+ },
+}
+
+-- this function places the lost temple at a randomly determined place.
+function place_rand_dung()
+ local tries, grid
+
+ -- erase old dungeon
+ if (god_quest.quests_given > 0) then
+ place_dungeon(god_quest.dung_y, god_quest.dung_x)
+
+ -- erase old recall level
+ max_dlv[god_quest.DUNGEON_GOD + 1] = 0
+ end
+
+ -- initialise tries variable
+ tries = 1000
+
+ while tries > 0 do
+
+ tries = tries - 1
+ -- get grid coordinates, within a range which prevents dungeon being generated at the very edge of the wilderness (would crash the game).
+ god_quest.dung_x = rand_range(1, max_wild_x-2)
+ god_quest.dung_y = rand_range(1, max_wild_y-2)
+
+ -- Is there a town/dungeon/potentially impassable feature there, ?
+ if (wild_map(god_quest.dung_y, god_quest.dung_x).entrance ~= 0)
+ or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).entrance ~= 0)
+ or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_EDGE)
+ or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_DEEP_WATER)
+ or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_TREES)
+ or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_SHALLOW_LAVA)
+ or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_DEEP_LAVA)
+ or (wild_feat(wild_map(god_quest.dung_y, god_quest.dung_x)).terrain_idx == TERRAIN_MOUNTAIN) then
+ -- try again
+ else
+ --neither player, nor wall, then stop this 'while'
+ break
+ end
+ end
+
+ -- Uhuh BAD ! lets use the default location up bree
+ if tries == 0 then
+ god_quest.dung_x = 32
+ god_quest.dung_y = 19
+ end
+
+ -- create god dungeon in that place
+ place_dungeon(god_quest.dung_y, god_quest.dung_x, god_quest.DUNGEON_GOD)
+
+end
+
+-- this function generates the relic at a randomly determined place in the temple.
+function generate_relic()
+ local tries, grid, x, y, relic
+
+ -- initialise tries variable
+ tries = 1000
+
+ while (tries > 0) do
+
+ tries = tries - 1
+ -- get grid coordinates from current height/width, minus one to prevent relic being generated in outside wall. (would crash the game)
+ y = randint(cur_hgt-1)
+ x = randint(cur_wid-1)
+ grid = cave(y, x)
+
+ -- are the coordinates on a floor, not on a permanent feature (eg stairs), and not on a trap ?
+ if (cave_is(grid, FF1_FLOOR) == TRUE) and (cave_is(grid, FF1_PERMANENT) == FALSE) and (grid.t_idx == 0) then break end
+
+ end
+
+ -- create relic
+ relic = create_object(TV_JUNK, god_quest.relic_num)
+
+ -- inscribe it to prevent automatizer 'accidents'
+ relic.note = quark_add("quest")
+
+ -- If no safe co-ords were found, put it in the players backpack
+ if tries == 0 then
+
+ -- explain it
+ msg_print(TERM_L_BLUE, "You luckily stumble across the relic on the stairs!")
+
+ if (inven_carry_okay(relic)) then
+ inven_carry(relic, FALSE)
+ else
+ -- no place found, drop it on the stairs
+ drop_near(relic, -1, player.py, player.px)
+ end
+
+ else
+ -- drop it
+ drop_near(relic, -1, y, x)
+ end
+
+ -- Only generate once!
+ god_quest.relic_generated = TRUE
+
+ -- Reset some variables
+ god_quest.relic_gen_tries = 0
+
+end
+
+
+
+
+function set_god_dungeon_attributes()
+
+ -- dungeon properties altered according to which god player is worshipping,
+ if player.pgod == GOD_ERU then
+
+ -- The Eru temple is based on Meneltarma.
+ -- W: Not too many monsters (they'll be tough though, with big levels)
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 14
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 200
+
+ -- L: Dirt and grass. More dirt at bottom, more grass at top. rocky ground would be nice
+ dungeon(god_quest.DUNGEON_GOD).floor1 = 88
+ dungeon(god_quest.DUNGEON_GOD).floor2 = 89
+ dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 70
+ dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 30
+ dungeon(god_quest.DUNGEON_GOD).floor_percent1[2] = 10
+ dungeon(god_quest.DUNGEON_GOD).floor_percent2[2] = 90
+
+ -- A: Outer wall mountain chain. other walls granite
+ dungeon(god_quest.DUNGEON_GOD).fill_type1 = 97
+ dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100
+ dungeon(god_quest.DUNGEON_GOD).outer_wall = 57
+ dungeon(god_quest.DUNGEON_GOD).inner_wall = 97
+ dungeon(god_quest.DUNGEON_GOD).fill_method = 2
+
+ -- O: "At Meneltarma no weapon or tool had ever been borne" (but invaders would have left a small number)
+ dungeon(god_quest.DUNGEON_GOD).objs.treasure = 45
+ dungeon(god_quest.DUNGEON_GOD).objs.combat = 5
+ dungeon(god_quest.DUNGEON_GOD).objs.magic = 45
+ dungeon(god_quest.DUNGEON_GOD).objs.tools = 5
+
+ -- F: A large pillar, with stairs created at edges. (You can't climb a rock through the middle, can you?)
+ dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_BIG, DF1_NO_DOORS, DF1_CIRCULAR_ROOMS, DF1_EMPTY, DF1_TOWER, DF1_FLAT, DF1_ADJUST_LEVEL_2)
+ dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_ADJUST_LEVEL_1_2, DF2_NO_SHAFT, DF2_ADJUST_LEVEL_PLAYER)
+
+ -- R:
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 50
+
+ -- M: We want evil or flying characters
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mflags3 = RF3_EVIL
+
+ dungeon(god_quest.DUNGEON_GOD).rules[2].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[2].percent = 50
+
+ -- M: We want evil or flying characters
+ dungeon(god_quest.DUNGEON_GOD).rules[2].mflags7 = RF7_CAN_FLY
+
+
+ elseif player.pgod == GOD_MANWE then
+
+ -- Manwe's lost temple is high in the clouds
+ -- W: Has average number of monsters.
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 18
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 160
+
+
+ -- L: floor will be 'cloud-like vapour' and pools of 'condensing water'
+ dungeon(god_quest.DUNGEON_GOD).floor1 = 208
+ dungeon(god_quest.DUNGEON_GOD).floor2 = 209
+ dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 85
+ dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 15
+
+ -- A: Outer wall is 'hail stone wall', inner wall 'dense fog'. FIlled at max smoothing, like islands.
+ dungeon(god_quest.DUNGEON_GOD).fill_type1 = 211
+ dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100
+ dungeon(god_quest.DUNGEON_GOD).outer_wall = 210
+ dungeon(god_quest.DUNGEON_GOD).inner_wall = 211
+ dungeon(god_quest.DUNGEON_GOD).fill_method = 4
+
+ -- O: Can't imagine Manwe having much treasure. Little need for tools in a cloud temple. lots of magical stuff though...
+ dungeon(god_quest.DUNGEON_GOD).objs.treasure = 15
+ dungeon(god_quest.DUNGEON_GOD).objs.combat = 25
+ dungeon(god_quest.DUNGEON_GOD).objs.magic = 55
+ dungeon(god_quest.DUNGEON_GOD).objs.tools = 5
+
+ -- F: It's open, goes up like a tower, give it a few interesting rooms, make the monsters hard(ish).
+ dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_NO_DOORS, DF1_TOWER, DF1_CAVERN, DF1_ADJUST_LEVEL_2)
+ dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_NO_SHAFT, DF2_ADJUST_LEVEL_PLAYER)
+
+ -- R:
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 20
+ dungeon(god_quest.DUNGEON_GOD).rules[2].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[2].percent = 20
+ dungeon(god_quest.DUNGEON_GOD).rules[3].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[3].percent = 20
+ dungeon(god_quest.DUNGEON_GOD).rules[4].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[4].percent = 20
+ dungeon(god_quest.DUNGEON_GOD).rules[5].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[5].percent = 20
+
+ -- M: We want air(poison-type) or flying characters. Orcs too. They would have ransacked his elf-loving temple :)
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mflags2 = RF2_INVISIBLE
+ dungeon(god_quest.DUNGEON_GOD).rules[2].mflags3 = bor(RF3_ORC, RF3_IM_POIS)
+ dungeon(god_quest.DUNGEON_GOD).rules[3].mflags4 = bor(RF4_BR_POIS, RF4_BR_GRAV)
+ dungeon(god_quest.DUNGEON_GOD).rules[4].mflags5 = RF5_BA_POIS
+ dungeon(god_quest.DUNGEON_GOD).rules[5].mflags7 = RF7_CAN_FLY
+
+
+ elseif player.pgod == GOD_TULKAS then
+
+ -- Tulkas dungeon is quite normal, possibly a bit boring to be honest. Maybe I should add something radical to it.
+ -- 'The house of Tulkas in the midmost of Valmar was a house of mirth and revelry. It sprang into the air with many storeys,
+ -- and had a tower of bronze and pillars of copper in a wide arcade'
+ -- W: but with lots of monsters
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 20
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 120
+
+ -- L: floor is normal
+ dungeon(god_quest.DUNGEON_GOD).floor1 = 1
+ dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 100
+
+ -- A: Granite walls
+ dungeon(god_quest.DUNGEON_GOD).fill_type1 = 56
+ dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100
+ dungeon(god_quest.DUNGEON_GOD).outer_wall = 58
+ dungeon(god_quest.DUNGEON_GOD).inner_wall = 57
+ dungeon(god_quest.DUNGEON_GOD).fill_method = 0
+
+ -- O: Loads of combat drops
+ dungeon(god_quest.DUNGEON_GOD).objs.treasure = 10
+ dungeon(god_quest.DUNGEON_GOD).objs.combat = 70
+ dungeon(god_quest.DUNGEON_GOD).objs.magic = 5
+ dungeon(god_quest.DUNGEON_GOD).objs.tools = 15
+
+ -- F: fairly standard
+ dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_NO_DESTROY, DF1_ADJUST_LEVEL_2)
+ dungeon(god_quest.DUNGEON_GOD).flags2 = DF2_ADJUST_LEVEL_PLAYER
+
+ -- R:
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 100
+
+ -- M: plenty demons please
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mflags3 = bor(RF3_DEMON, RF3_EVIL)
+
+
+ elseif player.pgod == GOD_MELKOR then
+
+ -- Melkors dungeon will be dark, fiery and stuff
+ -- Many many monsters! (but prob ADJUST_LEVEL_1_2)
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 24
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 80
+
+
+ -- L: floor is dirt/mud/nether
+ dungeon(god_quest.DUNGEON_GOD).floor1 = 88
+ dungeon(god_quest.DUNGEON_GOD).floor2 = 94
+ dungeon(god_quest.DUNGEON_GOD).floor3 = 102
+ dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 45
+ dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 45
+ dungeon(god_quest.DUNGEON_GOD).floor_percent3[1] = 10
+ dungeon(god_quest.DUNGEON_GOD).floor_percent1[2] = 35
+ dungeon(god_quest.DUNGEON_GOD).floor_percent2[2] = 35
+ dungeon(god_quest.DUNGEON_GOD).floor_percent3[2] = 30
+
+ -- A: Granite walls to fill but glass walls for room perimeters (you can see the nasty monsters coming)
+ dungeon(god_quest.DUNGEON_GOD).fill_type1 = 188
+ dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100
+ dungeon(god_quest.DUNGEON_GOD).outer_wall = 188
+ dungeon(god_quest.DUNGEON_GOD).inner_wall = 57
+ dungeon(god_quest.DUNGEON_GOD).fill_method = 1
+
+ -- O: Even drops
+ dungeon(god_quest.DUNGEON_GOD).objs.treasure = 25
+ dungeon(god_quest.DUNGEON_GOD).objs.combat = 25
+ dungeon(god_quest.DUNGEON_GOD).objs.magic = 25
+ dungeon(god_quest.DUNGEON_GOD).objs.tools = 25
+
+ -- F: Small, lava rivers, nasty monsters hehehehehe
+ dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_SMALL, DF1_LAVA_RIVERS, DF1_ADJUST_LEVEL_1)
+ dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_ADJUST_LEVEL_1_2, DF2_ADJUST_LEVEL_PLAYER)
+
+ -- R: No restrictions on monsters here
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 0
+ dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 80
+
+ -- R: Apart from making sure we have some GOOD ones
+ dungeon(god_quest.DUNGEON_GOD).rules[2].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[2].percent = 20
+
+ -- M:
+ dungeon(god_quest.DUNGEON_GOD).rules[2].mflags3 = RF3_GOOD
+
+ elseif player.pgod == GOD_YAVANNA then
+
+ -- Yavannas dungeon will be very natural, tress and stuff.
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_level = 22
+ dungeon(god_quest.DUNGEON_GOD).min_m_alloc_chance = 100
+
+ -- L: floor is grass/flowers, plus dirt so not always regenerating quick!
+ dungeon(god_quest.DUNGEON_GOD).floor1 = 89
+ dungeon(god_quest.DUNGEON_GOD).floor2 = 199
+ dungeon(god_quest.DUNGEON_GOD).floor3 = 88
+ dungeon(god_quest.DUNGEON_GOD).floor_percent1[1] = 40
+ dungeon(god_quest.DUNGEON_GOD).floor_percent2[1] = 15
+ dungeon(god_quest.DUNGEON_GOD).floor_percent3[1] = 45
+
+ -- A: Tree walls to fill, small trees for inner walls
+ dungeon(god_quest.DUNGEON_GOD).fill_type1 = 96
+ dungeon(god_quest.DUNGEON_GOD).fill_percent1[1] = 100
+ dungeon(god_quest.DUNGEON_GOD).outer_wall = 202
+ dungeon(god_quest.DUNGEON_GOD).inner_wall = 96
+ dungeon(god_quest.DUNGEON_GOD).fill_method = 1
+
+ -- O: nt much combat.. tools where ransackers have tried to chop trees down.
+ dungeon(god_quest.DUNGEON_GOD).objs.treasure = 20
+ dungeon(god_quest.DUNGEON_GOD).objs.combat = 10
+ dungeon(god_quest.DUNGEON_GOD).objs.magic = 30
+ dungeon(god_quest.DUNGEON_GOD).objs.tools = 40
+
+ -- F: Natural looking
+ dungeon(god_quest.DUNGEON_GOD).flags1 = bor(DF1_NO_DOORS, DF1_WATER_RIVERS, DF1_NO_DESTROY, DF1_ADJUST_LEVEL_1, DF1_NO_RECALL)
+ dungeon(god_quest.DUNGEON_GOD).flags2 = bor(DF2_ADJUST_LEVEL_1_2, DF2_NO_SHAFT, DF2_NO_GENO, DF2_ADJUST_LEVEL_PLAYER)
+
+ -- R: Demons, Undead, non-living
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mode = 3
+ dungeon(god_quest.DUNGEON_GOD).rules[1].percent = 100
+
+ -- M:
+ dungeon(god_quest.DUNGEON_GOD).rules[1].mflags3 = bor(RF3_DEMON, RF3_UNDEAD, RF3_NONLIVING)
+
+ end
+
+ -- W: All dungeons are 5 levels deep, and created at 2/3 of the player clvl when the quest is given
+ dungeon(god_quest.DUNGEON_GOD).mindepth = god_quest.dun_mindepth
+ dungeon(god_quest.DUNGEON_GOD).maxdepth = god_quest.dun_maxdepth
+ dungeon(god_quest.DUNGEON_GOD).minplev = god_quest.dun_minplev
+
+end
+
+-- Calling this function returns the direction the dungeon is in from the players position at the time
+-- the quest was given, and also the direction from angband (if the player is worshipping Melkor) or lothlorien.
+function get_god_quest_axes()
+ local home, home_y_coord, home_x_coord, home_axis, home2, home2_y_coord, home2_x_coord, home2_axis, mydistance
+
+ -- different values for different gods...
+ if player.pgod ~= GOD_MELKOR then
+
+ -- one of the valar, "home" is lothlorien, home2 is Minas Arnor
+ home = "Bree"
+ home_y_coord = 21
+ home_x_coord = 34
+ home2 = "Minas Anor"
+ home2_y_coord = 56
+ home2_x_coord = 60
+ else
+ -- Melkor, "home" is angband, home2 is Barad-dur
+ home = "the Pits of Angband"
+ home_y_coord = 7
+ home_x_coord = 34
+ home2 = "the Land of Mordor"
+ home2_y_coord = 58
+ home2_x_coord = 65
+ end
+
+ home_axis = compass(home_y_coord, home_x_coord, god_quest.dung_y, god_quest.dung_x)
+ home2_axis = compass(home2_y_coord, home2_x_coord, god_quest.dung_y, god_quest.dung_x)
+
+ home_distance = approximate_distance(home_y_coord, home_x_coord, god_quest.dung_y, god_quest.dung_x)
+ home2_distance = approximate_distance(home2_y_coord, home2_x_coord, god_quest.dung_y, god_quest.dung_x)
+
+ return home, home_axis, home_distance, home2, home2_axis, home2_distance
+end
diff --git a/lib/scpt/gods.lua b/lib/scpt/gods.lua
new file mode 100644
index 00000000..014a4423
--- /dev/null
+++ b/lib/scpt/gods.lua
@@ -0,0 +1,26 @@
+add_hooks
+{
+ [HOOK_FOLLOW_GOD] = function(god, action)
+ if action == "ask" then
+ if not (god == GOD_MELKOR) then
+ local i = INVEN_WIELD
+ while i < INVEN_TOTAL do
+ -- 13 is ART_POWER
+ if player.inventory(i).name1 == 13 then
+ msg_print("The One Ring has corrupted you, and you are rejected.")
+ return TRUE
+ end
+ i = i + 1
+ end
+ end
+ end
+ return FALSE
+ end,
+ [HOOK_RECALC_SKILLS] = function()
+ if not (player.pgod == GOD_NONE) and (get_skill(SKILL_ANTIMAGIC) > 0) then
+ msg_print("You no longer believe.")
+ abandon_god(GOD_ALL)
+ end
+ return FALSE
+ end,
+}
diff --git a/lib/scpt/help.lua b/lib/scpt/help.lua
new file mode 100644
index 00000000..5350fec8
--- /dev/null
+++ b/lib/scpt/help.lua
@@ -0,0 +1,411 @@
+-- Ingame contextual help
+
+-------------------------------------------------------------------------------
+-------------------------------------------------------------------------------
+-----------------------Here comes the definition of help-----------------------
+-------------------------------------------------------------------------------
+-------------------------------------------------------------------------------
+
+ingame_help
+{
+ ["hook"] = HOOK_MOVE,
+ ["event"] = function(y, x) if cave(y, x).feat == FEAT_BETWEEN then return TRUE end end,
+ ["desc"] =
+ {
+ "Void Jumpgates can be entered by pressing the > key. They will transport",
+ "you to another jumpgate, but beware of the cold damage that might kill you.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_MOVE,
+ ["event"] = function(y, x) if cave(y, x).feat == FEAT_FOUNTAIN then return TRUE end end,
+ ["desc"] =
+ {
+ "Fountains are always magical. You can quaff from them by pressing H.",
+ "Beware that unlike potions they cannot be identified.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_MOVE,
+ ["event"] = function(y, x) if cave(y, x).o_idx ~= 0 then return TRUE end end,
+ ["desc"] =
+ {
+ "So you found your first item! Nice, eh? Now when you stumble across",
+ "objects, you can pick them up by pressing g, and if you are wondering",
+ "what they do, press I (then *, then the letter for the item) to get",
+ "some basic information. You may also want to identify them with scrolls,",
+ "staves, rods or spells.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_MOVE,
+ ["event"] = function(y, x) if (cave(y, x).feat >= FEAT_ALTAR_HEAD) and (cave(y, x).feat <= FEAT_ALTAR_TAIL) then return TRUE end end,
+ ["desc"] =
+ {
+ "Altars are the way to reach the Valar, powers of the world,",
+ "usualy called Gods. You can press O to become a follower.",
+ "Beware that once you follow a god, you are not allowed to change.",
+ "For an exact description of what gods do and want, read the documentation."
+ }
+}
+
+-- Beware this one, if Bree is moved from 21, 34 (y, x) on the wilderness map it will break
+ingame_help
+{
+ ["hook"] = HOOK_END_TURN,
+ ["event"] = function(y, x)
+ if ((player.wilderness_x ~= 34) or (player.wilderness_y ~= 21) and (player.astral == FALSE)) then return TRUE end
+ end,
+ ["desc"] =
+ {
+ "Ahh wilderness travel... The overview mode will allow you to travel",
+ "fast, but that comes to the cost of GREATLY increased food consumption.",
+ "So you should bring lots of food and really watch your hunger status.",
+ "To enter the overview mode, press < while in the wilderness.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_PLAYER_LEVEL,
+ ["event"] = function(y, x) if player.lev > 1 then return TRUE end end,
+ ["desc"] =
+ {
+ "Ok, so you now gained a level, and you have skill points to spend.",
+ "To do so simply press G to learn skills. Reading the documentation",
+ "about skills and abilities is also strongly recommended.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_MOVE,
+ ["event"] = function(y, x) if cave(y, x).feat == FEAT_MORE then return TRUE end end,
+ ["desc"] =
+ {
+ "Ah, this is a stair, or a way into something. Press > to enter it.",
+ "But be ready to fight what lies within, for it might not be too friendly.",
+ }
+}
+
+ingame_help
+{
+ ["callback"] = "monster_chat",
+ ["desc"] =
+ {
+ "Somebody is speaking to you it seems. You can talk back with the Y key.",
+ "This can lead to quests. You can also give items to 'monsters' with the y key.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_END_TURN,
+ ["event"] = function(y, x) return TRUE end,
+ ["desc"] =
+ {
+ "Welcome to ToME! I am the spirit of knowledge and my task is to help you",
+ "to get used to how to play. I have prepared a #vparchment#y for you to #vread#y.",
+ "Press r, then space then select it. You can also check the documentation",
+ "by pressing ? at (nearly) any time.",
+ "The first place you can explore is Barrow-downs. Go to the west of town",
+ "and you should see a #v>#y there.",
+ "If you miss any of this you can press ctrl+p to see your message log.",
+ "Now I must reveal your task here. You are on a quest to investigate",
+ "the dreadful tower of Dol Guldur in the Mirkwood forest to see what evil",
+ "lurks there, but beware, you are not yet ready.",
+ "If you do not want me to bother you any more with tips, press = then go",
+ "into the ToME options and deactivate the ingame_help option.",
+ "You can see your quest log by pressing ctrl+q. Now go to your destiny!",
+ }
+}
+
+ingame_help
+{
+ ["no_test"] = TRUE,
+ ["callback"] = "select_context",
+ ["fct"] = function(typ, name)
+ -- list of files for classes, { filename, anchor }
+ local t =
+ {
+ ["race"] =
+ {
+ ["Beorning"] = { "r_beorn.txt", 0 },
+ ["DeathMold"] = { "r_deathm.txt", 0 },
+ ["Dark-Elf"] = { "r_drkelf.txt", 0 },
+ ["Dunadan"] = { "r_dunad.txt", 0 },
+ ["Dwarf"] = { "r_dwarf.txt", 0 },
+ ["Elf"] = { "r_elf.txt", 0 },
+ ["Ent"] = { "r_ent.txt", 0 },
+ ["Gnome"] = { "r_gnome.txt", 0 },
+ ["Half-Elf"] = { "r_hafelf.txt", 0 },
+ ["Half-Ogre"] = { "r_hafogr.txt", 0 },
+ ["High-Elf"] = { "r_hielf.txt", 0 },
+ ["Hobbit"] = { "r_hobbit.txt", 0 },
+ ["Human"] = { "r_human.txt", 0 },
+ ["Kobold"] = { "r_kobold.txt", 0 },
+ ["Maia"] = { "r_maia.txt", 0 },
+ ["Orc"] = { "r_orc.txt", 0 },
+ ["Petty-Dwarf"] = { "r_pettyd.txt", 0 },
+ ["RohanKnight"] = { "r_rohank.txt", 0 },
+ ["Thunderlord"] = { "r_thlord.txt", 0 },
+ ["Troll"] = { "r_troll.txt", 0 },
+ ["Wood-Elf"] = { "r_wodelf.txt", 0 },
+ ["Yeek"] = { "r_yeek.txt", 0 },
+ },
+ ["subrace"] =
+ {
+ ["Barbarian"] = { "rm_barb.txt", 0 },
+ ["Classical"] = { "rm_class.txt", 0 },
+ ["Corrupted"] = { "rm_corru.txt", 0 },
+ ["Hermit"] = { "rm_herm.txt", 0 },
+ ["LostSoul"] = { "rm_lsoul.txt", 0 },
+ ["Skeleton"] = { "rm_skel.txt", 0 },
+ ["Spectre"] = { "rm_spec.txt", 0 },
+ ["Vampire"] = { "rm_vamp.txt", 0 },
+ ["Zombie"] = { "rm_zomb.txt", 0 },
+ },
+ ["class"] =
+ {
+ ["Alchemist"] = { "c_alchem.txt", 0 },
+ ["Archer"] = { "c_archer.txt", 0 },
+ ["Assassin"] = { "c_assass.txt", 0 },
+ ["Axemaster"] = { "c_axemas.txt", 0 },
+ ["Bard"] = { "c_bard.txt", 0 },
+ ["Dark-Priest"] = { "c_pr_drk.txt", 0 },
+ ["Demonologist"] = { "c_demono.txt", 0 },
+ ["Druid"] = { "c_druid.txt", 0 },
+ ["Geomancer"] = { "c_geoman.txt", 0 },
+ ["Haftedmaster"] = { "c_hafted.txt", 0 },
+ ["Loremaster"] = { "c_lorema.txt", 0 },
+ ["Mage"] = { "c_mage.txt", 0 },
+ ["Mimic"] = { "c_mimic.txt", 0 },
+ ["Mindcrafter"] = { "c_mindcr.txt", 0 },
+ ["Monk"] = { "c_monk.txt", 0 },
+ ["Necromancer"] = { "c_necro.txt", 0 },
+ ["Paladin"] = { "c_palad.txt", 0 },
+ ["Polearmmaster"] = { "c_polear.txt", 0 },
+ ["Possessor"] = { "c_posses.txt", 0 },
+ ["Priest"] = { "c_priest.txt", 0 },
+ ["Priest(Eru)"] = { "c_pr_eru.txt", 0 },
+ ["Priest(Manwe)"] = { "c_pr_man.txt", 0 },
+ ["Ranger"] = { "c_ranger.txt", 0 },
+ ["Rogue"] = { "c_rogue.txt", 0 },
+ ["Runecrafter"] = { "c_runecr.txt", 0 },
+ ["Sorceror"] = { "c_sorcer.txt", 0 },
+ ["Summoner"] = { "c_summon.txt", 0 },
+ ["Swordmaster"] = { "c_swordm.txt", 0 },
+ ["Symbiant"] = { "c_symbia.txt", 0 },
+ ["Thaumaturgist"] = { "c_thaum.txt", 0 },
+ ["Unbeliever"] = { "c_unbel.txt", 0 },
+ ["Warper"] = { "c_warper.txt", 0 },
+ ["Warrior"] = { "c_warrio.txt", 0 },
+ },
+ ["god"] =
+ {
+ ["Eru Iluvatar"] = { "g_eru.txt", 0 },
+ ["Manwe Sulimo"] = { "g_manwe.txt", 0 },
+ ["Tulkas"] = { "g_tulkas.txt", 0 },
+ ["Melkor Bauglir"] = { "g_melkor.txt", 0 },
+ ["Yavanna Kementari"] = { "g_yavann.txt", 0 },
+ },
+ ["skill"] =
+ {
+ ["Air"] = { "skills.txt", 27 },
+ ["Alchemy"] = { "skills.txt", 49 },
+ ["Antimagic"] = { "skills.txt", 50 },
+ ["Archery"] = { "skills.txt", 08 },
+ ["Axe-mastery"] = { "skills.txt", 05 },
+ ["Backstab"] = { "skills.txt", 18 },
+ ["Barehand-combat"] = { "skills.txt", 13 },
+ ["Boomerang-mastery"] = { "skills.txt", 12 },
+ ["Boulder-throwing"] = { "skills.txt", 58 },
+ ["Bow-mastery"] = { "skills.txt", 10 },
+ ["Combat"] = { "skills.txt", 01 },
+ ["Conveyance"] = { "skills.txt", 30 },
+ ["Corpse-preservation"] = { "skills.txt", 44 },
+ ["Critical-hits"] = { "skills.txt", 04 },
+ ["Crossbow-mastery"] = { "skills.txt", 11 },
+ ["Demonology"] = { "skills.txt", 52 },
+ ["Disarming"] = { "skills.txt", 16 },
+ ["Divination"] = { "skills.txt", 31 },
+ ["Dodging"] = { "skills.txt", 20 },
+ ["Druidistic"] = { "skills.txt", 40 },
+ ["Earth"] = { "skills.txt", 28 },
+ ["Fire"] = { "skills.txt", 25 },
+ ["Geomancy"] = { "skills.txt", 60 },
+ ["Hafted-mastery"] = { "skills.txt", 06 },
+ ["Magic"] = { "skills.txt", 21 },
+ ["Magic-Device"] = { "skills.txt", 54 },
+ ["Mana"] = { "skills.txt", 24 },
+ ["Meta"] = { "skills.txt", 29 },
+ ["Mimicry"] = { "skills.txt", 47 },
+ ["Mind"] = { "skills.txt", 33 },
+ ["Mindcraft"] = { "skills.txt", 41 },
+ ["Monster-lore"] = { "skills.txt", 42 },
+ ["Music"] = { "skills.txt", 59 },
+ ["Nature"] = { "skills.txt", 34 },
+ ["Necromancy"] = { "skills.txt", 35 },
+ ["Polearm-mastery"] = { "skills.txt", 07 },
+ ["Possession"] = { "skills.txt", 45 },
+ ["Prayer"] = { "skills.txt", 39 },
+ ["Runecraft"] = { "skills.txt", 36 },
+ ["Sling-mastery"] = { "skills.txt", 09 },
+ ["Sneakiness"] = { "skills.txt", 14 },
+ ["Spell-power"] = { "skills.txt", 22 },
+ ["Spirituality"] = { "skills.txt", 38 },
+ ["Sorcery"] = { "skills.txt", 23 },
+ ["Stealing"] = { "skills.txt", 19 },
+ ["Stealth"] = { "skills.txt", 15 },
+ ["Stunning-blows"] = { "skills.txt", 53 },
+ ["Summoning"] = { "skills.txt", 43 },
+ ["Sword-mastery"] = { "skills.txt", 03 },
+ ["Symbiosis"] = { "skills.txt", 46 },
+ ["Temporal"] = { "skills.txt", 32 },
+ ["Thaumaturgy"] = { "skills.txt", 37 },
+ ["Udun"] = { "skills.txt", 48 },
+ ["Weaponmastery"] = { "skills.txt", 02 },
+ ["Water"] = { "skills.txt", 26 },
+ },
+ ["ability"] =
+ {
+ ["Spread blows"] = { "ability.txt", 02 },
+ ["Tree walking"] = { "ability.txt", 03 },
+ ["Perfect casting"] = { "ability.txt", 04 },
+ ["Extra Max Blow(1)"] = { "ability.txt", 05 },
+ ["Extra Max Blow(2)"] = { "ability.txt", 06 },
+ ["Ammo creation"] = { "ability.txt", 07 },
+ ["Touch of death"] = { "ability.txt", 08 },
+ ["Artifact Creation"] = { "ability.txt", 09 },
+ ["Far reaching attack"] = { "ability.txt", 10 },
+ ["Trapping"] = { "ability.txt", 11 },
+ ["Undead Form"] = { "ability.txt", 12 },
+ },
+ }
+
+ if t[typ][name] then ingame_help_doc(t[typ][name][1], t[typ][name][2])
+ else ingame_help_doc("help.hlp", 0)
+ end
+ end,
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_IDENTIFY,
+ ["event"] = function(i, mode)
+ if mode == "full" then
+ local obj = get_object(i)
+ local f1, f2, f3, f4, f5, esp = object_flags(obj)
+ if band(f5, TR5_SPELL_CONTAIN) ~= 0 then return TRUE end
+ end
+ end,
+ ["desc"] =
+ {
+ "Ah, an item that can contain a spell. To use it you must have some levels of",
+ "Magic skill and then you get the option to copy a spell when pressing m.",
+ "Then just select which spell to copy and to which object. Note that doing so",
+ "is permanent; the spell cannot be removed or changed later.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_GET,
+ ["event"] = function(obj, idx) if obj.tval == TV_BATERIE then return TRUE end end,
+ ["desc"] =
+ {
+ "Ah, an essence! Those magical containers stores energies. They are used",
+ "with the Alchemy skill to create or modify the powers of items.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_GET,
+ ["event"] = function(obj, idx) if obj.tval == TV_RUNE1 or obj.tval == TV_RUNE2 then return TRUE end end,
+ ["desc"] =
+ {
+ "Ah, a rune! Runes are used with the Runecraft skill to allow you to",
+ "create spells on your own.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_GET,
+ ["event"] = function(obj, idx) if obj.tval == TV_ROD_MAIN then return TRUE end end,
+ ["desc"] =
+ {
+ "This is a rod. You will need to attach a rod tip to it before you",
+ "can use it. This main part of the rod may give the rod bonuses",
+ "like quicker charging time, or a larger capacity for charges.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_GET,
+ ["event"] = function(obj, idx) if obj.tval == TV_ROD then return TRUE end end,
+ ["desc"] =
+ {
+ "You've found a rod-tip! You will need to attach it to a rod base",
+ "before you can use it. Once it has been attatched (use the 'z' key)",
+ "you cannot unattach it! The rod tip will determine the effect of",
+ "the rod. To use your rod, 'z'ap it once it has been assembled.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_GET,
+ ["event"] = function(obj, idx) if obj.tval == TV_TRAPKIT then return TRUE end end,
+ ["desc"] =
+ {
+ "Ooooh, a trapping kit. If you have ability in the trapping skill,",
+ "you can lay this trap (via the 'm' key) to harm unsuspecting foes.",
+ "You'll generally need either some ammo or magic device depending",
+ "on the exact type of trap kit.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_RECALC_SKILLS,
+ ["event"] = function() if game.started and (get_melee_skills() > 1) then return TRUE end end,
+ ["desc"] =
+ {
+ "Ah, you now possess more than one melee type. To switch between them press m",
+ "and select the switch melee type option.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_GET,
+ ["event"] = function(obj, idx) if obj.tval == TV_WAND or obj.tval == TV_STAFF then return TRUE end end,
+ ["desc"] =
+ {
+ "You've found a magical device, either a staff or a wand. Each staff",
+ "contains a spell, often from one of the primary magic schools. There",
+ "is a lot of information you can find about this object if you identify",
+ "it and 'I'nspect it. Check the help file on Magic for more about these.",
+ }
+}
+
+ingame_help
+{
+ ["hook"] = HOOK_PLAYER_LEVEL,
+ ["event"] = function(y, x) if player.lev >= 20 then return TRUE end end,
+ ["desc"] =
+ {
+ "I see you are now at least level 20. Nice! If you want to gloat about your",
+ "character you could press 'C' then 'f' to make a character dump and post it to",
+ "http://angband.oook.cz/ where it will end up in the ladder.",
+ }
+}
diff --git a/lib/scpt/init.lua b/lib/scpt/init.lua
new file mode 100644
index 00000000..a6f3f8ab
--- /dev/null
+++ b/lib/scpt/init.lua
@@ -0,0 +1,46 @@
+--
+-- This file is loaded at the initialisation of ToME
+--
+
+-- Load the class specific stuff
+tome_dofile("player.lua")
+
+-- Load the ingame contextual help
+tome_dofile("help.lua")
+
+-- let the store specific stuff happen!
+tome_dofile("stores.lua")
+
+-- Add various 'U' powers
+tome_dofile("powers.lua")
+
+-- Add the mimic shapes
+tome_dofile("mimic.lua")
+
+-- Add the corruptions
+tome_dofile("corrupt.lua")
+
+-- Add the mkey activations
+tome_dofile("mkeys.lua")
+
+-- Add the schools of magic
+tome_dofile("spells.lua")
+
+-- Add god stuff
+tome_dofile("gods.lua")
+
+-- Add some quests
+tome_dofile("bounty.lua")
+tome_dofile("god.lua")
+tome_dofile("fireprof.lua")
+tome_dofile("library.lua")
+
+-- Add joke stuff
+tome_dofile("drunk.lua")
+tome_dofile("joke.lua")
+
+-- Some tests, if the file is not present, this is fine
+tome_dofile_anywhere(ANGBAND_DIR_SCPT, "dg_test.lua", FALSE)
+
+-- A nice custom intro :)
+tome_dofile("intro.lua")
diff --git a/lib/scpt/intro.lua b/lib/scpt/intro.lua
new file mode 100644
index 00000000..ef6041a5
--- /dev/null
+++ b/lib/scpt/intro.lua
@@ -0,0 +1,39 @@
+function tome_intro()
+ screen_save()
+ Term_clear()
+
+ if (TRUE == drop_text_left(TERM_L_BLUE, "Art thou an adventurer,", 10, 0)) then screen_load() return end
+ if (TRUE == drop_text_right(TERM_L_BLUE, "One who passes through the waterfalls we call danger", 11, -1)) then screen_load() return end
+ if (TRUE == drop_text_left(TERM_L_BLUE, "to find the true nature of the legends beyond them?", 12, 0)) then screen_load() return end
+ if (TRUE == drop_text_right(TERM_L_BLUE, "If this is so, then seeketh me.", 13, -1)) then screen_load() return end
+
+ if (TRUE == drop_text_left(TERM_WHITE, "[Press any key to continue]", 23, -1)) then screen_load() return end
+
+ Term_putch(0, 0, TERM_DARK, 32)
+ inkey_scan = FALSE
+ inkey()
+
+ Term_clear()
+
+ if (TRUE == drop_text_left(TERM_L_BLUE, "DarkGod", 8, 0)) then screen_load() return end
+ if (TRUE == drop_text_right(TERM_WHITE, "in collaboration with", 9, -1)) then screen_load() return end
+ if (TRUE == drop_text_left(TERM_L_GREEN, "Eru Iluvatar,", 10, 0)) then screen_load() return end
+ if (TRUE == drop_text_right(TERM_L_GREEN, "Manwe", 11, -1)) then screen_load() return end
+ if (TRUE == drop_text_left(TERM_WHITE, "and", 12, 0)) then screen_load() return end
+ if (TRUE == drop_text_right(TERM_L_GREEN, "All the T.o.M.E. contributors(see credits.txt)", 13, -1)) then screen_load() return end
+
+ if (TRUE == drop_text_left(TERM_WHITE, "present", 15, 1)) then screen_load() return end
+ if (TRUE == drop_text_right(TERM_YELLOW, "T.o.M.E.", 16, 0)) then screen_load() return end
+
+ if (TRUE == drop_text_left(TERM_WHITE, "[Press any key to continue]", 23, -1)) then screen_load() return end
+ Term_putch(0, 0, TERM_DARK, 32)
+
+ inkey_scan = FALSE
+
+ inkey()
+
+ screen_load()
+ return
+end
+
+add_hook_script(HOOK_INIT, "tome_intro", "lua_intro_init")
diff --git a/lib/scpt/joke.lua b/lib/scpt/joke.lua
new file mode 100644
index 00000000..2d87b651
--- /dev/null
+++ b/lib/scpt/joke.lua
@@ -0,0 +1,31 @@
+-- Place a monster in a good spot
+function gen_joke_place_monster(r_idx)
+ local try = 1000
+ local x
+ local y
+ while try > 0 do
+ x = randint(cur_hgt - 4) + 2
+ y = randint(cur_wid - 4) + 2
+ if not (0 == place_monster_one(y, x, r_idx, 0, FALSE, MSTATUS_ENEMY)) then
+ return
+ end
+ try = try - 1
+ end
+end
+
+-- Check if a special joke monster can be generated here
+function gen_joke_monsters()
+ if joke_monsters == FALSE then
+ return
+ end
+
+ -- Neil
+ if (current_dungeon_idx == 20) and (dun_level == 72) then
+ neil = test_monster_name("Neil, the Sorceror")
+ m_allow_special[neil + 1] = TRUE
+ gen_joke_place_monster(neil)
+ m_allow_special[neil + 1] = FALSE
+ end
+end
+
+add_hook_script(HOOK_LEVEL_END_GEN, "gen_joke_monsters", "gen_joke_monsters")
diff --git a/lib/scpt/library.lua b/lib/scpt/library.lua
new file mode 100644
index 00000000..1433e47f
--- /dev/null
+++ b/lib/scpt/library.lua
@@ -0,0 +1,436 @@
+-- Library quest in Minas Anor
+
+-- Partially based on Fireproofing quest
+
+library_quest = {}
+
+-- Map helper
+library_quest.place_random = function(minY, minX, maxY, maxX, monster)
+ y = randint(maxY - minY + 1) + minY
+ x = randint(maxX - minX + 1) + minX
+ return place_monster_one(y, x, monster, 0, TRUE, MSTATUS_ENEMY)
+end
+
+-- Book creation helpers
+library_quest.bookable_spells =
+{
+ MANATHRUST, DELCURSES,
+ GLOBELIGHT, FIREGOLEM, FIREFLASH, FIREWALL,
+ GEYSER, VAPOR, ENTPOTION,
+ NOXIOUSCLOUD, POISONBLOOD,
+ STONESKIN, DIG,
+ RECHARGE, DISPERSEMAGIC,
+ BLINK, DISARM, TELEPORT,
+ SENSEMONSTERS, SENSEHIDDEN, REVEALWAYS, IDENTIFY, VISION,
+ MAGELOCK, SLOWMONSTER, ESSENCESPEED,
+ CHARM, CONFUSE, ARMOROFFEAR, STUN,
+ GROWTREE, HEALING, RECOVERY,
+ ERU_SEE, ERU_LISTEN,
+ MANWE_BLESS, MANWE_SHIELD,
+ YAVANNA_CHARM_ANIMAL, YAVANNA_GROW_GRASS, YAVANNA_TREE_ROOTS,
+ TULKAS_AIM, TULKAS_SPIN,
+ MELKOR_CURSE, MELKOR_CORPSE_EXPLOSION,
+ DRAIN
+}
+
+library_quest.get_term_size = function()
+ local width = 0
+ local height = 0
+ ret, width, height = Term_get_size(width, height)
+ return width, height
+end
+
+library_quest.book_slots_left = function()
+ if school_book[61][1] == -1 then
+ return 3
+ elseif school_book[61][2] == -1 then
+ return 2
+ elseif school_book[61][3] == -1 then
+ return 1
+ else
+ return 0
+ end
+end
+
+library_quest.book_contains_spell = function(spell)
+ if school_book[61][1] == spell then
+ return TRUE
+ elseif school_book[61][2] == spell then
+ return TRUE
+ elseif school_book[61][3] == spell then
+ return TRUE
+ else
+ return FALSE
+ end
+end
+
+library_quest.add_spell = function(spell)
+ if school_book[61][1] == -1 then
+ school_book[61][1] = spell
+ return TRUE
+ elseif school_book[61][2] == -1 then
+ school_book[61][2] = spell
+ return TRUE
+ elseif school_book[61][3] == -1 then
+ school_book[61][3] = spell
+ return TRUE
+ else
+ return FALSE
+ end
+end
+
+library_quest.remove_spell = function(spell)
+ if school_book[61][1] == spell then
+ school_book[61][1] = school_book[61][2]
+ school_book[61][2] = school_book[61][3]
+ school_book[61][3] = -1
+ return TRUE
+ elseif school_book[61][2] == spell then
+ school_book[61][2] = school_book[61][3]
+ school_book[61][3] = -1
+ return TRUE
+ elseif school_book[61][3] == spell then
+ school_book[61][3] = -1
+ return TRUE
+ else
+ return FALSE
+ end
+end
+
+-- Print a spell (taken from s_aux)
+function library_quest.print_spell(color, y, spl)
+ local x, index, sch, size, s
+
+ x = 0
+ size = 0
+ book = 255
+ obj = nil
+
+ -- Hack if the book is 255 it is a random book
+ if book == 255 then
+ school_book[book] = {spl}
+ end
+
+ -- Parse all spells
+ for index, s in school_book[book] do
+ local lvl, na = get_level_school(s, 50, -50)
+ local xx, sch_str
+
+ sch_str = spell_school_name(s)
+
+ if s == spl then
+ if na then
+ c_prt(color, format("%-20s%-16s %3s %4s %3d%s %s", spell(s).name, sch_str, na, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
+ else
+ c_prt(color, format("%-20s%-16s %3d %4s %3d%s %s", spell(s).name, sch_str, lvl, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
+ end
+ y = y + 1
+ size = size + 1
+ end
+ end
+ return y
+end
+
+-- spell selection routines inspired by skills.c
+library_quest.print_spells = function(first, current)
+ Term_clear()
+ width, height = library_quest.get_term_size()
+ slots = library_quest.book_slots_left()
+
+ c_prt(TERM_WHITE, "Book Creation Screen", 0, 0);
+ c_prt(TERM_WHITE, "Up/Down to move, Right/Left to modify, I to describe, Esc to Save/Cancel", 1, 0);
+
+ if slots == 0 then
+ c_prt(TERM_L_RED, "The book can hold no more spells.", 2, 0);
+ elseif slots == 1 then
+ c_prt(TERM_L_BLUE, "The book can hold 1 more spell.", 2, 0);
+ else
+ c_prt(TERM_L_BLUE, "The book can hold "..slots.." more spells.", 2, 0);
+ end
+
+ row = 3;
+ for index, spell in library_quest.bookable_spells do
+ if index >= first then
+ if index == current then
+ color = TERM_GREEN
+ elseif library_quest.book_contains_spell(spell) == TRUE then
+ color = TERM_WHITE
+ else
+ color = TERM_ORANGE
+ end
+ library_quest.print_spell(color, row, spell)
+
+ if row == height - 1 then
+ return
+ end
+ row = row + 1
+ end
+ end
+end
+
+library_quest.fill_book = function()
+ -- Always start with a cleared book
+ school_book[61] = {-1, -1, -1}
+
+ screen_save()
+ width, height = library_quest.get_term_size()
+ -- room for legend
+ margin = 3
+
+ first = 1
+ current = 1
+ done = FALSE
+
+ while done == FALSE do
+ library_quest.print_spells(first, current)
+
+ inkey_scan = FALSE
+ inkey_base = TRUE
+ char = inkey()
+ dir = get_keymap_dir(char)
+ if char == ESCAPE then
+ if library_quest.book_slots_left() == 0 then
+ flush()
+ done = get_check("Really create the book?")
+ else
+ done = TRUE
+ end
+ elseif char == strbyte('\r') then
+ -- TODO: make tree of schools
+ elseif char == strbyte('n') then
+ current = current + height
+ elseif char == strbyte('p') then
+ current = current - height
+ elseif char == strbyte('I') then
+ print_spell_desc(library_quest.bookable_spells[current], 0)
+ inkey()
+ elseif dir == 2 then
+ current = current + 1
+ elseif dir == 8 then
+ current = current - 1
+ elseif dir == 6 then
+ if library_quest.book_contains_spell(library_quest.bookable_spells[current]) == FALSE then
+ library_quest.add_spell(library_quest.bookable_spells[current])
+ end
+ elseif dir == 4 then
+ library_quest.remove_spell(library_quest.bookable_spells[current])
+ end
+ total = getn(library_quest.bookable_spells)
+ if current > total then
+ current = total
+ elseif current < 1 then
+ current = 1
+ end
+
+ if current > (first + height - margin - 1) then
+ first = current - height + margin + 1
+ elseif first > current then
+ first = current
+ end
+ end
+
+ screen_load()
+end
+
+-- Quest data and hooks
+add_quest
+{
+ ["global"] = "LIBRARY_QUEST",
+ ["name"] = "Library quest",
+ ["desc"] = function()
+ -- Quest taken
+ if (quest(LIBRARY_QUEST).status == QUEST_STATUS_TAKEN) then
+ print_hook("#####yAn Old Mages Quest! (Danger Level: 35)\n")
+ print_hook("Make the library safe for the old mage in Minas Anor.\n")
+ print_hook("\n")
+ -- Quest done, book not gotten yet
+ elseif (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
+ print_hook("#####yAn Old Mages Quest!\n")
+ print_hook("You have made the library safe for the old mage in Minas Anor.\n")
+ print_hook("Perhaps you should see about a reward.\n")
+ print_hook("\n")
+ end
+ end,
+ ["level"] = 35,
+ ["data"] =
+ {
+ ["school_book[61][1]"] = -1,
+ ["school_book[61][2]"] = -1,
+ ["school_book[61][3]"] = -1
+ },
+ ["hooks"] =
+ {
+ -- Start the game without the quest, need to request it
+ [HOOK_BIRTH_OBJECTS] = function()
+ quest(LIBRARY_QUEST).status = QUEST_STATUS_UNTAKEN
+ school_book[61] = {-1, -1, -1}
+ end,
+
+ [HOOK_GEN_QUEST] = function()
+ -- Only if player doing this quest
+ if (player.inside_quest ~= LIBRARY_QUEST) then
+ return FALSE
+ end
+
+ load_map("library.map", 2, 2)
+ level_flags2 = DF2_NO_GENO
+
+ -- generate the Liches 518
+ liches = damroll(4, 2) -- plus one on the map
+ while(liches > 0) do
+ if 0 < library_quest.place_random(4, 4, 14, 37, 518) then
+ liches = liches - 1
+ end
+ end
+
+ -- generate the Monastic liches 611
+ liches = damroll(1, 2)
+ while(liches > 0) do
+ if 0 < library_quest.place_random(14, 34, 37, 67, 611) then
+ liches = liches - 1
+ end
+ end
+
+ -- generate more Monastic liches 611
+ liches = damroll(1, 2) - 1
+ while(liches > 0) do
+ if 0 < library_quest.place_random(4, 34, 14, 67, 611) then
+ liches = liches - 1
+ end
+ end
+
+ -- generate even more Monastic liches 611
+ liches = damroll(1, 2) - 1
+ while(liches > 0) do
+ if 0 < library_quest.place_random(14, 4, 37, 34, 611) then
+ liches = liches - 1
+ end
+ end
+
+ -- Flesh golem 256
+ golems = 2
+ while(golems > 0) do
+ if 0 < library_quest.place_random(10, 10, 37, 67, 256) then
+ golems = golems - 1
+ end
+ end
+
+ -- Clay golem 261
+ golems = 2
+ while(golems > 0) do
+ if 0 < library_quest.place_random(10, 10, 37, 67, 261) then
+ golems = golems - 1
+ end
+ end
+
+ -- Iron golem 367
+ golems = 2
+ while(golems > 0) do
+ if 0 < library_quest.place_random(10, 10, 37, 67, 367) then
+ golems = golems - 1
+ end
+ end
+
+ -- Mithril Golem 464
+ golems = 1
+ while(golems > 0) do
+ if 0 < library_quest.place_random(10, 10, 37, 67, 464) then
+ golems = golems - 1
+ end
+ end
+
+ -- one Master lich is on the map
+
+ return TRUE
+ end,
+ [HOOK_STAIR] = function()
+ local ret
+
+ -- only ask this if player about to go up stairs of quest and hasn't won yet
+ if (player.inside_quest ~= LIBRARY_QUEST) or (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
+ return FALSE
+ end
+
+ if cave(player.py, player.px).feat ~= FEAT_LESS then return end
+
+ -- flush all pending input
+ flush()
+
+ -- confirm
+ ret = get_check("Really abandon the quest?")
+
+ -- if yes, then
+ if ret == TRUE then
+ -- fail the quest
+ quest(LIBRARY_QUEST).status = QUEST_STATUS_FAILED
+ return FALSE
+ else
+ -- if no, they stay in the quest
+ return TRUE
+ end
+ end,
+ [HOOK_MONSTER_DEATH] = function()
+ -- if they're in the quest and haven't won, continue
+ if (player.inside_quest ~= LIBRARY_QUEST) or (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
+ return FALSE
+ end
+
+ i = 1
+ count = -1
+ while i <= m_max do
+ local monster = m_list[i]
+ if (monster.r_idx > 0) and (monster.status <= MSTATUS_ENEMY) then
+ count = count + 1
+ end
+ i = i + 1
+ end
+
+ if count == 0 then
+ quest(LIBRARY_QUEST).status = QUEST_STATUS_COMPLETED
+ msg_print(TERM_YELLOW, "The library is safe now.")
+ end
+ end,
+ },
+}
+
+-- Library store action
+add_building_action
+{
+ ["index"] = 61,
+ ["action"] = function()
+ -- the quest hasn't been requested already, right?
+ if quest(LIBRARY_QUEST).status == QUEST_STATUS_UNTAKEN then
+ -- quest has been taken now
+ quest(LIBRARY_QUEST).status = QUEST_STATUS_TAKEN
+
+ -- issue instructions
+ msg_print("I need get some stock from my main library, but it is infested with monsters!")
+ msg_print("Please use the side entrance and vanquish the intruders for me.")
+
+ return TRUE, FALSE, TRUE
+ -- if quest completed
+ elseif (quest(LIBRARY_QUEST).status == QUEST_STATUS_COMPLETED) then
+ msg_print("Thank you! Let me make a special book for you.")
+ msg_print("Tell me three spells and I will write them in the book.")
+ library_quest.fill_book()
+ if library_quest.book_slots_left() == 0 then
+ quest(LIBRARY_QUEST).status = QUEST_STATUS_REWARDED
+ book = create_object(TV_BOOK, 61)
+ book.art_name = quark_add(player_name())
+ book.found = OBJ_FOUND_REWARD
+ set_aware(book)
+ set_known(book)
+ inven_carry(book, FALSE)
+ end
+
+ -- if the player asks for a quest when they already have it, but haven't failed it, give them some extra instructions
+ elseif (quest(LIBRARY_QUEST).status == QUEST_STATUS_TAKEN) then
+ msg_print("Please use the side entrance and vanquish the intruders for me.")
+
+ -- quest failed or completed, then give no more quests
+ elseif (quest(LIBRARY_QUEST).status == QUEST_STATUS_FAILED) or (quest(LIBRARY_QUEST).status == QUEST_STATUS_REWARDED) then
+ msg_print("I have no more quests for you.")
+ end
+ return TRUE
+ end,
+}
diff --git a/lib/scpt/mimic.lua b/lib/scpt/mimic.lua
new file mode 100644
index 00000000..6529f35c
--- /dev/null
+++ b/lib/scpt/mimic.lua
@@ -0,0 +1,419 @@
+-- Define the various possible mimic shapes
+
+-- Nature shapes
+add_mimic_shape
+{
+ ["name"] = "Mouse",
+ ["obj_name"] = "Mouse Fur",
+ ["desc"] = "Mice are small, fast and very stealthy",
+ ["realm"] = "nature",
+ ["level"] = 1,
+ ["rarity"] = 10,
+ ["duration"] = {20, 40},
+ ["calc"] = function ()
+ -- Mice run!
+ player.pspeed = player.pspeed + 5 + (player.mimic_level / 7)
+
+ -- They can crtawl under your armor to hit you ;)
+ player.to_h = player.to_h + 10 + (player.mimic_level / 5)
+ player.dis_to_h = player.dis_to_h + 10 + (player.mimic_level / 5)
+
+ -- But they are not very powerfull
+ player.to_d = player.to_d / 5
+ player.dis_to_d = player.dis_to_d / 5
+
+ -- But they are stealthy
+ player.skill_stl = player.skill_stl + 10 + (player.mimic_level / 5)
+
+ -- Stat mods
+ player.modify_stat(A_STR, -5)
+ player.modify_stat(A_DEX, 3)
+ player.modify_stat(A_CON, 1)
+
+ end,
+ ["power"] = function()
+ if player.mimic_level >= 30 then
+ player.add_power(POWER_INVISIBILITY)
+ end
+ end,
+}
+
+add_mimic_shape
+{
+ ["name"] = "Eagle",
+ ["obj_name"] = "Feathers Cloak",
+ ["desc"] = "Eagles are master of the air, good hunters with excellent vision.",
+ ["realm"] = "nature",
+ ["level"] = 10,
+ ["rarity"] = 30,
+ ["duration"] = {10, 50},
+ ["calc"] = function ()
+ player.ffall = TRUE
+ player.pspeed = player.pspeed + 2 + (player.mimic_level / 6)
+
+ player.modify_stat(A_STR, -3)
+ player.modify_stat(A_DEX, 2 + (player.mimic_level / 15))
+ player.modify_stat(A_CON, 4 + (player.mimic_level / 20))
+ player.modify_stat(A_INT, -1)
+ player.modify_stat(A_WIS, 1)
+ player.modify_stat(A_CHR, -1)
+
+ if player.mimic_level >= 20 then
+ player.xtra_f4 = bor(player.xtra_f4, TR4_FLY)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SEE_INVIS)
+ end
+ if player.mimic_level >= 25 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_FREE_ACT)
+ end
+ if player.mimic_level >= 30 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_ELEC)
+ end
+ if player.mimic_level >= 30 then
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SH_ELEC)
+ end
+ end,
+}
+
+add_mimic_shape
+{
+ ["name"] = "Wolf",
+ ["obj_name"] = "Wolf Pelt",
+ ["desc"] = "Wolves are masters of movement, strong and have excellent eyesight.",
+ ["realm"] = "nature",
+ ["level"] = 20,
+ ["rarity"] = 40,
+ ["duration"] = {10, 50},
+ ["calc"] = function ()
+ player.modify_stat(A_STR, 2 + (player.mimic_level / 20))
+ player.modify_stat(A_DEX, 3 + (player.mimic_level / 20))
+ player.modify_stat(A_INT, -3)
+ player.modify_stat(A_CHR, -2)
+
+ player.pspeed = player.pspeed + 10 + (player.mimic_level / 5)
+
+ player.xtra_f2 = bor(player.xtra_f2, TR2_FREE_ACT)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_FEAR)
+
+ if player.mimic_level >= 10 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_COLD)
+ end
+ if player.mimic_level >= 15 then
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SEE_INVIS)
+ end
+ if player.mimic_level >= 30 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_DARK)
+ end
+ if player.mimic_level >= 35 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_CONF)
+ end
+ end,
+}
+
+add_mimic_shape
+{
+ ["name"] = "Spider",
+ ["obj_name"] = "Spider Web",
+ ["desc"] = "Spiders are clever and become good climbers.",
+ ["realm"] = "nature",
+ ["level"] = 25,
+ ["rarity"] = 50,
+ ["duration"] = {10, 50},
+ ["calc"] = function ()
+ player.modify_stat(A_STR, -4)
+ player.modify_stat(A_DEX, 1 + (player.mimic_level / 8))
+ player.modify_stat(A_INT, 1 + (player.mimic_level / 5))
+ player.modify_stat(A_WIS, 1 + (player.mimic_level / 5))
+ player.modify_stat(A_CON, -5)
+ player.modify_stat(A_CHR, -10)
+
+ player.pspeed = player.pspeed + 5
+
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_POIS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_FEAR)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_DARK)
+
+ if player.mimic_level >= 40 then
+ player.xtra_f4 = bor(player.xtra_f4, TR4_CLIMB)
+ end
+
+ end,
+ ["power"] = function()
+ if player.mimic_level >= 25 then
+ player.add_power(POWER_WEB)
+ end
+ end,
+}
+
+add_mimic_shape
+{
+ ["name"] = "Elder Ent",
+ ["obj_name"] = "Entish Bark",
+ ["desc"] = "Ents are powerful tree-like beings dating from the dawn of time.",
+ ["realm"] = "nature",
+ ["level"] = 40,
+ ["rarity"] = 60,
+ ["duration"] = {10, 30},
+ ["limit"] = TRUE,
+ ["calc"] = function ()
+ player.pspeed = player.pspeed - 5 - (player.mimic_level / 10)
+
+ player.to_a = player.to_a + 10 + player.mimic_level
+ player.dis_to_a = player.dis_to_a + 10 + player.mimic_level
+
+ player.modify_stat(A_STR, player.mimic_level / 5)
+ player.modify_stat(A_INT, - (player.mimic_level / 7))
+ player.modify_stat(A_WIS, - (player.mimic_level / 7))
+ player.modify_stat(A_DEX, -4)
+ player.modify_stat(A_CON, player.mimic_level / 5)
+ player.modify_stat(A_CHR, -7)
+
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_POIS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_COLD)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_FREE_ACT)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_REGEN)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SEE_INVIS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_SENS_FIRE)
+ end,
+ ["power"] = function ()
+ player.add_power(PWR_GROW_TREE)
+ end,
+}
+
+add_mimic_shape
+{
+ ["name"] = "Vapour",
+ ["obj_name"] = "Cloak of Mist",
+ ["desc"] = "A sentient cloud, darting around",
+ ["realm"] = "nature",
+ ["level"] = 15,
+ ["rarity"] = 10,
+ ["duration"] = {10, 40},
+ ["calc"] = function ()
+
+ player.pspeed = player.pspeed + 5
+
+ --Try to hit a cloud!
+ player.to_a = player.to_a + 40 + player.mimic_level
+ player.dis_to_a = player.dis_to_a + 40 + player.mimic_level
+
+ --Try to hit WITH a cloud!
+ player.to_h = player.to_h - 40
+ player.dis_to_h = player.dis_to_h -40
+
+ -- Stat mods
+ player.modify_stat(A_STR, -4)
+ player.modify_stat(A_DEX, 5)
+ player.modify_stat(A_CON, -4)
+ player.modify_stat(A_CHR, -10)
+
+ -- But they are stealthy
+ player.skill_stl = player.skill_stl + 10 + (player.mimic_level / 5)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_POIS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_SHARDS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_COLD)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_FREE_ACT)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_REGEN)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SEE_INVIS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_SENS_FIRE)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_FEATHER)
+ end,
+}
+
+add_mimic_shape
+{
+ ["name"] = "Serpent",
+ ["obj_name"] = "Snakeskin Cloak",
+ ["desc"] = "Serpents are fast, lethal predators.",
+ ["realm"] = "nature",
+ ["level"] = 30,
+ ["rarity"] = 25,
+ ["duration"] = {15, 20},
+ ["calc"] = function ()
+ player.pspeed = player.pspeed + 10 + (player.mimic_level / 6)
+ player.to_a = player.to_a + 3 + (player.mimic_level / 8)
+ player.dis_to_a = player.dis_to_a + 3 + (player.mimic_level / 8)
+
+ player.modify_stat(A_STR, player.mimic_level / 8)
+ player.modify_stat(A_INT, -6)
+ player.modify_stat(A_WIS, -6)
+ player.modify_stat(A_DEX, -4)
+ player.modify_stat(A_CON, player.mimic_level / 7)
+ player.modify_stat(A_CHR, -6)
+
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_POIS)
+ if player.mimic_level >= 25 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_FREE_ACT)
+ end
+ end,
+}
+
+add_mimic_shape
+{
+ ["name"] = "Mumak",
+ ["obj_name"] = "Mumak Hide",
+ ["desc"] = "A giant, elaphantine form.",
+ ["realm"] = "nature",
+ ["level"] = 40,
+ ["rarity"] = 40,
+ ["duration"] = {15, 20},
+ ["calc"] = function ()
+ player.pspeed = player.pspeed - 5 - (player.mimic_level / 10)
+ player.to_a = player.to_a + 10 + (player.mimic_level / 6)
+ player.dis_to_a = player.dis_to_a + 10 + (player.mimic_level / 6)
+ player.to_d = player.to_d + 5 + ((player.mimic_level * 2) / 3)
+ player.dis_to_d = player.dis_to_d + 5 + ((player.mimic_level * 2) / 3)
+
+ player.modify_stat(A_STR, player.mimic_level / 4)
+ player.modify_stat(A_INT, -8)
+ player.modify_stat(A_WIS, -4)
+ player.modify_stat(A_DEX, -5)
+ player.modify_stat(A_CON, player.mimic_level / 3)
+ player.modify_stat(A_CHR, -10)
+
+ if player.mimic_level >= 10 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_FEAR)
+ end
+ if player.mimic_level >= 25 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_CONF)
+ end
+ if player.mimic_level >= 30 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_FREE_ACT)
+ end
+ if player.mimic_level >= 35 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_NEXUS)
+ end
+ end,
+}
+
+--------- Extra shapes -----------
+
+-- For Beornings
+add_mimic_shape
+{
+ ["name"] = "Bear",
+ ["desc"] = "A fierce, terrible bear.",
+ ["realm"] = nil,
+ ["level"] = 1,
+ ["rarity"] = 101,
+ ["duration"] = {50, 200},
+ ["limit"] = TRUE,
+ ["calc"] = function ()
+ player.pspeed = player.pspeed - 5 + (player.mimic_level / 5)
+
+ player.to_a = player.to_a + 5 + ((player.mimic_level * 2) / 3)
+ player.dis_to_a = player.dis_to_a + 5 + ((player.mimic_level * 2) / 3)
+
+ player.modify_stat(A_STR, player.mimic_level / 11)
+ player.modify_stat(A_INT, player.mimic_level / 11)
+ player.modify_stat(A_WIS, player.mimic_level / 11)
+ player.modify_stat(A_DEX, -1)
+ player.modify_stat(A_CON, player.mimic_level / 11)
+ player.modify_stat(A_CHR, -10)
+
+ if player.mimic_level >= 10 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_FREE_ACT)
+ end
+ if player.mimic_level >= 20 then
+ player.xtra_f3 = bor(player.xtra_f3, TR3_REGEN)
+ end
+ if player.mimic_level >= 30 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_CONF)
+ end
+ if player.mimic_level >= 35 then
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_NEXUS)
+ end
+
+ -- activate the skill
+ skill(SKILL_BEAR).hidden = FALSE
+ end,
+}
+
+-- For balrog corruptions
+add_mimic_shape
+{
+ ["name"] = "Balrog",
+ ["desc"] = "A corrupted maia.",
+ ["realm"] = nil,
+ ["level"] = 1,
+ ["rarity"] = 101,
+ ["duration"] = {30, 70},
+ ["limit"] = TRUE,
+ ["calc"] = function ()
+ player.modify_stat(A_STR, 5 + player.mimic_level / 5)
+ player.modify_stat(A_INT, player.mimic_level / 10)
+ player.modify_stat(A_WIS, - ( 5 + player.mimic_level / 10))
+ player.modify_stat(A_DEX, player.mimic_level / 10)
+ player.modify_stat(A_CON, 5 + player.mimic_level / 5)
+ player.modify_stat(A_CHR, - ( 5 + player.mimic_level / 10))
+
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_ACID)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_FIRE)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_ELEC)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_DARK)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_CHAOS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_POIS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_HOLD_LIFE)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_FEATHER)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_REGEN)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SH_FIRE)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_LITE1)
+ return 1
+ end,
+}
+
+-- For avatar spell
+add_mimic_shape
+{
+ ["name"] = "Maia",
+ ["desc"] = "A near god-like being.",
+ ["realm"] = nil,
+ ["level"] = 1,
+ ["rarity"] = 101,
+ ["duration"] = {30, 70},
+ ["limit"] = TRUE,
+ ["calc"] = function ()
+ player.modify_stat(A_STR, 5 + player.mimic_level / 5)
+ player.modify_stat(A_INT, 5 + player.mimic_level / 5)
+ player.modify_stat(A_WIS, 5 + player.mimic_level / 5)
+ player.modify_stat(A_DEX, 5 + player.mimic_level / 5)
+ player.modify_stat(A_CON, 5 + player.mimic_level / 5)
+ player.modify_stat(A_CHR, 5 + player.mimic_level / 5)
+
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_FIRE)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_ELEC)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_ACID)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_COLD)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_POIS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_LITE)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_DARK)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_CHAOS)
+ player.xtra_f2 = bor(player.xtra_f2, TR2_HOLD_LIFE)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_FEATHER)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_REGEN)
+ return 2
+ end,
+}
+
+-- For Geomancy
+add_mimic_shape
+{
+ ["name"] = "Fire Elem.",
+ ["desc"] = "A towering column of flames",
+ ["realm"] = nil,
+ ["level"] = 1,
+ ["rarity"] = 101,
+ ["duration"] = {10, 10},
+ ["limit"] = TRUE,
+ ["calc"] = function ()
+ player.modify_stat(A_STR, 5 + (player.mimic_level / 5))
+ player.modify_stat(A_DEX, 5 + (player.mimic_level / 5))
+ player.modify_stat(A_WIS, -5 - (player.mimic_level / 5))
+
+ player.xtra_f2 = bor(player.xtra_f2, TR2_IM_FIRE)
+ -- was immune to poison in the 3.0.0 version
+ player.xtra_f2 = bor(player.xtra_f2, TR2_RES_POIS)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_SH_FIRE)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_LITE1)
+ return 0
+ end,
+}
diff --git a/lib/scpt/mkeys.lua b/lib/scpt/mkeys.lua
new file mode 100644
index 00000000..07105c64
--- /dev/null
+++ b/lib/scpt/mkeys.lua
@@ -0,0 +1,95 @@
+-- Mkeys for skills & abilities
+
+GF_INSTA_DEATH = add_spell_type
+{
+ ["color"] = { TERM_DARK, 0 },
+ ["angry"] = function() return TRUE, TRUE end,
+ ["monster"] = function(who, dam, rad, y, x, monst)
+ local race = race_info_idx(monst.r_idx, monst.ego)
+ if magik(5) == FALSE or band(race.flags1, RF1_UNIQUE) ~= FALSE or band(race.flags3, RF3_UNDEAD) ~= FALSE or band(race.flags3, RF3_NONLIVING) ~= FALSE then
+ return TRUE, FALSE
+ else
+ -- Reduce the exp gained this way
+ monst.level = monst.level / 3
+ return TRUE, FALSE, 32535, 0, 0, 0, 0, 0, 0, 0, " faints.", " is sucked out of life."
+ end
+ end,
+}
+
+-- Death touch ability
+add_mkey
+{
+ ["mkey"] = 100,
+ ["fct"] = function()
+ if player.csp > 40 then
+ increase_mana(-40)
+ set_project(randint(30) + 10, GF_INSTA_DEATH, 1, 0, bor(PROJECT_STOP, PROJECT_KILL))
+ energy_use = 100
+ else
+ msg_print("You need at least 40 mana.")
+ end
+ end,
+}
+
+
+-- Geomancy skill
+add_mkey
+{
+ ["mkey"] = 101,
+ ["fct"] = function()
+ local s
+
+ -- No magic
+ if (player.antimagic > 0) then
+ msg_print("Your anti-magic field disrupts any magic attempts.")
+ return
+ end
+
+ local obj = get_object(INVEN_WIELD)
+ if (obj.k_idx <= 0) or (obj.tval ~= TV_MSTAFF) then
+ msg_print('You must wield a magestaff to use Geomancy.')
+ return
+ end
+
+ s = get_school_spell("cast", "is_ok_spell", 62);
+
+ -- Actualy cast the choice
+ if (s ~= -1) then
+ cast_school_spell(s, spell(s))
+ end
+ end,
+}
+
+-- Far reaching attack of polearms
+add_mkey
+{
+ ["mkey"] = 102,
+ ["fct"] = function()
+ local weapon = get_object(INVEN_WIELD);
+ if weapon.tval == TV_POLEARM then
+ else
+ msg_print("You will need a long polearm for this!")
+ return
+ end
+
+ ret, dir = get_rep_dir()
+ if ret == FALSE then return end
+
+ local dy, dx = explode_dir(dir)
+ dy = dy * 2
+ dx = dx * 2
+ targety = player.py + dy
+ targetx = player.px + dx
+
+ local max_blows = get_skill_scale(SKILL_POLEARM, player.num_blow / 2)
+ if max_blows == 0 then max_blows = 1 end
+
+ if get_skill(SKILL_POLEARM) >= 40 then
+ energy_use = energy_use + 200
+ return project(0, 0, targety, targetx, max_blows, GF_ATTACK, bor(PROJECT_BEAM, PROJECT_KILL))
+ else
+ energy_use = energy_use + 200
+ return project(0, 0, targety, targetx, max_blows, GF_ATTACK, bor(PROJECT_BEAM, PROJECT_STOP, PROJECT_KILL))
+ end
+ end,
+}
diff --git a/lib/scpt/player.lua b/lib/scpt/player.lua
new file mode 100644
index 00000000..2a617608
--- /dev/null
+++ b/lib/scpt/player.lua
@@ -0,0 +1,76 @@
+------------------------------------------------------------------------------
+----------------------- Hook to create birth objects -------------------------
+------------------------------------------------------------------------------
+function __birth_hook_objects()
+ -- Provide a book of blink to rangers
+ if get_class_name() == "Ranger" then
+ local obj = create_object(TV_BOOK, 255);
+ obj.pval = find_spell("Phase Door")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+
+ -- Provide a book of Geyser to Geomancers
+ if get_class_name() == "Geomancer" then
+ local obj = create_object(TV_BOOK, 255);
+ obj.pval = find_spell("Geyser")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+
+ -- Provide a book of prayer to priests
+ if get_class_name() == "Priest(Eru)" then
+ local obj = create_object(TV_BOOK, 255);
+ obj.pval = find_spell("See the Music")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+ if get_class_name() == "Priest(Manwe)" then
+ local obj = create_object(TV_BOOK, 255);
+ obj.pval = find_spell("Manwe's Blessing")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+ if get_class_name() == "Druid" then
+ local obj = create_object(TV_BOOK, 255);
+ obj.pval = find_spell("Charm Animal")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+ if get_class_name() == "Dark-Priest" then
+ local obj = create_object(TV_BOOK, 255);
+ obj.pval = find_spell("Curse")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+ if get_class_name() == "Paladin" then
+ local obj = create_object(TV_BOOK, 255);
+ obj.pval = find_spell("Divine Aim")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+ if get_class_name() == "Mimic" then
+ local obj = create_object(TV_CLOAK, 100);
+ obj.pval2 = resolve_mimic_name("Mouse")
+ obj.ident = bor(obj.ident, IDENT_MENTAL, IDENT_KNOWN)
+ inven_carry(obj, FALSE)
+ end_object(obj)
+ end
+
+ -- Start the undeads, as undeads with the corruptions
+ if get_subrace_name() == "Vampire" then
+ player.corruption(CORRUPT_VAMPIRE_TEETH, TRUE)
+ player.corruption(CORRUPT_VAMPIRE_STRENGTH, TRUE)
+ player.corruption(CORRUPT_VAMPIRE_VAMPIRE, TRUE)
+ end
+end
+
+-- Register in the hook list
+add_hook_script(HOOK_BIRTH_OBJECTS, "__birth_hook_objects", "__birth_hook_objects")
diff --git a/lib/scpt/powers.lua b/lib/scpt/powers.lua
new file mode 100644
index 00000000..ff4c62c5
--- /dev/null
+++ b/lib/scpt/powers.lua
@@ -0,0 +1,61 @@
+-- Various 'U' powers
+
+-- Invisibility power, for the mouse mimic shape
+POWER_INVISIBILITY = add_power
+{
+ ["name"] = "invisibility",
+ ["desc"] = "You are able melt into the shadows to become invisible.",
+ ["desc_get"] = "You suddenly become able to melt into the shadows.",
+ ["desc_lose"] = "You lose your shadow-melting ability.",
+ ["level"] = 30,
+ ["cost"] = 10,
+ ["stat"] = A_DEX,
+ ["fail"] = 20,
+ ["power"] = function()
+ set_invis(20 + randint(30), 30)
+ end,
+}
+
+-- Web power, for the spider mimic shape
+POWER_WEB = add_power
+{
+ ["name"] = "web",
+ ["desc"] = "You are able throw a thick and very resistant spider web.",
+ ["desc_get"] = "You suddenly become able to weave webs.",
+ ["desc_lose"] = "You lose your web-weaving capability.",
+ ["level"] = 25,
+ ["cost"] = 30,
+ ["stat"] = A_DEX,
+ ["fail"] = 20,
+ ["power"] = function()
+ -- Warning, beware of f_info changes .. I hate to do that ..
+ grow_things(16, 1 + (player.lev / 10))
+ end,
+}
+
+-- Activating/stopping space-continuum
+-- When stopped it will induce constant mana loss
+player.corrupt_anti_teleport_stopped = FALSE
+add_loadsave("player.corrupt_anti_teleport_stopped", FALSE)
+POWER_COR_SPACE_TIME = add_power
+{
+ ["name"] = "control space/time continuum",
+ ["desc"] = "You are able to control the space/time continuum.",
+ ["desc_get"] = "You become able to control the space/time continuum.",
+ ["desc_lose"] = "You are no more able to control the space/time continuum.",
+ ["level"] = 1,
+ ["cost"] = 10,
+ ["stat"] = A_WIS,
+ ["fail"] = 10,
+ ["power"] = function()
+ if player.corrupt_anti_teleport_stopped == TRUE then
+ player.corrupt_anti_teleport_stopped = FALSE
+ msg_print("You stop controlling your corruption.")
+ player.update = bor(player.update, PU_BONUS)
+ else
+ player.corrupt_anti_teleport_stopped = TRUE
+ msg_print("You start controlling your corruption, teleportation works once more.")
+ player.update = bor(player.update, PU_BONUS)
+ end
+ end,
+}
diff --git a/lib/scpt/s_air.lua b/lib/scpt/s_air.lua
new file mode 100644
index 00000000..afd1f584
--- /dev/null
+++ b/lib/scpt/s_air.lua
@@ -0,0 +1,193 @@
+-- handle the air school
+
+NOXIOUSCLOUD = add_spell
+{
+ ["name"] = "Noxious Cloud",
+ ["school"] = {SCHOOL_AIR},
+ ["level"] = 3,
+ ["mana"] = 3,
+ ["mana_max"] = 30,
+ ["fail"] = 20,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 7 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 15,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 25, 50 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir, type
+
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ if get_level(NOXIOUSCLOUD, 50) >= 30 then type = GF_UNBREATH
+ else type = GF_POIS end
+ fire_cloud(type, dir, 7 + get_level(NOXIOUSCLOUD, 150), 3, 5 + get_level(NOXIOUSCLOUD, 40))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dam "..(7 + get_level(NOXIOUSCLOUD, 150)).." rad 3 dur "..(5 + get_level(NOXIOUSCLOUD, 40))
+ end,
+ ["desc"] = {
+ "Creates a cloud of poison",
+ "The cloud will persist for some turns, damaging all monsters passing by",
+ "At spell level 30 it turns into a thick gas attacking all living beings"
+ }
+}
+
+AIRWINGS = add_spell
+{
+ ["name"] = "Wings of Winds",
+ ["school"] = {SCHOOL_AIR, SCHOOL_CONVEYANCE},
+ ["level"] = 22,
+ ["mana"] = 30,
+ ["mana_max"] = 40,
+ ["fail"] = 60,
+ ["stick"] =
+ {
+ ["charge"] = { 7, 5 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 27,
+ ["base_level"] = { 1, 10 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["inertia"] = { 1, 10 },
+ ["spell"] = function()
+ if get_level(AIRWINGS, 50) >= 16 then
+ if player.tim_fly == 0 then return set_tim_fly(randint(10) + 5 + get_level(AIRWINGS, 25)) end
+ else
+ if player.tim_ffall == 0 then return set_tim_ffall(randint(10) + 5 + get_level(AIRWINGS, 25)) end
+ end
+ return FALSE
+ end,
+ ["info"] = function()
+ return "dur "..(5 + get_level(AIRWINGS, 25)).."+d10"
+ end,
+ ["desc"] = {
+ "Grants the power of levitation",
+ "At level 16 it grants the power of controlled flight"
+ }
+}
+
+INVISIBILITY = add_spell
+{
+ ["name"] = "Invisibility",
+ ["school"] = {SCHOOL_AIR},
+ ["level"] = 16,
+ ["mana"] = 10,
+ ["mana_max"] = 20,
+ ["fail"] = 50,
+ ["inertia"] = { 1, 30 },
+ ["spell"] = function()
+ if player.tim_invisible == 0 then return set_invis(randint(20) + 15 + get_level(INVISIBILITY, 50), 20 + get_level(INVISIBILITY, 50)) end
+ end,
+ ["info"] = function()
+ return "dur "..(15 + get_level(INVISIBILITY, 50)).."+d20 power "..(20 + get_level(INVISIBILITY, 50))
+ end,
+ ["desc"] = {
+ "Grants invisibility"
+ }
+}
+
+POISONBLOOD = add_spell
+{
+ ["name"] = "Poison Blood",
+ ["school"] = {SCHOOL_AIR},
+ ["level"] = 12,
+ ["mana"] = 10,
+ ["mana_max"] = 20,
+ ["fail"] = 30,
+ ["stick"] =
+ {
+ ["charge"] = { 10, 15 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 45,
+ ["base_level"] = { 1, 25 },
+ ["max_level"] = { 35, 50 },
+ },
+ },
+ ["inertia"] = { 1, 35 },
+ ["spell"] = function()
+ local obvious = nil
+ if player.oppose_pois == 0 then obvious = set_oppose_pois(randint(30) + 25 + get_level(POISONBLOOD, 25)) end
+ if (player.tim_poison == 0) and (get_level(POISONBLOOD, 50) >= 15) then obvious = is_obvious(set_poison(randint(30) + 25 + get_level(POISONBLOOD, 25)), obvious) end
+ return obvious
+ end,
+ ["info"] = function()
+ return "dur "..(25 + get_level(POISONBLOOD, 25)).."+d30"
+ end,
+ ["desc"] = {
+ "Grants resist poison",
+ "At level 15 it provides poison branding to wielded weapon"
+ }
+}
+
+THUNDERSTORM = add_spell
+{
+ ["name"] = "Thunderstorm",
+ ["school"] = {SCHOOL_AIR, SCHOOL_NATURE},
+ ["level"] = 25,
+ ["mana"] = 40,
+ ["mana_max"] = 60,
+ ["fail"] = 60,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 85,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 25, 50 },
+ },
+ },
+ ["inertia"] = { 2, 15 },
+ ["spell"] = function()
+ if player.tim_thunder == 0 then return set_tim_thunder(randint(10) + 10 + get_level(THUNDERSTORM, 25), 5 + get_level(THUNDERSTORM, 10), 10 + get_level(THUNDERSTORM, 25)) end
+ return FALSE
+ end,
+ ["info"] = function()
+ return "dam "..(5 + get_level(THUNDERSTORM, 10)).."d"..(10 + get_level(THUNDERSTORM, 25)).." dur "..(10 + get_level(THUNDERSTORM, 25)).."+d10"
+ end,
+ ["desc"] = {
+ "Charges up the air around you with electricity",
+ "Each turn it will throw a thunder bolt at a random monster in sight",
+ "The thunder does 3 types of damage, one third of lightning",
+ "one third of sound and one third of light"
+ }
+}
+
+STERILIZE = add_spell
+{
+ ["name"] = "Sterilize",
+ ["school"] = {SCHOOL_AIR},
+ ["level"] = 20,
+ ["mana"] = 10,
+ ["mana_max"] = 100,
+ ["fail"] = 50,
+ ["stick"] =
+ {
+ ["charge"] = { 7, 5 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 20,
+ ["base_level"] = { 1, 10 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["spell"] = function()
+ set_no_breeders((30) + 20 + get_level(STERILIZE, 70))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dur "..(20 + get_level(STERILIZE, 70)).."+d30"
+ end,
+ ["desc"] = {
+ "Prevents explosive breeding for a while."
+ }
+}
diff --git a/lib/scpt/s_convey.lua b/lib/scpt/s_convey.lua
new file mode 100644
index 00000000..e7856c43
--- /dev/null
+++ b/lib/scpt/s_convey.lua
@@ -0,0 +1,227 @@
+-- handle the conveyance school
+
+BLINK = add_spell
+{
+ ["name"] = "Phase Door",
+ ["school"] = {SCHOOL_CONVEYANCE},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 3,
+ ["fail"] = 10,
+ ["inertia"] = { 1, 5 },
+ ["spell"] = function()
+ if get_level(BLINK, 50) >= 30 then
+ local oy, ox = player.py, player.px
+
+ teleport_player(10 + get_level(BLINK, 8))
+ create_between_gate(0, oy, ox)
+ return TRUE
+ else
+ teleport_player(10 + get_level(BLINK, 8))
+ return TRUE
+ end
+ end,
+ ["info"] = function()
+ return "distance "..(10 + get_level(BLINK, 8))
+ end,
+ ["desc"] = {
+ "Teleports you on a small scale range",
+ "At level 30 it creates void jumpgates",
+ }
+}
+
+DISARM = add_spell
+{
+ ["name"] = "Disarm",
+ ["school"] = {SCHOOL_CONVEYANCE},
+ ["level"] = 3,
+ ["mana"] = 2,
+ ["mana_max"] = 4,
+ ["fail"] = 15,
+ ["stick"] =
+ {
+ ["charge"] = { 10, 15 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 4,
+ ["base_level"] = { 1, 10 },
+ ["max_level"] = { 10, 50 },
+ },
+ },
+ ["spell"] = function()
+ local obvious
+ obvious = destroy_doors_touch()
+ if get_level(DISARM, 50) >= 10 then obvious = is_obvious(destroy_traps_touch(), obvious) end
+ return obvious
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Destroys doors and traps",
+ "At level 10 it destroys doors and traps, then reveals and unlocks any secret",
+ "doors"
+ }
+}
+
+TELEPORT = add_spell
+{
+ ["name"] = "Teleportation",
+ ["school"] = {SCHOOL_CONVEYANCE},
+ ["level"] = 10,
+ ["mana"] = 8,
+ ["mana_max"] = 14,
+ ["fail"] = 30,
+ ["stick"] =
+ {
+ ["charge"] = { 7, 7 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 50,
+ ["base_level"] = { 1, 20 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["inertia"] = { 1, 10 },
+ ["spell"] = function()
+ player.energy = player.energy - (25 - get_level(TELEPORT, 50))
+ teleport_player(100 + get_level(TELEPORT, 100))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "distance "..(100 + get_level(TELEPORT, 100))
+ end,
+ ["desc"] = {
+ "Teleports you around the level. The casting time decreases with level",
+ }
+}
+
+TELEAWAY = add_spell
+{
+ ["name"] = "Teleport Away",
+ ["school"] = {SCHOOL_CONVEYANCE},
+ ["level"] = 23,
+ ["mana"] = 15,
+ ["mana_max"] = 40,
+ ["fail"] = 60,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 75,
+ ["base_level"] = { 1, 20 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir
+
+ if get_level(TELEAWAY, 50) >= 20 then
+ return project_los(GF_AWAY_ALL, 100)
+ elseif get_level(TELEAWAY, 50) >= 10 then
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_ball(GF_AWAY_ALL, dir, 100, 3 + get_level(TELEAWAY, 4))
+ else
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return teleport_monster(dir)
+ end
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Teleports a line of monsters away",
+ "At level 10 it turns into a ball",
+ "At level 20 it teleports all monsters in sight"
+ }
+}
+
+RECALL = add_spell
+{
+ ["name"] = "Recall",
+ ["school"] = {SCHOOL_CONVEYANCE},
+ ["level"] = 30,
+ ["mana"] = 25,
+ ["mana_max"] = 25,
+ ["fail"] = 60,
+ ["spell"] = function()
+ local ret, x, y, c_ptr
+ ret, x, y = tgt_pt()
+ if ret == FALSE then return end
+ c_ptr = cave(y, x)
+ if (y == player.py) and (x == player.px) then
+ local d = 21 - get_level(RECALL, 15)
+ if d < 0 then
+ d = 0
+ end
+ local f = 15 - get_level(RECALL, 10)
+ if f < 1 then
+ f = 1
+ end
+ recall_player(d, f)
+ return TRUE
+ elseif c_ptr.m_idx > 0 then
+ swap_position(y, x)
+ return TRUE
+ elseif c_ptr.o_idx > 0 then
+ set_target(y, x)
+ if get_level(RECALL, 50) >= 15 then
+ fetch(5, 10 + get_level(RECALL, 150), FALSE)
+ else
+ fetch(5, 10 + get_level(RECALL, 150), TRUE)
+ end
+ return TRUE
+ end
+ end,
+ ["info"] = function()
+ local d = 21 - get_level(RECALL, 15)
+ if d < 0 then
+ d = 0
+ end
+ local f = 15 - get_level(RECALL, 10)
+ if f < 1 then
+ f = 1
+ end
+ return "dur "..f.."+d"..d.." weight "..(1 + get_level(RECALL, 15)).."lb"
+ end,
+ ["desc"] = {
+ "Cast on yourself it will recall you to the surface/dungeon.",
+ "Cast at a monster you will swap positions with the monster.",
+ "Cast at an object it will fetch the object to you."
+ }
+}
+
+PROBABILITY_TRAVEL = add_spell
+{
+ ["name"] = "Probability Travel",
+ ["school"] = {SCHOOL_CONVEYANCE},
+ ["level"] = 35,
+ ["mana"] = 30,
+ ["mana_max"] = 50,
+ ["fail"] = 90,
+ ["stick"] =
+ {
+ ["charge"] = { 1, 2 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 97,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 8, 25 },
+ },
+ },
+ ["inertia"] = { 6, 40 },
+ ["spell"] = function()
+ return set_prob_travel(randint(20) + get_level(PROBABILITY_TRAVEL, 60))
+ end,
+ ["info"] = function()
+ return "dur "..get_level(PROBABILITY_TRAVEL, 60).."+d20"
+ end,
+ ["desc"] = {
+ "Renders you immaterial, when you hit a wall you travel through it and",
+ "instantly appear on the other side of it. You can also float up and down",
+ "at will"
+ }
+}
diff --git a/lib/scpt/s_demon.lua b/lib/scpt/s_demon.lua
new file mode 100644
index 00000000..ada97310
--- /dev/null
+++ b/lib/scpt/s_demon.lua
@@ -0,0 +1,337 @@
+-- handle the demonology school
+
+-- Demonblade
+DEMON_BLADE = add_spell
+{
+ ["name"] = "Demon Blade",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 1,
+ ["mana"] = 4,
+ ["mana_max"] = 44,
+ ["fail"] = 10,
+ ["random"] = 0,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 7 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 75,
+ ["base_level"] = { 1, 17 },
+ ["max_level"] = { 20, 40 },
+ },
+ },
+ ["spell"] = function()
+ local type, rad
+
+ type = GF_FIRE
+ if get_level(DEMON_BLADE) >= 30 then type = GF_HELL_FIRE end
+
+ rad = 0
+ if get_level(DEMON_BLADE) >= 45 then rad = 1 end
+
+ return set_project(randint(20) + get_level(DEMON_BLADE, 80),
+ type,
+ 4 + get_level(DEMON_BLADE, 40),
+ rad,
+ bor(PROJECT_STOP, PROJECT_KILL))
+ end,
+ ["info"] = function()
+ return "dur "..(get_level(DEMON_BLADE, 80)).."+d20 dam "..(4 + get_level(DEMON_BLADE, 40)).."/blow"
+ end,
+ ["desc"] = {
+ "Imbues your blade with fire to deal more damage",
+ "At level 30 it deals hellfire damage",
+ "At level 45 it spreads over a 1 radius zone around your target",
+ }
+}
+
+DEMON_MADNESS = add_spell
+{
+ ["name"] = "Demon Madness",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 10,
+ ["mana"] = 5,
+ ["mana_max"] = 20,
+ ["fail"] = 25,
+ ["random"] = 0,
+ ["spell"] = function()
+ local ret, dir, type, y1, x1, y2, x2
+
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ type = GF_CHAOS
+ if magik(33) == TRUE then type = GF_CONFUSION end
+ if magik(33) == TRUE then type = GF_CHARM end
+
+ -- Calc the coordinates of arrival
+ y1, x1 = get_target(dir)
+ y2 = player.py - (y1 - player.py)
+ x2 = player.px - (x1 - player.px)
+
+ local obvious = nil
+ obvious = project(0, 1 + get_level(DEMON_MADNESS, 4, 0),
+ y1, x1,
+ 20 + get_level(DEMON_MADNESS, 200),
+ type, bor(PROJECT_STOP, PROJECT_GRID, PROJECT_ITEM, PROJECT_KILL))
+ obvious = is_obvious(project(0, 1 + get_level(DEMON_MADNESS, 4, 0),
+ y2, x2,
+ 20 + get_level(DEMON_MADNESS, 200),
+ type, bor(PROJECT_STOP, PROJECT_GRID, PROJECT_ITEM, PROJECT_KILL)), obvious)
+ return obvious
+ end,
+ ["info"] = function()
+ return "dam "..(20 + get_level(DEMON_MADNESS, 200)).." rad "..(1 + get_level(DEMON_MADNESS, 4, 0))
+ end,
+ ["desc"] = {
+ "Fire 2 balls in opposite directions of randomly chaos, confusion or charm",
+ }
+}
+
+DEMON_FIELD = add_spell
+{
+ ["name"] = "Demon Field",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 20,
+ ["mana"] = 20,
+ ["mana_max"] = 60,
+ ["fail"] = 60,
+ ["random"] = 0,
+ ["spell"] = function()
+ local ret, dir
+
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_cloud(GF_NEXUS, dir, 20 + get_level(DEMON_FIELD, 70), 7, 30 + get_level(DEMON_FIELD, 100))
+ end,
+ ["info"] = function()
+ return "dam "..(20 + get_level(DEMON_FIELD, 70)).." dur "..(30 + get_level(DEMON_FIELD, 100))
+ end,
+ ["desc"] = {
+ "Fires a cloud of deadly nexus over a radius of 7",
+ }
+}
+
+-- Demonshield
+
+DOOM_SHIELD = add_spell
+{
+ ["name"] = "Doom Shield",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 1,
+ ["mana"] = 2,
+ ["mana_max"] = 30,
+ ["fail"] = 10,
+ ["random"] = 0,
+ ["spell"] = function()
+ return set_shield(randint(10) + 20 + get_level(DOOM_SHIELD, 100), -300 + get_level(DOOM_SHIELD, 100), SHIELD_COUNTER, 1 + get_level(DOOM_SHIELD, 14), 10 + get_level(DOOM_SHIELD, 15))
+ end,
+ ["info"] = function()
+ return "dur "..(20 + get_level(DOOM_SHIELD, 100)).."+d10 dam "..(1 + get_level(DOOM_SHIELD, 14)).."d"..(10 + get_level(DOOM_SHIELD, 15))
+ end,
+ ["desc"] = {
+ "Raises a mirror of pain around you, doing very high damage to your foes",
+ "that dare hit you, but greatly reduces your armour class",
+ }
+}
+
+UNHOLY_WORD = add_spell
+{
+ ["name"] = "Unholy Word",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 25,
+ ["mana"] = 15,
+ ["mana_max"] = 45,
+ ["fail"] = 55,
+ ["random"] = 0,
+ ["spell"] = function()
+ local ret, x, y, c_ptr
+ ret, x, y = tgt_pt()
+ if ret == FALSE then return end
+ c_ptr = cave(y, x)
+
+ -- ok that is a monster
+ if c_ptr.m_idx > 0 then
+ local m_ptr = monster(c_ptr.m_idx)
+ if m_ptr.status ~= MSTATUS_PET then
+ msg_print("You can only target a pet.")
+ return
+ end
+
+ -- Oups he is angry now
+ if magik(30 - get_level(UNHOLY_WORD, 25, 0)) == TRUE then
+ local m_name = monster_desc(m_ptr, 0).." turns against you."
+ msg_print(strupper(strsub(m_name, 0, 1))..strsub(m_name, 2))
+ else
+ local m_name = monster_desc(m_ptr, 0)
+ msg_print("You consume "..m_name..".")
+
+ local heal = (m_ptr.hp * 100) / m_ptr.maxhp
+ heal = ((30 + get_level(UNHOLY_WORD, 50, 0)) * heal) / 100
+
+ hp_player(heal)
+
+ delete_monster_idx(c_ptr.m_idx)
+ end
+ return TRUE
+ end
+ end,
+ ["info"] = function()
+ return "heal mhp% of "..(30 + get_level(UNHOLY_WORD, 50, 0)).."%"
+ end,
+ ["desc"] = {
+ "Kills a pet to heal you",
+ "There is a chance that the pet won't die but will turn against you",
+ "it will decrease with higher level",
+ }
+}
+
+DEMON_CLOAK = add_spell
+{
+ ["name"] = "Demon Cloak",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 20,
+ ["mana"] = 10,
+ ["mana_max"] = 40,
+ ["fail"] = 70,
+ ["random"] = 0,
+ ["spell"] = function()
+ return set_tim_reflect(randint(5) + 5 + get_level(DEMON_CLOAK, 15, 0))
+ end,
+ ["info"] = function()
+ return "dur "..(5 + get_level(DEMON_CLOAK, 15, 0)).."+d5"
+ end,
+ ["desc"] = {
+ "Raises a mirror that can reflect bolts and arrows for a time",
+ }
+}
+
+
+-- Demonhorn
+DEMON_SUMMON = add_spell
+{
+ ["name"] = "Summon Demon",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 5,
+ ["mana"] = 10,
+ ["mana_max"] = 50,
+ ["fail"] = 30,
+ ["random"] = 0,
+ ["spell"] = function()
+ local type = SUMMON_DEMON
+ local level = dun_level
+ local minlevel = 4
+ if level < minlevel then level=minlevel end
+ summon_specific_level = 5 + get_level(DEMON_SUMMON, 100)
+ if get_level(DEMON_SUMMON) >= 35 then type = SUMMON_HI_DEMON end
+ if summon_monster(player.py, player.px, level, TRUE, type) == TRUE then
+ return TRUE
+ else
+ msg_print("Something blocks your summoning!")
+ return FALSE
+ end
+ end,
+ ["info"] = function()
+ return "level "..(5 + get_level(DEMON_SUMMON, 100))
+ end,
+ ["desc"] = {
+ "Summons a leveled demon to your side",
+ "At level 35 it summons a high demon",
+ }
+}
+
+DISCHARGE_MINION = add_spell
+{
+ ["name"] = "Discharge Minion",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 10,
+ ["mana"] = 20,
+ ["mana_max"] = 50,
+ ["fail"] = 30,
+ ["random"] = 0,
+ ["spell"] = function()
+ local ret, x, y, c_ptr
+ ret, x, y = tgt_pt()
+ if ret == FALSE then return end
+ c_ptr = cave(y, x)
+
+ -- ok that is a monster
+ if c_ptr.m_idx > 0 then
+ local m_ptr = monster(c_ptr.m_idx)
+ if m_ptr.status ~= MSTATUS_PET then
+ msg_print("You can only target a pet.")
+ return
+ end
+
+ local dam = m_ptr.hp
+ delete_monster_idx(c_ptr.m_idx)
+ dam = (dam * (20 + get_level(DISCHARGE_MINION, 60, 0))) / 100
+ if dam > 100 + get_level(DISCHARGE_MINION, 500, 0) then
+ dam = 100 + get_level(DISCHARGE_MINION, 500, 0)
+ end
+
+ -- We use project instead of fire_ball because we must tell it exactly where to land
+ return project(0, 2,
+ y, x,
+ dam,
+ GF_GRAVITY, bor(PROJECT_STOP, PROJECT_GRID, PROJECT_ITEM, PROJECT_KILL))
+ end
+ end,
+ ["info"] = function()
+ return "dam "..(20 + get_level(DISCHARGE_MINION, 60, 0)).."% max "..(100 + get_level(DISCHARGE_MINION, 500, 0))
+ end,
+ ["desc"] = {
+ "The targeted pet will explode in a burst of gravity",
+ }
+}
+
+CONTROL_DEMON = add_spell
+{
+ ["name"] = "Control Demon",
+ ["school"] = {SCHOOL_DEMON},
+ ["level"] = 25,
+ ["mana"] = 30,
+ ["mana_max"] = 70,
+ ["fail"] = 55,
+ ["random"] = 0,
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ return fire_ball(GF_CONTROL_DEMON, dir, 50 + get_level(CONTROL_DEMON, 250), 0)
+ end,
+ ["info"] = function()
+ return "power "..(50 + get_level(CONTROL_DEMON, 250))
+ end,
+ ["desc"] = {
+ "Attempts to control a demon",
+ }
+}
+
+-- ok we need to have different wield slots
+add_hooks
+{
+ [HOOK_WIELD_SLOT] = function (obj, ideal)
+ if (obj.tval == TV_DAEMON_BOOK) then
+ local slot
+ if (obj.sval == SV_DEMONBLADE) then
+ if(ideal == TRUE) then
+ slot = INVEN_WIELD
+ else
+ slot = get_slot(INVEN_WIELD)
+ end
+ elseif (obj.sval == SV_DEMONSHIELD) then
+ if(ideal == TRUE) then
+ slot = INVEN_ARM
+ else
+ slot = get_slot(INVEN_ARM)
+ end
+ elseif (obj.sval == SV_DEMONHORN) then
+ if(ideal == TRUE) then
+ slot = INVEN_HEAD
+ else
+ slot = get_slot(INVEN_HEAD)
+ end
+ end
+ return TRUE, slot
+ end
+ end,
+}
diff --git a/lib/scpt/s_divin.lua b/lib/scpt/s_divin.lua
new file mode 100644
index 00000000..60b0275f
--- /dev/null
+++ b/lib/scpt/s_divin.lua
@@ -0,0 +1,230 @@
+-- Handles thhe divination school
+
+
+STARIDENTIFY = add_spell
+{
+ ["name"] = "Greater Identify",
+ ["school"] = {SCHOOL_DIVINATION},
+ ["level"] = 35,
+ ["mana"] = 30,
+ ["mana_max"] = 30,
+ ["fail"] = 80,
+ ["spell"] = function()
+ if get_check("Cast on yourself?") == TRUE then
+ self_knowledge()
+ else
+ identify_fully()
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Asks for an object and fully identify it, providing the full list of powers",
+ "Cast at yourself it will reveal your powers"
+ }
+}
+
+IDENTIFY = add_spell
+{
+ ["name"] = "Identify",
+ ["school"] = {SCHOOL_DIVINATION},
+ ["level"] = 8,
+ ["mana"] = 10,
+ ["mana_max"] = 50,
+ ["fail"] = 40,
+ ["stick"] =
+ {
+ ["charge"] = { 7, 10 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 45,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 15, 40 },
+ },
+ },
+ ["spell"] = function()
+ if get_level(IDENTIFY, 50) >= 27 then
+ local obvious
+ obvious = identify_pack()
+ obvious = is_obvious(fire_ball(GF_IDENTIFY, 0, 1, get_level(IDENTIFY, 3)), obvious)
+ if obvious == TRUE then
+ player.notice = bor(player.notice, PN_COMBINE, PN_REORDER)
+ end
+ return obvious
+ elseif get_level(IDENTIFY, 50) >= 17 then
+ local obvious
+ obvious = identify_pack()
+ obvious = is_obvious(fire_ball(GF_IDENTIFY, 0, 1, 0), obvious)
+ if obvious == TRUE then
+ player.notice = bor(player.notice, PN_COMBINE, PN_REORDER)
+ end
+ return obvious
+ else
+ if ident_spell() == TRUE then return TRUE else return end
+ end
+ end,
+ ["info"] = function()
+ if get_level(IDENTIFY, 50) >= 27 then
+ return "rad "..(get_level(IDENTIFY, 3))
+ else
+ return ""
+ end
+ end,
+ ["desc"] = {
+ "Asks for an object and identifies it",
+ "At level 17 it identifies all objects in the inventory",
+ "At level 27 it identifies all objects in the inventory and in a",
+ "radius on the floor, as well as probing monsters in that radius"
+ }
+}
+
+VISION = add_spell
+{
+ ["name"] = "Vision",
+ ["school"] = {SCHOOL_DIVINATION},
+ ["level"] = 15,
+ ["mana"] = 7,
+ ["mana_max"] = 55,
+ ["fail"] = 45,
+ ["stick"] =
+ {
+ ["charge"] = { 4, 6 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 60,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 10, 30 },
+ },
+ },
+ ["inertia"] = { 2, 200 },
+ ["spell"] = function()
+ if get_level(VISION, 50) >= 25 then
+ wiz_lite_extra()
+ else
+ map_area()
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Detects the layout of the surrounding area",
+ "At level 25 it maps and lights the whole level",
+ }
+}
+
+SENSEHIDDEN = add_spell
+{
+ ["name"] = "Sense Hidden",
+ ["school"] = {SCHOOL_DIVINATION},
+ ["level"] = 5,
+ ["mana"] = 2,
+ ["mana_max"] = 10,
+ ["fail"] = 25,
+ ["stick"] =
+ {
+ ["charge"] = { 1, 15 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 20,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 10, 50 },
+ },
+ },
+ ["inertia"] = { 1, 10 },
+ ["spell"] = function()
+ local obvious = nil
+ obvious = detect_traps(15 + get_level(SENSEHIDDEN, 40, 0))
+ if get_level(SENSEHIDDEN, 50) >= 15 then
+ obvious = is_obvious(set_tim_invis(10 + randint(20) + get_level(SENSEHIDDEN, 40)), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ if get_level(SENSEHIDDEN, 50) >= 15 then
+ return "rad "..(15 + get_level(SENSEHIDDEN, 40)).." dur "..(10 + get_level(SENSEHIDDEN, 40)).."+d20"
+ else
+ return "rad "..(15 + get_level(SENSEHIDDEN, 40))
+ end
+ end,
+ ["desc"] = {
+ "Detects the traps in a certain radius around you",
+ "At level 15 it allows you to sense invisible for a while"
+ }
+}
+
+REVEALWAYS = add_spell
+{
+ ["name"] = "Reveal Ways",
+ ["school"] = {SCHOOL_DIVINATION},
+ ["level"] = 9,
+ ["mana"] = 3,
+ ["mana_max"] = 15,
+ ["fail"] = 20,
+ ["stick"] =
+ {
+ ["charge"] = { 6, 6 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 35,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 25, 50 },
+ },
+ },
+ ["inertia"] = { 1, 10 },
+ ["spell"] = function()
+ local obvious
+ obvious = detect_doors(10 + get_level(REVEALWAYS, 40, 0))
+ obvious = is_obvious(detect_stairs(10 + get_level(REVEALWAYS, 40, 0)), obvious)
+ return obvious
+ end,
+ ["info"] = function()
+ return "rad "..(10 + get_level(REVEALWAYS, 40))
+ end,
+ ["desc"] = {
+ "Detects the doors/stairs/ways in a certain radius around you",
+ }
+}
+
+SENSEMONSTERS = add_spell
+{
+ ["name"] = "Sense Monsters",
+ ["school"] = {SCHOOL_DIVINATION},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 20,
+ ["fail"] = 10,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 10 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 37,
+ ["base_level"] = { 1, 10 },
+ ["max_level"] = { 15, 40 },
+ },
+ },
+ ["inertia"] = { 1, 10 },
+ ["spell"] = function()
+ local obvious
+ obvious = detect_monsters_normal(10 + get_level(SENSEMONSTERS, 40, 0))
+ if get_level(SENSEMONSTERS, 50) >= 30 then
+ obvious = is_obvious(set_tim_esp(10 + randint(10) + get_level(SENSEMONSTERS, 20)), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ if get_level(SENSEMONSTERS, 50) >= 30 then
+ return "rad "..(10 + get_level(SENSEMONSTERS, 40)).." dur "..(10 + get_level(SENSEMONSTERS, 20)).."+d10"
+ else
+ return "rad "..(10 + get_level(SENSEMONSTERS, 40))
+ end
+ end,
+ ["desc"] = {
+ "Detects all monsters near you",
+ "At level 30 it allows you to sense monster minds for a while"
+ }
+}
diff --git a/lib/scpt/s_earth.lua b/lib/scpt/s_earth.lua
new file mode 100644
index 00000000..23aa001c
--- /dev/null
+++ b/lib/scpt/s_earth.lua
@@ -0,0 +1,184 @@
+-- The earth school
+
+STONESKIN = add_spell
+{
+ ["name"] = "Stone Skin",
+ ["school"] = SCHOOL_EARTH,
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 50,
+ ["fail"] = 10,
+ ["inertia"] = { 2, 50 },
+ ["spell"] = function()
+ local type
+ if get_level(STONESKIN, 50) >= 25 then
+ type = SHIELD_COUNTER
+ else
+ type = 0
+ end
+ return set_shield(randint(10) + 10 + get_level(STONESKIN, 100), 10 + get_level(STONESKIN, 50), type, 2 + get_level(STONESKIN, 5), 3 + get_level(STONESKIN, 5))
+ end,
+ ["info"] = function()
+ if get_level(STONESKIN, 50) >= 25 then
+ return "dam "..(2 + get_level(STONESKIN, 5)).."d"..(3 + get_level(STONESKIN, 5)).." dur "..(10 + get_level(STONESKIN, 100)).."+d10 AC "..(10 + get_level(STONESKIN, 50))
+ else
+ return "dur "..(10 + get_level(STONESKIN, 100)).."+d10 AC "..(10 + get_level(STONESKIN, 50))
+ end
+ end,
+ ["desc"] = {
+ "Creates a shield of earth around you to protect you",
+ "At level 25 it starts dealing damage to attackers"
+ }
+}
+
+DIG = add_spell
+{
+ ["name"] = "Dig",
+ ["school"] = SCHOOL_EARTH,
+ ["level"] = 12,
+ ["mana"] = 14,
+ ["mana_max"] = 14,
+ ["fail"] = 20,
+ ["stick"] =
+ {
+ ["charge"] = { 15, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 25,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 1, 1 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return wall_to_mud(dir)
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Digs a hole in a wall much faster than any shovels",
+ }
+}
+
+STONEPRISON = add_spell
+{
+ ["name"] = "Stone Prison",
+ ["school"] = SCHOOL_EARTH,
+ ["level"] = 25,
+ ["mana"] = 30,
+ ["mana_max"] = 50,
+ ["fail"] = 65,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 3 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 57,
+ ["base_level"] = { 1, 3 },
+ ["max_level"] = { 5, 20 },
+ },
+ },
+ ["spell"] = function()
+ local ret, x, y
+ if get_level(STONEPRISON, 50) >= 10 then
+ ret, x, y = tgt_pt()
+ else
+ y = player.py
+ x = player.px
+ end
+ wall_stone(y, x)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Creates a prison of walls around you",
+ "At level 10 it allows you to target a monster"
+ }
+}
+
+STRIKE = add_spell
+{
+ ["name"] = "Strike",
+ ["school"] = {SCHOOL_EARTH},
+ ["level"] = 30,
+ ["mana"] = 30,
+ ["mana_max"] = 50,
+ ["fail"] = 60,
+ ["stick"] =
+ {
+ ["charge"] = { 2, 6 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 635,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 10, 50 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir, rad
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ if get_level(STRIKE, 50) >= 12 then
+ return fire_ball(GF_FORCE, dir, 50 + get_level(STRIKE, 50), 1)
+ else
+ return fire_ball(GF_FORCE, dir, 50 + get_level(STRIKE, 50), 0)
+ end
+ end,
+ ["info"] = function()
+ if get_level(STRIKE, 50) >= 12 then
+ return "dam "..(50 + get_level(STRIKE, 50)).." rad 1"
+ else
+ return "dam "..(50 + get_level(STRIKE, 50))
+ end
+ end,
+ ["desc"] = {
+ "Creates a micro-ball of force that will push monsters backwards",
+ "If the monster is caught near a wall, it'll be crushed against it",
+ "At level 12 it turns into a ball of radius 1"
+ }
+}
+
+SHAKE = add_spell
+{
+ ["name"] = "Shake",
+ ["school"] = {SCHOOL_EARTH},
+ ["level"] = 27,
+ ["mana"] = 25,
+ ["mana_max"] = 30,
+ ["fail"] = 60,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 10 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 75,
+ ["base_level"] = { 1, 3 },
+ ["max_level"] = { 9, 20 },
+ },
+ },
+ ["inertia"] = { 2, 50 },
+ ["spell"] = function()
+ local ret, x, y
+ if get_level(SHAKE, 50) >= 10 then
+ ret, x, y = tgt_pt()
+ if ret == FALSE then return end
+ else
+ x = player.px
+ y = player.py
+ end
+ earthquake(y, x, 4 + get_level(SHAKE, 10));
+ return TRUE
+ end,
+ ["info"] = function()
+ return "rad "..(4 + get_level(SHAKE, 10))
+ end,
+ ["desc"] = {
+ "Creates a localised earthquake",
+ "At level 10 it can be targeted at any location"
+ }
+}
diff --git a/lib/scpt/s_eru.lua b/lib/scpt/s_eru.lua
new file mode 100644
index 00000000..c0cb0aaf
--- /dev/null
+++ b/lib/scpt/s_eru.lua
@@ -0,0 +1,130 @@
+-- Handle Eru Iluvatar magic school
+
+ERU_SEE = add_spell
+{
+ ["name"] = "See the Music",
+ ["school"] = {SCHOOL_ERU},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 50,
+ ["fail"] = 20,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local obvious
+ obvious = set_tim_invis(randint(20) + 10 + get_level(ERU_SEE, 100))
+ if get_level(ERU_SEE) >= 30 then
+ wiz_lite_extra()
+ obvious = TRUE
+ elseif get_level(ERU_SEE) >= 10 then
+ map_area()
+ obvious = TRUE
+ end
+ if get_level(ERU_SEE) >= 20 then
+ obvious = is_obvious(set_blind(0), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ return "dur "..(10 + get_level(ERU_SEE, 100)).."+d20"
+ end,
+ ["desc"] = {
+ "Allows you to 'see' the Great Music from which the world",
+ "originates, allowing you to see unseen things",
+ "At level 10 it allows you to see your surroundings",
+ "At level 20 it allows you to cure blindness",
+ "At level 30 it allows you to fully see all the level"
+ }
+}
+
+ERU_LISTEN = add_spell
+{
+ ["name"] = "Listen to the Music",
+ ["school"] = {SCHOOL_ERU},
+ ["level"] = 7,
+ ["mana"] = 15,
+ ["mana_max"] = 200,
+ ["fail"] = 25,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ if get_level(ERU_LISTEN) >= 30 then
+ ident_all()
+ identify_pack()
+ return TRUE
+ elseif get_level(ERU_LISTEN) >= 14 then
+ identify_pack()
+ return TRUE
+ else
+ return ident_spell()
+ end
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Allows you to listen to the Great Music from which the world",
+ "originates, allowing you to understand the meaning of things",
+ "At level 14 it allows you to identify all your pack",
+ "At level 30 it allows you to identify all items on the level",
+ }
+}
+
+ERU_UNDERSTAND = add_spell
+{
+ ["name"] = "Know the Music",
+ ["school"] = {SCHOOL_ERU},
+ ["level"] = 30,
+ ["mana"] = 200,
+ ["mana_max"] = 600,
+ ["fail"] = 50,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ if get_level(ERU_UNDERSTAND) >= 10 then
+ identify_pack_fully()
+ return TRUE
+ else
+ return identify_fully()
+ end
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Allows you to understand the Great Music from which the world",
+ "originates, allowing you to know the full abilities of things",
+ "At level 10 it allows you to *identify* all your pack",
+ }
+}
+
+ERU_PROT = add_spell
+{
+ ["name"] = "Lay of Protection",
+ ["school"] = {SCHOOL_ERU},
+ ["level"] = 35,
+ ["mana"] = 400,
+ ["mana_max"] = 400,
+ ["fail"] = 80,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ return fire_ball(GF_MAKE_GLYPH, 0, 1, 1 + get_level(ERU_PROT, 2, 0))
+ end,
+ ["info"] = function()
+ return "rad "..(1 + get_level(ERU_PROT, 2, 0))
+ end,
+ ["desc"] = {
+ "Creates a circle of safety around you",
+ }
+}
diff --git a/lib/scpt/s_fire.lua b/lib/scpt/s_fire.lua
new file mode 100644
index 00000000..dbbf7604
--- /dev/null
+++ b/lib/scpt/s_fire.lua
@@ -0,0 +1,227 @@
+-- handle the fire school
+
+GLOBELIGHT = add_spell
+{
+ ["name"] = "Globe of Light",
+ ["school"] = {SCHOOL_FIRE},
+ ["level"] = 1,
+ ["mana"] = 2,
+ ["mana_max"] = 15,
+ ["fail"] = 10,
+ ["stick"] =
+ {
+ ["charge"] = { 10, 5 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 7,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 10, 45 },
+ },
+ },
+ ["inertia"] = { 1, 40 },
+ ["spell"] = function()
+ local obvious
+ if get_level(GLOBELIGHT, 50) >= 3 then
+ obvious = lite_area(10, 4)
+ else
+ lite_room(player.py, player.px)
+ obvious = TRUE
+ end
+ if get_level(GLOBELIGHT, 50) >= 15 then
+ obvious = is_obvious(fire_ball(GF_LITE, 0, 10 + get_level(GLOBELIGHT, 100), 5 + get_level(GLOBELIGHT, 6)), obvious)
+ player.update = bor(player.update, PU_VIEW)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ if get_level(GLOBELIGHT, 50) >= 15 then
+ return "dam "..(10 + get_level(GLOBELIGHT, 100)).." rad "..(5 + get_level(GLOBELIGHT, 6))
+ else
+ return ""
+ end
+ end,
+ ["desc"] = {
+ "Creates a globe of pure light",
+ "At level 3 it starts damaging monsters",
+ "At level 15 it starts creating a more powerful kind of light",
+ }
+}
+
+FIREFLASH = add_spell
+{
+ ["name"] = "Fireflash",
+ ["school"] = {SCHOOL_FIRE},
+ ["level"] = 10,
+ ["mana"] = 5,
+ ["mana_max"] = 70,
+ ["fail"] = 35,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 35,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 15, 35 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir, type
+ if (get_level(FIREFLASH, 50) >= 20) then
+ type = GF_HOLY_FIRE
+ else
+ type = GF_FIRE
+ end
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_ball(type, dir, 20 + get_level(FIREFLASH, 500), 2 + get_level(FIREFLASH, 5))
+ end,
+ ["info"] = function()
+ return "dam "..(20 + get_level(FIREFLASH, 500)).." rad "..(2 + get_level(FIREFLASH, 5))
+ end,
+ ["desc"] = {
+ "Conjures a ball of fire to burn your foes to ashes",
+ "At level 20 it turns into a ball of holy fire"
+ }
+}
+
+FIERYAURA = add_spell
+{
+ ["name"] = "Fiery Shield",
+ ["school"] = {SCHOOL_FIRE},
+ ["level"] = 20,
+ ["mana"] = 20,
+ ["mana_max"] = 60,
+ ["fail"] = 50,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 5 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 50,
+ ["base_level"] = { 1, 10 },
+ ["max_level"] = { 5, 40 },
+ },
+ },
+ ["inertia"] = { 2, 15 },
+ ["spell"] = function()
+ local type
+ if (get_level(FIERYAURA, 50) >= 8) then
+ type = SHIELD_GREAT_FIRE
+ else
+ type = SHIELD_FIRE
+ end
+ return set_shield(randint(20) + 10 + get_level(FIERYAURA, 70), 10, type, 5 + get_level(FIERYAURA, 10), 5 + get_level(FIERYAURA, 7))
+ end,
+ ["info"] = function()
+ return "dam "..(5 + get_level(FIERYAURA, 15)).."d"..(5 + get_level(FIERYAURA, 7)).." dur "..(10 + get_level(FIERYAURA, 70)).."+d20"
+ end,
+ ["desc"] = {
+ "Creates a shield of fierce flames around you",
+ "At level 8 it turns into a greater kind of flame that can not be resisted"
+ }
+}
+
+FIREWALL = add_spell
+{
+ ["name"] = "Firewall",
+ ["school"] = {SCHOOL_FIRE},
+ ["level"] = 15,
+ ["mana"] = 25,
+ ["mana_max"] = 100,
+ ["fail"] = 40,
+ ["stick"] =
+ {
+ ["charge"] = { 4, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 55,
+ ["base_level"] = { 1, 10 },
+ ["max_level"] = { 5, 40 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir, type
+ if (get_level(FIREWALL, 50) >= 6) then
+ type = GF_HELL_FIRE
+ else
+ type = GF_FIRE
+ end
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ fire_wall(type, dir, 40 + get_level(FIREWALL, 150), 10 + get_level(FIREWALL, 14))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dam "..(40 + get_level(FIREWALL, 150)).." dur "..(10 + get_level(FIREWALL, 14))
+ end,
+ ["desc"] = {
+ "Creates a fiery wall to incinerate monsters stupid enough to attack you",
+ "At level 6 it turns into a wall of hell fire"
+ }
+}
+
+FIREGOLEM = add_spell
+{
+ ["name"] = "Fire Golem",
+ ["school"] = {SCHOOL_FIRE, SCHOOL_MIND},
+ ["level"] = 7,
+ ["mana"] = 16,
+ ["mana_max"] = 70,
+ ["fail"] = 40,
+ ["spell"] = function()
+ local m_idx, y, x, ret, item
+
+ -- Can we reconnect ?
+ if do_control_reconnect() == TRUE then
+ msg_print("Control re-established.")
+ return
+ end
+
+ ret, item = get_item("Which light source do you want to use to create the golem?",
+ "You have no light source for the golem",
+ bor(USE_INVEN, USE_EQUIP),
+ function (obj)
+ if (obj.tval == TV_LITE) and ((obj.sval == SV_LITE_TORCH) or (obj.sval == SV_LITE_LANTERN)) then
+ return TRUE
+ end
+ return FALSE
+ end
+ )
+ if ret == FALSE then return TRUE end
+ inven_item_increase(item, -1)
+ inven_item_describe(item)
+ inven_item_optimize(item)
+
+ -- Summon it
+ m_allow_special[1043 + 1] = TRUE
+ y, x = find_position(player.py, player.px)
+ m_idx = place_monster_one(y, x, 1043, 0, FALSE, MSTATUS_FRIEND)
+ m_allow_special[1043 + 1] = FALSE
+
+ -- level it
+ if m_idx ~= 0 then
+ monster_set_level(m_idx, 7 + get_level(FIREGOLEM, 70))
+ player.control = m_idx
+ monster(m_idx).mflag = bor(monster(m_idx).mflag, MFLAG_CONTROL)
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return "golem level "..(7 + get_level(FIREGOLEM, 70))
+ end,
+ ["desc"] = {
+ "Creates a fiery golem and controls it",
+ "During the control the available keylist is:",
+ "Movement keys: movement of the golem(depending on its speed",
+ " it can move more than one square)",
+ ", : pickup all items on the floor",
+ "d : drop all carried items",
+ "i : list all carried items",
+ "m : end the possession/use golem powers",
+ "Most of the other keys are disabled, you cannot interact with your",
+ "real body while controlling the golem",
+ "But to cast the spell you will need a lantern or a wooden torch to",
+ "Create the golem from"
+ }
+}
diff --git a/lib/scpt/s_geom.lua b/lib/scpt/s_geom.lua
new file mode 100644
index 00000000..b9730318
--- /dev/null
+++ b/lib/scpt/s_geom.lua
@@ -0,0 +1,656 @@
+-- Geomancy school
+
+function geomancy_random_wall(y, x)
+ local c_ptr = cave(y, x)
+
+ -- Do not destroy permanent things
+ if cave_is(c_ptr, FF1_PERMANENT) ~= FALSE then return end
+
+ local feat = nil
+ local table =
+ {
+ [1] = { SKILL_FIRE, FEAT_SANDWALL, 1},
+
+ [2] = { SKILL_WATER, FEAT_TREES, 1},
+ [3] = { SKILL_WATER, FEAT_ICE_WALL, 12},
+
+ [4] = { SKILL_EARTH, FEAT_WALL_EXTRA, 1},
+ }
+
+ while feat == nil do
+ local t = table[randint(getn(table))]
+
+ -- Do we meet the requirements ?
+ -- And then select the features based on skill proportions
+ if get_skill(t[1]) >= t[3] and magik(get_skill_scale(t[1], 100)) == TRUE then
+ feat = t[2]
+ end
+ end
+
+ cave_set_feat(y, x, feat)
+end
+
+
+GF_ELEMENTAL_WALL = add_spell_type
+{
+ ["color"] = { TERM_GREEN, 0 },
+ ["angry"] = function() return TRUE, FALSE end,
+ ["grid"] = function(who, dam, rad, y, x)
+ if player.py ~= y or player.px ~= x then
+ geomancy_random_wall(y, x)
+ end
+ end,
+}
+
+function geomancy_random_floor(y, x, kill_wall)
+ local c_ptr = cave(y, x)
+
+ -- Do not destroy permanent things
+ if cave_is(c_ptr, FF1_PERMANENT) ~= FALSE then return end
+ if not kill_wall then
+ if cave_is(c_ptr, FF1_FLOOR) ~= TRUE then return end
+ end
+
+ local feat = nil
+ local table =
+ {
+ [1] = { SKILL_FIRE, FEAT_SAND, 1},
+ [2] = { SKILL_FIRE, FEAT_SHAL_LAVA, 8},
+ [3] = { SKILL_FIRE, FEAT_DEEP_LAVA, 18},
+
+ [4] = { SKILL_WATER, FEAT_SHAL_WATER, 1},
+ [5] = { SKILL_WATER, FEAT_DEEP_WATER, 8},
+ [6] = { SKILL_WATER, FEAT_ICE, 18},
+
+ [7] = { SKILL_EARTH, FEAT_GRASS, 1},
+ [8] = { SKILL_EARTH, FEAT_FLOWER, 8},
+ [9] = { SKILL_EARTH, FEAT_DARK_PIT, 18},
+ }
+
+ while feat == nil do
+ local t = table[randint(getn(table))]
+
+ -- Do we meet the requirements ?
+ -- And then select the features based on skill proportions
+ if get_skill(t[1]) >= t[3] and magik(get_skill_scale(t[1], 100)) == TRUE then
+ feat = t[2]
+ end
+ end
+
+ cave_set_feat(y, x, feat)
+end
+
+
+GF_ELEMENTAL_GROWTH = add_spell_type
+{
+ ["color"] = { TERM_GREEN, 0 },
+ ["angry"] = function() return TRUE, FALSE end,
+ ["grid"] = function(who, dam, rad, y, x)
+ geomancy_random_floor(y, x)
+ end,
+}
+
+CALL_THE_ELEMENTS = add_spell
+{
+ ["name"] = "Call the Elements",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 1,
+ ["mana"] = 2,
+ ["mana_max"] = 20,
+ ["fail"] = 10,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ ["random"] = 0,
+ ["spell"] = function()
+ local ret, dir = 0, 0
+
+ if get_level(CALL_THE_ELEMENTS) >= 17 then
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ end
+
+ fire_ball(GF_ELEMENTAL_GROWTH, dir, 1, 1 + get_level(CALL_THE_ELEMENTS, 5, 0))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "rad "..(1 + get_level(CALL_THE_ELEMENTS, 5, 0))
+ end,
+ ["desc"] = {
+ "Randomly creates various elements around you",
+ "Each type of element chance is controlled by your level",
+ "in the corresponding skill",
+ "At level 17 it can be targeted",
+ }
+}
+
+-- Seperate function because an other spell needs it
+function channel_the_elements(y, x, level, silent)
+ local t =
+ {
+ -- Earth stuff
+ [FEAT_GRASS] = function()
+ hp_player(player.mhp * (5 + get_skill_scale(SKILL_EARTH, 20)) / 100)
+ end,
+ [FEAT_FLOWER] = function()
+ hp_player(player.mhp * (5 + get_skill_scale(SKILL_EARTH, 30)) / 100)
+ end,
+ [FEAT_DARK_PIT] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ local type = GF_DARK
+ if get_skill(SKILL_EARTH) >= 18 then type = GF_NETHER end
+ fire_bolt(type, dir, damroll(10, get_skill(SKILL_EARTH)))
+ end,
+
+ -- Water stuff
+ [FEAT_SHAL_WATER] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ local type = GF_WATER
+ if get_skill(SKILL_WATER) >= 18 then type = GF_WAVE end
+
+ if get_skill(SKILL_WATER) >= 8 then
+ fire_beam(type, dir, damroll(3, get_skill(SKILL_WATER)))
+ else
+ fire_bolt(type, dir, damroll(3, get_skill(SKILL_WATER)))
+ end
+ end,
+ [FEAT_DEEP_WATER] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ local type = GF_WATER
+ if get_skill(SKILL_WATER) >= 18 then type = GF_WAVE end
+
+ if get_skill(SKILL_WATER) >= 8 then
+ fire_beam(type, dir, damroll(5, get_skill(SKILL_WATER)))
+ else
+ fire_bolt(type, dir, damroll(5, get_skill(SKILL_WATER)))
+ end
+ end,
+ [FEAT_ICE] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ if get_skill(SKILL_WATER) >= 12 then
+ fire_ball(GF_ICE, dir, get_skill_scale(SKILL_WATER, 340), 3)
+ else
+ fire_bolt(GF_ICE, dir, damroll(3, get_skill(SKILL_WATER)))
+ end
+ end,
+
+ -- Fire stuff
+ [FEAT_SAND] = function()
+ local type
+ if (get_level(FIERYAURA, 50) >= 8) then
+ type = SHIELD_GREAT_FIRE
+ else
+ type = SHIELD_FIRE
+ end
+ local dur = randint(20) + %level + get_skill(SKILL_AIR)
+ set_shield(dur, 0, type, 5 + get_skill_scale(SKILL_FIRE, 20), 5 + get_skill_scale(SKILL_FIRE, 14))
+ set_blind(dur)
+ end,
+ [FEAT_SHAL_LAVA] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ if get_skill(SKILL_FIRE) >= 15 then
+ fire_bolt(GF_HELL_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15))
+ else
+ fire_bolt(GF_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15))
+ end
+ end,
+ [FEAT_DEEP_LAVA] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ if get_skill(SKILL_FIRE) >= 15 then
+ fire_ball(GF_HELL_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15), 3)
+ else
+ fire_ball(GF_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15), 3)
+ end
+ end,
+ }
+
+ if t[cave(y, x).feat] then
+ t[cave(y, x).feat]()
+
+ if magik(100 - level) == TRUE then
+ if cave(y, x).feat == FEAT_FLOWER then
+ cave_set_feat(y, x, FEAT_GRASS)
+ else
+ cave_set_feat(y, x, FEAT_FLOOR)
+ end
+ msg_print("The area is drained.")
+ end
+ elseif not silent then
+ msg_print("You cannot channel this area.")
+ end
+end
+
+CHANNEL_ELEMENTS = add_spell
+{
+ ["name"] = "Channel Elements",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 3,
+ ["mana"] = 3,
+ ["mana_max"] = 30,
+ ["fail"] = 20,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ ["random"] = 0,
+ ["spell"] = function()
+ channel_the_elements(player.py, player.px, get_level(CHANNEL_ELEMENTS), nil)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Draws on the caster's immediate environs to form an attack or other effect.",
+ "Grass/Flower heals.",
+ "Water creates water bolt attacks.",
+ "Ice creates ice bolt attacks.",
+ "Sand creates a wall of thick, blinding, burning sand around you.",
+ "Lava creates fire bolt attacks.",
+ "Deep lava creates fire ball attacks.",
+ "Chasm creates darkness bolt attacks.",
+ "At Earth level 18, darkness becomes nether.",
+ "At Water level 8, water attacks become beams with a striking effect.",
+ "At Water level 12, ice attacks become balls of ice shards.",
+ "At Water level 18, water attacks push monsters back.",
+ "At Fire level 15, fire become hellfire.",
+ }
+}
+
+ELEMENTAL_WAVE = add_spell
+{
+ ["name"] = "Elemental Wave",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 15,
+ ["mana"] = 15,
+ ["mana_max"] = 50,
+ ["fail"] = 20,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ ["random"] = 0,
+ ["spell"] = function()
+ local ret, dir = get_rep_dir()
+ if ret == FALSE then return end
+
+ local y, x = explode_dir(dir)
+ y = y + player.py
+ x = x + player.px
+
+ local t =
+ {
+ -- Earth stuff
+ [FEAT_GRASS] = { GF_POIS, GF_POIS, 10 + get_skill_scale(SKILL_EARTH, 200) },
+ [FEAT_FLOWER] = { GF_POIS, GF_POIS, 10 + get_skill_scale(SKILL_EARTH, 300) },
+ -- cannot turn chasm into a wave
+
+ -- Water stuff
+ [FEAT_SHAL_WATER] = { GF_WATER, GF_WATER, 10 + get_skill_scale(SKILL_WATER, 200) },
+ [FEAT_DEEP_WATER] = { GF_WATER, GF_WATER, 10 + get_skill_scale(SKILL_WATER, 300) },
+ [FEAT_ICE] = { GF_ICE, GF_ICE, 10 + get_skill_scale(SKILL_WATER, 200) },
+
+ -- Fire stuff
+ [FEAT_SAND] = { GF_LITE, GF_LITE, 10 + get_skill_scale(SKILL_FIRE, 400) },
+ [FEAT_SHAL_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 10 + get_skill_scale(SKILL_FIRE, 200) },
+ [FEAT_DEEP_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 10 + get_skill_scale(SKILL_FIRE, 300) },
+ }
+
+
+ local effect = t[cave(y, x).feat]
+ if not effect then
+ msg_print("You cannot channel this area.")
+ else
+ local typ = effect[1]
+ if get_level(ELEMENTAL_WAVE) >= 20 then typ = effect[2] end
+
+ cave_set_feat(y, x, FEAT_FLOOR)
+
+ fire_wave(typ, 0, effect[3], 0, 6 + get_level(ELEMENTAL_WAVE, 20), EFF_WAVE + EFF_LAST + getglobal("EFF_DIR"..dir))
+ end
+
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Draws on an adjacent special square to project a slow-moving",
+ "wave of that element in that direction",
+ "Abyss squares cannot be channeled into a wave.",
+ }
+}
+
+VAPORIZE = add_spell
+{
+ ["name"] = "Vaporize",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 4,
+ ["mana"] = 3,
+ ["mana_max"] = 30,
+ ["fail"] = 15,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ -- Must have at least 4 Air
+ ["random"] = 0,
+ ["depend"] = function()
+ if get_skill(SKILL_AIR) >= 4 then return TRUE end
+ end,
+ ["spell"] = function()
+ local t =
+ {
+ -- Earth stuff
+ [FEAT_GRASS] = { GF_POIS, GF_POIS, 5 + get_skill_scale(SKILL_EARTH, 100) },
+ [FEAT_FLOWER] = { GF_POIS, GF_POIS, 5 + get_skill_scale(SKILL_EARTH, 150) },
+ [FEAT_DARK_PIT] = { GF_DARK, GF_DARK, 5 + get_skill_scale(SKILL_EARTH, 200) },
+
+ -- Water stuff
+ [FEAT_SHAL_WATER] = { GF_WATER, GF_WATER, 5 + get_skill_scale(SKILL_WATER, 100) },
+ [FEAT_DEEP_WATER] = { GF_WATER, GF_WATER, 5 + get_skill_scale(SKILL_WATER, 150) },
+ [FEAT_ICE] = { GF_ICE, GF_ICE, 5 + get_skill_scale(SKILL_WATER, 100) },
+
+ -- Fire stuff
+ [FEAT_SAND] = { GF_LITE, GF_LITE, 5 + get_skill_scale(SKILL_FIRE, 200) },
+ [FEAT_SHAL_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 5 + get_skill_scale(SKILL_FIRE, 100) },
+ [FEAT_DEEP_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 5 + get_skill_scale(SKILL_FIRE, 150) },
+ }
+
+ local effect = t[cave(player.py, player.px).feat]
+ if not effect then
+ msg_print("You cannot channel this area.")
+ else
+ local typ = effect[1]
+ if get_level(VAPORIZE) >= 20 then typ = effect[2] end
+
+ cave_set_feat(player.py, player.px, FEAT_FLOOR)
+
+ fire_cloud(typ, 0, effect[3], 1 + get_level(VAPORIZE, 4), 10 + get_level(VAPORIZE, 20))
+ end
+
+ return TRUE
+ end,
+ ["info"] = function()
+ return "rad "..(1 + get_level(VAPORIZE, 4)).." dur "..(10 + get_level(VAPORIZE, 20))
+ end,
+ ["desc"] = {
+ "Draws upon your immediate environs to form a cloud of damaging vapors",
+ }
+}
+
+geomancy_can_tunnel =
+{
+ [FEAT_WALL_EXTRA] = TRUE,
+ [FEAT_WALL_OUTER] = TRUE,
+ [FEAT_WALL_INNER] = TRUE,
+ [FEAT_WALL_SOLID] = TRUE,
+
+ [FEAT_MAGMA] = TRUE,
+ [FEAT_QUARTZ] = TRUE,
+ [FEAT_MAGMA_H] = TRUE,
+ [FEAT_QUARTZ_H] = TRUE,
+ [FEAT_MAGMA_K] = TRUE,
+ [FEAT_QUARTZ_K] = TRUE,
+
+ [FEAT_TREES] = TRUE,
+ [FEAT_DEAD_TREE] = TRUE,
+
+ [FEAT_SANDWALL] = TRUE,
+ [FEAT_SANDWALL_H] = TRUE,
+ [FEAT_SANDWALL_K] = TRUE,
+
+ [FEAT_ICE_WALL] = TRUE,
+}
+
+-- Dig & sprew
+function geomancy_dig(oy, ox, dir, length)
+ local dy, dx = explode_dir(dir)
+ local y = dy + oy
+ local x = dx + ox
+
+ for i = 1, length do
+ local c_ptr = cave(y, x)
+ local ox = x - dx
+ local oy = y - dy
+
+ -- stop at the end of tunnelable things
+ if not geomancy_can_tunnel[c_ptr.feat] then break end
+
+ if geomancy_can_tunnel[cave(y - 1, x - 1).feat] then geomancy_random_wall(y - 1, x - 1) end
+ if geomancy_can_tunnel[cave(y - 1, x).feat] then geomancy_random_wall(y - 1, x) end
+ if geomancy_can_tunnel[cave(y - 1, x + 1).feat] then geomancy_random_wall(y - 1, x + 1) end
+
+ if geomancy_can_tunnel[cave(y, x - 1).feat] then geomancy_random_wall(y, x - 1) end
+ if geomancy_can_tunnel[cave(y, x + 1).feat] then geomancy_random_wall(y, x + 1) end
+
+ if geomancy_can_tunnel[cave(y + 1, x - 1).feat] then geomancy_random_wall(y + 1, x - 1) end
+ if geomancy_can_tunnel[cave(y + 1, x).feat] then geomancy_random_wall(y + 1, x) end
+ if geomancy_can_tunnel[cave(y + 1, x + 1).feat] then geomancy_random_wall(y + 1, x + 1) end
+
+ y = y + dy
+ x = x + dx
+ end
+
+ y = y - dy
+ x = x - dx
+ while (y ~= oy) or (x ~= ox) do
+ geomancy_random_floor(y, x, TRUE)
+
+ -- Should we branch ?
+ if magik(20) == TRUE then
+ local rot = 1
+ if magik(50) == TRUE then rot = -1 end
+ geomancy_dig(y, x, rotate_dir(dir, rot), length / 3)
+ end
+
+ y = y - dy
+ x = x - dx
+ end
+end
+
+GEOLYSIS = add_spell
+{
+ ["name"] = "Geolysis",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 7,
+ ["mana"] = 15,
+ ["mana_max"] = 40,
+ ["fail"] = 15,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ ["random"] = 0,
+ -- Must have at least 7 Earth
+ ["depend"] = function()
+ if get_skill(SKILL_EARTH) >= 7 then return TRUE end
+ end,
+ ["spell"] = function()
+ local ret, dir = get_rep_dir()
+ if ret == FALSE then return end
+
+ msg_print("Elements recombine before you, laying down an open path.")
+ geomancy_dig(player.py, player.px, dir, 5 + get_level(GEOLYSIS, 12))
+
+ return TRUE
+ end,
+ ["info"] = function()
+ return "length "..(5 + get_level(GEOLYSIS, 12))
+ end,
+ ["desc"] = {
+ "Burrows deeply and slightly at random into a wall,",
+ "leaving behind tailings of various different sorts of walls in the passage.",
+ }
+}
+
+player.dripping_tread = 0
+add_loadsave("player.dripping_tread", 0)
+add_hooks
+{
+ [HOOK_MOVED] = function(oy, ox)
+ if player.dripping_tread > 0 then
+ geomancy_random_floor(oy, ox)
+ player.dripping_tread = player.dripping_tread - 1
+ if player.dripping_tread == 0 then
+ msg_print("You stop dripping raw elemental energies.")
+ end
+ end
+ end
+}
+DRIPPING_TREAD = add_spell
+{
+ ["name"] = "Dripping Tread",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 10,
+ ["mana"] = 15,
+ ["mana_max"] = 25,
+ ["fail"] = 15,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ ["random"] = 0,
+ -- Must have at least 10 Water
+ ["depend"] = function()
+ if get_skill(SKILL_WATER) >= 10 then return TRUE end
+ end,
+ ["spell"] = function()
+ if player.dripping_tread == 0 then
+ player.dripping_tread = randint(15) + 10 + get_level(DRIPPING_TREAD)
+ msg_print("You start dripping raw elemental energies.")
+ else
+ player.dripping_tread = 0
+ msg_print("You stop dripping raw elemental energies.")
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dur "..(10 + get_level(DRIPPING_TREAD)).."+d15 movs"
+ end,
+ ["desc"] = {
+ "Causes you to leave random elemental forms behind as you walk",
+ }
+}
+
+GROW_BARRIER = add_spell
+{
+ ["name"] = "Grow Barrier",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 12,
+ ["mana"] = 30,
+ ["mana_max"] = 40,
+ ["fail"] = 15,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ ["random"] = 0,
+ -- Must have at least 12 Earth
+ ["depend"] = function()
+ if get_skill(SKILL_EARTH) >= 12 then return TRUE end
+ end,
+ ["spell"] = function()
+ local ret, dir = 0, 0
+
+ if get_level(GROW_BARRIER) >= 20 then
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ end
+
+ fire_ball(GF_ELEMENTAL_WALL, dir, 1, 1)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Creates impassable terrain (walls, trees, etc.) around you.",
+ "At level 20 it can be projected around another area.",
+ }
+}
+
+ELEMENTAL_MINION = add_spell
+{
+ ["name"] = "Elemental Minion",
+ ["school"] = {SCHOOL_GEOMANCY},
+ ["level"] = 20,
+ ["mana"] = 40,
+ ["mana_max"] = 80,
+ ["fail"] = 25,
+ -- Unnafected by blindness
+ ["random"] = 0,
+ -- Must have at least 12 Earth
+ ["spell"] = function()
+ local ret, dir = 0, 0
+
+ ret, dir = get_rep_dir()
+ if ret == FALSE then return end
+
+ local t =
+ {
+ [FEAT_WALL_EXTRA] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_WALL_OUTER] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_WALL_INNER] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_WALL_SOLID] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_MAGMA] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_QUARTZ] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_MAGMA_H] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_QUARTZ_H] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_MAGMA_K] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+ [FEAT_QUARTZ_K] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
+
+ [FEAT_DARK_PIT] = { SKILL_AIR, { "Air elemental", "Ancient blue dragon", "Great Storm Wyrm", "Sky Drake" } },
+
+ [FEAT_SANDWALL] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
+ [FEAT_SANDWALL_H] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
+ [FEAT_SANDWALL_K] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
+ [FEAT_SHAL_LAVA] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
+ [FEAT_DEEP_LAVA] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
+
+ [FEAT_ICE_WALL] = { SKILL_WATER, { "Water elemental", "Water troll", "Water demon" } },
+ [FEAT_SHAL_WATER] = { SKILL_WATER, { "Water elemental", "Water troll", "Water demon" } },
+ [FEAT_DEEP_WATER] = { SKILL_WATER, { "Water elemental", "Water troll", "Water demon" } },
+ }
+
+ local y, x = explode_dir(dir)
+ y = y + player.py
+ x = x + player.px
+
+ local effect = t[cave(y, x).feat]
+ if not effect then
+ msg_print("You cannot summon from this area.")
+ else
+ local skill = effect[1]
+ local types = effect[2]
+
+ local max = get_skill_scale(skill, getn(types))
+ if max == 0 then max = 1 end
+
+ local r_idx = test_monster_name(types[rand_range(1, max)])
+
+ -- Summon it
+ local my, mx = find_position(y, x)
+ local m_idx = place_monster_one(my, mx, r_idx, 0, FALSE, MSTATUS_FRIEND)
+
+ -- level it
+ if m_idx ~= 0 then
+ monster_set_level(m_idx, 10 + get_level(ELEMENTAL_MINION, 120))
+ end
+
+ cave_set_feat(y, x, FEAT_FLOOR)
+ end
+
+ return TRUE
+ end,
+ ["info"] = function()
+ return "min level "..(10 + get_level(ELEMENTAL_MINION, 120))
+ end,
+ ["desc"] = {
+ "Summons a minion from a nearby element.",
+ "Walls can summon Earth elmentals, Xorns and Xarens",
+ "Dark Pits can summon Air elementals, Ancient blue dragons, Great Storm Wyrms",
+ "and Sky Drakes",
+ "Sandwalls and lava can summon Fire elementals and Ancient red dragons",
+ "Icewall, and water can summon Water elementals, Water trolls and Water demons",
+ }
+}
diff --git a/lib/scpt/s_mana.lua b/lib/scpt/s_mana.lua
new file mode 100644
index 00000000..736b06b0
--- /dev/null
+++ b/lib/scpt/s_mana.lua
@@ -0,0 +1,132 @@
+-- The mana school
+
+function get_manathrust_dam()
+ return 3 + get_level(MANATHRUST, 50), 1 + get_level(MANATHRUST, 20)
+end
+
+MANATHRUST = add_spell
+{
+ ["name"] = "Manathrust",
+ ["school"] = SCHOOL_MANA,
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 25,
+ ["fail"] = 10,
+ ["stick"] =
+ {
+ ["charge"] = { 7, 10 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 5,
+ ["base_level"] = { 1, 20 },
+ ["max_level"] = { 15, 33 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir
+
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_bolt(GF_MANA, dir, damroll(get_manathrust_dam()))
+ end,
+ ["info"] = function()
+ local x, y
+
+ x, y = get_manathrust_dam()
+ return "dam "..x.."d"..y
+ end,
+ ["desc"] = {
+ "Conjures up mana into a powerful bolt",
+ "The damage is irresistible and will increase with level"
+ }
+}
+
+DELCURSES = add_spell
+{
+ ["name"] = "Remove Curses",
+ ["school"] = SCHOOL_MANA,
+ ["level"] = 10,
+ ["mana"] = 20,
+ ["mana_max"] = 40,
+ ["fail"] = 30,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 8 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 70,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 15, 50 },
+ },
+ },
+ ["inertia"] = { 1, 10 },
+ ["spell"] = function()
+ local done
+
+ if get_level(DELCURSES, 50) >= 20 then done = remove_all_curse()
+ else done = remove_curse() end
+ if done == TRUE then msg_print("The curse is broken!") end
+ return done
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Remove curses of worn objects",
+ "At level 20 switches to *remove curses*"
+ }
+}
+
+RESISTS = add_spell
+{
+ ["name"] = "Elemental Shield",
+ ["school"] = SCHOOL_MANA,
+ ["level"] = 20,
+ ["mana"] = 17,
+ ["mana_max"] = 20,
+ ["fail"] = 40,
+ ["inertia"] = { 2, 25 },
+ ["spell"] = function()
+ local obvious
+ if player.oppose_fire == 0 then obvious = set_oppose_fire(randint(10) + 15 + get_level(RESISTS, 50)) end
+ if player.oppose_cold == 0 then obvious = is_obvious(set_oppose_cold(randint(10) + 15 + get_level(RESISTS, 50)), obvious) end
+ if player.oppose_elec == 0 then obvious = is_obvious(set_oppose_elec(randint(10) + 15 + get_level(RESISTS, 50)), obvious) end
+ if player.oppose_acid == 0 then obvious = is_obvious(set_oppose_acid(randint(10) + 15 + get_level(RESISTS, 50)), obvious) end
+ return obvious
+ end,
+ ["info"] = function()
+ return "dur "..(15 + get_level(RESISTS, 50)).."+d10"
+ end,
+ ["desc"] = {
+ "Provide resistances to the four basic elements",
+ }
+}
+
+MANASHIELD = add_spell
+{
+ ["name"] = "Disruption Shield",
+ ["school"] = SCHOOL_MANA,
+ ["level"] = 45,
+ ["mana"] = 50,
+ ["mana_max"] = 50,
+ ["fail"] = 90,
+ ["inertia"] = { 9, 10},
+ ["spell"] = function()
+ if get_level(MANASHIELD, 50) >= 5 then
+ if (player.invuln == 0) then
+ return set_invuln(randint(5) + 3 + get_level(MANASHIELD, 10))
+ end
+ else
+ if (player.disrupt_shield == 0) then return set_disrupt_shield(randint(5) + 3 + get_level(MANASHIELD, 10)) end
+ end
+ end,
+ ["info"] = function()
+ return "dur "..(3 + get_level(MANASHIELD, 10)).."+d5"
+ end,
+ ["desc"] = {
+ "Uses mana instead of hp to take damage",
+ "At level 5 switches to Globe of Invulnerability.",
+ "The spell breaks as soon as a melee, shooting, throwing or magical",
+ "skill action is attempted, and lasts only a short time."
+ }
+}
diff --git a/lib/scpt/s_manwe.lua b/lib/scpt/s_manwe.lua
new file mode 100644
index 00000000..6f0f9661
--- /dev/null
+++ b/lib/scpt/s_manwe.lua
@@ -0,0 +1,144 @@
+-- Handle Manwe Sulimo magic school
+
+MANWE_SHIELD = add_spell
+{
+ ["name"] = "Wind Shield",
+ ["school"] = {SCHOOL_MANWE},
+ ["level"] = 10,
+ ["mana"] = 100,
+ ["mana_max"] = 500,
+ ["fail"] = 30,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local dur = get_level(MANWE_SHIELD, 50) + 10 + randint(20)
+ local obvious
+
+ obvious = set_protevil(dur)
+ if get_level(MANWE_SHIELD) >= 10 then
+ local type
+
+ type = 0
+ if get_level(MANWE_SHIELD) >= 20 then
+ type = SHIELD_COUNTER
+ end
+ obvious = is_obvious(set_shield(dur, get_level(MANWE_SHIELD, 30), type, 1 + get_level(MANWE_SHIELD, 2), 1 + get_level(MANWE_SHIELD, 6)), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ local desc = "dur "..(get_level(MANWE_SHIELD, 50) + 10).."+d20"
+
+ if get_level(MANWE_SHIELD) >= 10 then
+ desc = desc.." AC "..(get_level(MANWE_SHIELD, 30))
+ end
+ if get_level(MANWE_SHIELD) >= 20 then
+ desc = desc.." dam "..(1 + get_level(MANWE_SHIELD, 2)).."d"..(1 + get_level(MANWE_SHIELD, 6))
+ end
+ return desc
+ end,
+ ["desc"] = {
+ "It surrounds you with a shield of wind that deflects blows from evil monsters",
+ "At level 10 it increases your armour rating",
+ "At level 20 it retaliates against monsters that melee you",
+ }
+}
+
+MANWE_AVATAR = add_spell
+{
+ ["name"] = "Avatar",
+ ["school"] = {SCHOOL_MANWE},
+ ["level"] = 35,
+ ["mana"] = 1000,
+ ["mana_max"] = 1000,
+ ["fail"] = 80,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ return set_mimic(get_level(MANWE_AVATAR, 20) + randint(10), resolve_mimic_name("Maia"), player.lev)
+ end,
+ ["info"] = function()
+ return "dur "..(get_level(MANWE_AVATAR, 20)).."+d10"
+ end,
+ ["desc"] = {
+ "It turns you into a full grown Maia",
+ }
+}
+
+MANWE_BLESS = add_spell
+{
+ ["name"] = "Manwe's Blessing",
+ ["school"] = {SCHOOL_MANWE},
+ ["level"] = 1,
+ ["mana"] = 10,
+ ["mana_max"] = 100,
+ ["fail"] = 20,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local dur = get_level(MANWE_BLESS, 70) + 30 + randint(40)
+ local obvious
+
+ obvious = set_blessed(dur)
+ obvious = is_obvious(set_afraid(0), obvious)
+ obvious = is_obvious(set_lite(0), obvious)
+ if get_level(MANWE_BLESS) >= 10 then
+ obvious = is_obvious(set_hero(dur), obvious)
+ end
+ if get_level(MANWE_BLESS) >= 20 then
+ obvious = is_obvious(set_shero(dur), obvious)
+ end
+ if get_level(MANWE_BLESS) >= 30 then
+ obvious = is_obvious(set_holy(dur), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ return "dur "..(get_level(MANWE_BLESS, 70) + 30).."+d40"
+ end,
+ ["desc"] = {
+ "Manwe's Blessing removes your fears, blesses you and surrounds you with",
+ "holy light",
+ "At level 10 it also grants heroism",
+ "At level 20 it also grants super heroism",
+ "At level 30 it also grants holy luck and life protection",
+ }
+}
+
+MANWE_CALL = add_spell
+{
+ ["name"] = "Manwe's Call",
+ ["school"] = {SCHOOL_MANWE},
+ ["level"] = 20,
+ ["mana"] = 200,
+ ["mana_max"] = 500,
+ ["fail"] = 40,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local y, x, m_idx
+
+ y, x = find_position(player.py, player.px)
+ m_idx = place_monster_one(y, x, test_monster_name("Great eagle"), 0, FALSE, MSTATUS_FRIEND)
+
+ if m_idx ~= 0 then
+ monster_set_level(m_idx, 20 + get_level(MANWE_CALL, 70, 0))
+ return TRUE
+ end
+ end,
+ ["info"] = function()
+ return "level "..(get_level(MANWE_CALL, 70) + 20)
+ end,
+ ["desc"] = {
+ "Manwe's Call summons a Great Eagle to help you battle the forces",
+ "of Morgoth"
+ }
+}
diff --git a/lib/scpt/s_melkor.lua b/lib/scpt/s_melkor.lua
new file mode 100644
index 00000000..b2c693dd
--- /dev/null
+++ b/lib/scpt/s_melkor.lua
@@ -0,0 +1,154 @@
+-- handle the melkor school
+
+-- Not included in the spell code directly because I need to call it from somewhere else too
+function do_melkor_curse(who)
+ local m_ptr = monster(who)
+
+ if get_level(MELKOR_CURSE) >= 35 then
+ local r_ptr = race_info_idx(m_ptr.r_idx, m_ptr.ego)
+
+ m_ptr.maxhp = m_ptr.maxhp - r_ptr.hside;
+ if m_ptr.maxhp < 1 then m_ptr.maxhp = 1 end
+ if m_ptr.hp > m_ptr.maxhp then m_ptr.hp = m_ptr.maxhp end
+ player.redraw = bor(player.redraw, PR_HEALTH)
+ end
+ if get_level(MELKOR_CURSE) >= 25 then
+ m_ptr.speed = m_ptr.speed - get_level(MELKOR_CURSE, 7)
+ m_ptr.mspeed = m_ptr.mspeed - get_level(MELKOR_CURSE, 7)
+
+ if m_ptr.speed < 70 then m_ptr.speed = 70 end
+ if m_ptr.mspeed < 70 then m_ptr.mspeed = 70 end
+ end
+ if get_level(MELKOR_CURSE) >= 15 then
+ m_ptr.ac = m_ptr.ac - get_level(MELKOR_CURSE, 50)
+
+ if m_ptr.ac < -70 then m_ptr.ac = -70 end
+ end
+
+ local i, pow
+ i = 1
+ pow = get_level(MELKOR_CURSE, 2)
+ while (i <= 4) do
+ if m_ptr.blow[i].d_dice > 0 then
+ if m_ptr.blow[i].d_dice < pow then
+ pow = m_ptr.blow[i].d_dice
+ end
+ if m_ptr.blow[i].d_side < pow then
+ pow = m_ptr.blow[i].d_side
+ end
+ m_ptr.blow[i].d_dice = m_ptr.blow[i].d_dice - pow
+ end
+ i = i + 1
+ end
+
+ local m_name = monster_desc(m_ptr, 0).." looks weaker."
+ msg_print(strupper(strsub(m_name, 0, 1))..strsub(m_name, 2))
+
+ -- wake it
+ m_ptr.csleep = 0;
+end
+
+MELKOR_CURSE = add_spell
+{
+ ["name"] = "Curse",
+ ["school"] = {SCHOOL_MELKOR},
+ ["level"] = 1,
+ ["mana"] = 50,
+ ["mana_max"] = 300,
+ ["fail"] = 20,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ if target_who == -1 then
+ msg_print("You must target a monster.")
+ else
+ do_melkor_curse(target_who)
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "It curses a monster, reducing its melee power",
+ "At level 5 it can be auto-casted (with no piety cost) while fighting",
+ "At level 15 it also reduces armor",
+ "At level 25 it also reduces speed",
+ "At level 35 it also reduces max life (but it is never fatal)",
+ }
+}
+
+MELKOR_CORPSE_EXPLOSION = add_spell
+{
+ ["name"] = "Corpse Explosion",
+ ["school"] = {SCHOOL_MELKOR},
+ ["level"] = 10,
+ ["mana"] = 100,
+ ["mana_max"] = 500,
+ ["fail"] = 45,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ return fire_ball(GF_CORPSE_EXPL, 0, 20 + get_level(MELKOR_CORPSE_EXPLOSION, 70), 2 + get_level(MELKOR_CORPSE_EXPLOSION, 5))
+ end,
+ ["info"] = function()
+ return "dam "..(20 + get_level(MELKOR_CORPSE_EXPLOSION, 70)).."%"
+ end,
+ ["desc"] = {
+ "It makes corpses in an area around you explode for a percent of their",
+ "hit points as damage",
+ }
+}
+
+MELKOR_MIND_STEAL = add_spell
+{
+ ["name"] = "Mind Steal",
+ ["school"] = {SCHOOL_MELKOR},
+ ["level"] = 20,
+ ["mana"] = 1000,
+ ["mana_max"] = 3000,
+ ["fail"] = 90,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ if target_who == -1 then
+ msg_print("You must target a monster.")
+ else
+ local chance, m_ptr, r_ptr
+
+ m_ptr = monster(target_who)
+ r_ptr = race_info_idx(m_ptr.r_idx, m_ptr.ego)
+ chance = get_level(MELKOR_MIND_STEAL)
+ if (randint(m_ptr.level) < chance) and (band(r_ptr.flags1, RF1_UNIQUE) == 0) then
+ player.control = target_who
+ m_ptr.mflag = bor(m_ptr.mflag, MFLAG_CONTROL)
+
+ local m_name = monster_desc(m_ptr, 0).." falls under your control."
+ msg_print(strupper(strsub(m_name, 0, 1))..strsub(m_name, 2))
+ else
+ local m_name = monster_desc(m_ptr, 0).." resists."
+ msg_print(strupper(strsub(m_name, 0, 1))..strsub(m_name, 2))
+ end
+ return TRUE
+ end
+ end,
+ ["info"] = function()
+ return "chance 1d(mlvl)<"..(get_level(MELKOR_MIND_STEAL))
+ end,
+ ["desc"] = {
+ "It allows your spirit to temporarily leave your own body, which will",
+ "be vulnerable, to control one of your enemies body."
+ }
+}
diff --git a/lib/scpt/s_meta.lua b/lib/scpt/s_meta.lua
new file mode 100644
index 00000000..eab691d8
--- /dev/null
+++ b/lib/scpt/s_meta.lua
@@ -0,0 +1,287 @@
+-- handle the meta school
+
+RECHARGE = add_spell
+{
+ ["name"] = "Recharge",
+ ["school"] = {SCHOOL_META},
+ ["level"] = 5,
+ ["mana"] = 10,
+ ["mana_max"] = 100,
+ ["fail"] = 20,
+ ["spell"] = function()
+ return recharge(60 + get_level(RECHARGE, 140))
+ end,
+ ["info"] = function()
+ return "power "..(60 + get_level(RECHARGE, 140))
+ end,
+ ["desc"] = {
+ "Taps on the ambient mana to recharge an object's power (charges or mana)",
+ }
+}
+
+function get_spellbinder_max()
+ local i
+
+ i = get_level(SPELLBINDER, 4)
+ if i > 4 then i = 4 end
+ return i
+end
+--'
+SPELLBINDER = add_spell
+{
+ ["name"] = "Spellbinder",
+ ["school"] = {SCHOOL_META},
+ ["level"] = 20,
+ ["mana"] = 100,
+ ["mana_max"] = 300,
+ ["fail"] = 85,
+ ["spell"] = function()
+ local i, ret, c
+
+ if player.spellbinder_num ~= 0 then
+ local t =
+ {
+ [SPELLBINDER_HP75] = "75% HP",
+ [SPELLBINDER_HP50] = "50% HP",
+ [SPELLBINDER_HP25] = "25% HP",
+ }
+ msg_print("The spellbinder is already active.")
+ msg_print("It will trigger at "..t[player.spellbinder_trigger]..".")
+ msg_print("With the spells: ")
+ for i = 1, player.spellbinder_num do
+ msg_print(spell(player.spellbinder[i]).name)
+ end
+ return TRUE
+ end
+
+ ret, c = get_com("Trigger at [a]75% hp [b]50% hp [c]25% hp?", strbyte("a"))
+ if ret == FALSE then return TRUE end
+
+ if c == strbyte("a") then
+ player.spellbinder_trigger = SPELLBINDER_HP75
+ elseif c == strbyte("b") then
+ player.spellbinder_trigger = SPELLBINDER_HP50
+ elseif c == strbyte("c") then
+ player.spellbinder_trigger = SPELLBINDER_HP25
+ else
+ return
+ end
+ player.spellbinder_num = get_spellbinder_max()
+ i = player.spellbinder_num
+ while i > 0 do
+ local s
+
+ s = get_school_spell("bind", "is_ok_spell", 0)
+ if s == -1 then
+ player.spellbinder_trigger = 0
+ player.spellbinder_num = 0
+ return TRUE
+ else
+ if spell(s).skill_level > 7 + get_level(SPELLBINDER, 35) then
+ msg_print("You are only allowed spells with a base level of "..(7 + get_level(SPELLBINDER, 35))..".");
+ return TRUE
+ end
+ end
+ player.spellbinder[i] = s
+ i = i - 1
+ end
+ player.energy = player.energy - 3100;
+ msg_print("Spellbinder ready.")
+ return TRUE
+ end,
+ ["info"] = function()
+ return "number "..(get_spellbinder_max()).." max level "..(7 + get_level(SPELLBINDER, 35))
+ end,
+ ["desc"] = {
+ "Stores spells in a trigger.",
+ "When the condition is met all spells fire off at the same time",
+ "This spell takes a long time to cast so you are advised to prepare it",
+ "in a safe area.",
+ "Also it will use the mana for the Spellbinder and the mana for the",
+ "selected spells"
+ }
+}
+
+DISPERSEMAGIC = add_spell
+{
+ ["name"] = "Disperse Magic",
+ ["school"] = {SCHOOL_META},
+ ["level"] = 15,
+ ["mana"] = 30,
+ ["mana_max"] = 60,
+ ["fail"] = 40,
+ -- Unnafected by blindness
+ ["blind"] = FALSE,
+ -- Unnafected by confusion
+ ["confusion"] = FALSE,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 25,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 5, 40 },
+ },
+ },
+ ["inertia"] = { 1, 5 },
+ ["spell"] = function()
+ local obvious
+ obvious = set_blind(0)
+ obvious = is_obvious(set_lite(0), obvious)
+ if get_level(DISPERSEMAGIC, 50) >= 5 then
+ obvious = is_obvious(set_confused(0), obvious)
+ obvious = is_obvious(set_image(0), obvious)
+ end
+ if get_level(DISPERSEMAGIC, 50) >= 10 then
+ obvious = is_obvious(set_slow(0), obvious)
+ obvious = is_obvious(set_fast(0, 0), obvious)
+ obvious = is_obvious(set_light_speed(0), obvious)
+ end
+ if get_level(DISPERSEMAGIC, 50) >= 15 then
+ obvious = is_obvious(set_stun(0), obvious)
+ obvious = is_obvious(set_meditation(0), obvious)
+ obvious = is_obvious(set_cut(0), obvious)
+ end
+ if get_level(DISPERSEMAGIC, 50) >= 20 then
+ obvious = is_obvious(set_hero(0), obvious)
+ obvious = is_obvious(set_shero(0), obvious)
+ obvious = is_obvious(set_blessed(0), obvious)
+ obvious = is_obvious(set_shield(0, 0, 0, 0, 0), obvious)
+ obvious = is_obvious(set_afraid(0), obvious)
+ obvious = is_obvious(set_parasite(0, 0), obvious)
+ obvious = is_obvious(set_mimic(0, 0, 0), obvious)
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Dispels a lot of magic that can affect you, be it good or bad",
+ "Level 1: blindness and light",
+ "Level 5: confusion and hallucination",
+ "Level 10: speed (both bad or good) and light speed",
+ "Level 15: stunning, meditation, cuts",
+ "Level 20: hero, super hero, bless, shields, afraid, parasites, mimicry",
+ }
+}
+
+TRACKER = add_spell
+{
+ ["name"] = "Tracker",
+ ["school"] = {SCHOOL_META, SCHOOL_CONVEYANCE},
+ ["level"] = 30,
+ ["mana"] = 50,
+ ["mana_max"] = 50,
+ ["fail"] = 95,
+ ["spell"] = function()
+ if last_teleportation_y == -1 then
+ msg_print("There has not been any teleporatation here.")
+ return TRUE
+ end
+ teleport_player_to(last_teleportation_y, last_teleportation_x)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Tracks down the last teleportation that happened on the level and teleports",
+ "you to it",
+ }
+}
+
+-- Saves the values of the timer
+save_timer("TIMER_INERTIA_CONTROL")
+add_loadsave("player.inertia_controlled_spell", -1)
+player.inertia_controlled_spell = -1
+
+-- Automatically cast the inertia controlled spells
+TIMER_INERTIA_CONTROL = new_timer
+{
+ ["enabled"] = FALSE,
+ ["delay"] = 10,
+ ["callback"] = function()
+ -- Don't cast a controlled spell in wilderness mode
+ if player.antimagic then
+ msg_print("Your anti-magic field disrupts any magic attempts.")
+ elseif player.anti_magic then
+ msg_print("Your anti-magic shell disrupts any magic attempts.")
+ elseif (player.inertia_controlled_spell ~= -1) and (player.wild_mode == FALSE) then
+ __spell_spell[player.inertia_controlled_spell]()
+ end
+ end,
+}
+
+stop_inertia_controlled_spell = function()
+ player.inertia_controlled_spell = -1
+ TIMER_INERTIA_CONTROL.enabled = FALSE
+ player.update = bor(player.update, PU_MANA)
+ return TRUE
+end
+
+add_hooks
+{
+ -- Reduce the mana by four times the cost of the spell
+ [HOOK_CALC_MANA] = function(msp)
+ if player.inertia_controlled_spell ~= -1 then
+ msp = msp - (get_mana(player.inertia_controlled_spell) * 4)
+ if msp < 0 then msp = 0 end
+ return TRUE, msp
+ end
+ end,
+
+ -- Stop a previous spell at birth
+ [HOOK_BIRTH_OBJECTS] = function()
+ stop_inertia_controlled_spell()
+ end,
+}
+
+INERTIA_CONTROL = add_spell
+{
+ ["name"] = "Inertia Control",
+ ["school"] = {SCHOOL_META},
+ ["level"] = 37,
+ ["mana"] = 300,
+ ["mana_max"] = 700,
+ ["fail"] = 95,
+ ["spell"] = function()
+ if player.inertia_controlled_spell ~= -1 then
+ msg_print("You cancel your inertia flow control.")
+ return stop_inertia_controlled_spell()
+ end
+
+ local s = get_school_spell("control", "is_ok_spell", 0)
+ if s == -1 then
+ return stop_inertia_controlled_spell()
+ end
+
+ local inertia = __tmp_spells[s].inertia
+
+ if inertia == nil then
+ msg_print("This spell inertia flow can not be controlled.")
+ return stop_inertia_controlled_spell()
+ end
+ if inertia[1] > get_level(INERTIA_CONTROL, 10) then
+ msg_print("This spell inertia flow("..inertia[1]..") is too strong to be controlled by your current spell.")
+ return stop_inertia_controlled_spell()
+ end
+
+ player.inertia_controlled_spell = s
+ TIMER_INERTIA_CONTROL.enabled = TRUE
+ TIMER_INERTIA_CONTROL.delay = inertia[2]
+ TIMER_INERTIA_CONTROL.countdown = TIMER_INERTIA_CONTROL.delay
+ player.update = bor(player.update, PU_MANA)
+ msg_print("Inertia flow controlling spell "..spell(s).name..".")
+ return TRUE
+ end,
+ ["info"] = function()
+ return "level "..get_level(INERTIA_CONTROL, 10)
+ end,
+ ["desc"] = {
+ "Changes the energy flow of a spell to be continuously recasted",
+ "at a given interval. The inertia controlled spell reduces your",
+ "maximum mana by four times its cost.",
+ }
+}
diff --git a/lib/scpt/s_mind.lua b/lib/scpt/s_mind.lua
new file mode 100644
index 00000000..d1b25e9e
--- /dev/null
+++ b/lib/scpt/s_mind.lua
@@ -0,0 +1,132 @@
+-- handle the mind school
+
+CHARM = add_spell
+{
+ ["name"] = "Charm",
+ ["school"] = {SCHOOL_MIND},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 20,
+ ["fail"] = 10,
+ ["stick"] =
+ {
+ ["charge"] = { 7, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 35,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 20, 40 },
+ },
+ },
+ ["spell"] = function()
+ if get_level(CHARM, 50) >= 35 then
+ return project_los(GF_CHARM, 10 + get_level(CHARM, 150))
+ elseif get_level(CHARM, 50) >= 15 then
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_ball(GF_CHARM, dir, 10 + get_level(CHARM, 150), 3)
+ else
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_bolt(GF_CHARM, dir, 10 + get_level(CHARM, 150))
+ end
+ end,
+ ["info"] = function()
+ return "power "..(10 + get_level(CHARM, 150))
+ end,
+ ["desc"] = {
+ "Tries to manipulate the mind of a monster to make it friendly",
+ "At level 15 it turns into a ball",
+ "At level 35 it affects all monsters in sight"
+ }
+}
+
+CONFUSE = add_spell
+{
+ ["name"] = "Confuse",
+ ["school"] = {SCHOOL_MIND},
+ ["level"] = 5,
+ ["mana"] = 5,
+ ["mana_max"] = 30,
+ ["fail"] = 20,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 4 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 45,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 20, 40 },
+ },
+ },
+ ["spell"] = function()
+ if get_level(CONFUSE, 50) >= 35 then
+ return project_los(GF_OLD_CONF, 10 + get_level(CONFUSE, 150))
+ elseif get_level(CONFUSE, 50) >= 15 then
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_ball(GF_OLD_CONF, dir, 10 + get_level(CONFUSE, 150), 3)
+ else
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_bolt(GF_OLD_CONF, dir, 10 + get_level(CONFUSE, 150))
+ end
+ end,
+ ["info"] = function()
+ return "power "..(10 + get_level(CONFUSE, 150))
+ end,
+ ["desc"] = {
+ "Tries to manipulate the mind of a monster to confuse it",
+ "At level 15 it turns into a ball",
+ "At level 35 it affects all monsters in sight"
+ }
+}
+
+ARMOROFFEAR = add_spell
+{
+ ["name"] = "Armor of Fear",
+ ["school"] = SCHOOL_MIND,
+ ["level"] = 10,
+ ["mana"] = 10,
+ ["mana_max"] = 50,
+ ["fail"] = 35,
+ ["inertia"] = { 2, 20 },
+ ["spell"] = function()
+ return set_shield(randint(10) + 10 + get_level(ARMOROFFEAR, 100), 10, SHIELD_FEAR, 1 + get_level(ARMOROFFEAR, 7), 5 + get_level(ARMOROFFEAR, 20))
+ end,
+ ["info"] = function()
+ return "dur "..(10 + get_level(ARMOROFFEAR, 100)).." power "..(1 + get_level(ARMOROFFEAR, 7)).."d"..(5 + get_level(ARMOROFFEAR, 20))
+ end,
+ ["desc"] = {
+ "Creates a shield of pure fear around you. Any monster attempting to hit you",
+ "must save or flee",
+ }
+}
+
+STUN = add_spell
+{
+ ["name"] = "Stun",
+ ["school"] = {SCHOOL_MIND},
+ ["level"] = 15,
+ ["mana"] = 10,
+ ["mana_max"] = 90,
+ ["fail"] = 45,
+ ["spell"] = function()
+ if get_level(STUN, 50) >= 20 then
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_ball(GF_STUN, dir, 10 + get_level(STUN, 150), 3)
+ else
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_bolt(GF_STUN, dir, 10 + get_level(STUN, 150))
+ end
+ end,
+ ["info"] = function()
+ return "power "..(10 + get_level(STUN, 150))
+ end,
+ ["desc"] = {
+ "Tries to manipulate the mind of a monster to stun it",
+ "At level 20 it turns into a ball",
+ }
+}
diff --git a/lib/scpt/s_music.lua b/lib/scpt/s_music.lua
new file mode 100644
index 00000000..9da6393a
--- /dev/null
+++ b/lib/scpt/s_music.lua
@@ -0,0 +1,443 @@
+-- handle the music school
+-- *ALL* lasting spell must return the mana cost in the lasting function
+
+MUSIC_STOP = add_spell
+{
+ ["name"] = "Stop singing(I)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = -400,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 1,
+ ["blind"] = FALSE,
+ ["spell"] = function()
+ player.start_lasting_spell(0)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Stops the current song, if any."
+ }
+}
+
+--- Drums
+MUSIC_HOLD = add_spell
+{
+ ["name"] = "Holding Pattern(I)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 10,
+ ["fail"] = 20,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 1,
+ ["blind"] = FALSE,
+ ["lasting"] = function()
+ project_los(GF_OLD_SLOW, 10 + get_level(MUSIC_HOLD, 100))
+ return get_mana(MUSIC_HOLD)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_HOLD)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "power "..(10 + get_level(MUSIC_HOLD, 100))
+ end,
+ ["desc"] = {
+ "Slows down all monsters listening the song.",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+MUSIC_CONF = add_spell
+{
+ ["name"] = "Illusion Pattern(II)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 5,
+ ["mana"] = 2,
+ ["mana_max"] = 15,
+ ["fail"] = 30,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 2,
+ ["blind"] = FALSE,
+ ["lasting"] = function()
+ project_los(GF_OLD_CONF, 10 + get_level(MUSIC_CONF, 100))
+ return get_mana(MUSIC_CONF)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_CONF)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "power "..(10 + get_level(MUSIC_CONF, 100))
+ end,
+ ["desc"] = {
+ "Tries to confuse all monsters listening the song.",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+MUSIC_STUN = add_spell
+{
+ ["name"] = "Stun Pattern(IV)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 10,
+ ["mana"] = 3,
+ ["mana_max"] = 25,
+ ["fail"] = 45,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 4,
+ ["blind"] = FALSE,
+ ["lasting"] = function()
+ project_los(GF_STUN, 10 + get_level(MUSIC_STUN, 90))
+ return get_mana(MUSIC_STUN)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_STUN)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "power "..(10 + get_level(MUSIC_STUN, 90))
+ end,
+ ["desc"] = {
+ "Stuns all monsters listening the song.",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+--- Harps
+MUSIC_LITE = add_spell
+{
+ ["name"] = "Song of the Sun(I)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 1,
+ ["fail"] = 20,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["blind"] = FALSE,
+ ["pval"] = 1,
+ ["lasting"] = function()
+ set_lite(5)
+ return 1
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_LITE)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Provides light as long as you sing.",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+MUSIC_HEAL = add_spell
+{
+ ["name"] = "Flow of Life(II)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 7,
+ ["mana"] = 5,
+ ["mana_max"] = 30,
+ ["fail"] = 35,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 2,
+ ["lasting"] = function()
+ hp_player(7 + get_level(MUSIC_HEAL, 100))
+ return get_mana(MUSIC_HEAL)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_HEAL)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "heal "..(7 + get_level(MUSIC_HEAL, 100)).."/turn"
+ end,
+ ["desc"] = {
+ "Heals you as long as you sing.",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+MUSIC_HERO = add_spell
+{
+ ["name"] = "Heroic Ballad(II)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 10,
+ ["mana"] = 4,
+ ["mana_max"] = 14,
+ ["fail"] = 45,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 2,
+ ["lasting"] = function()
+ set_hero(5)
+ if get_level(MUSIC_HERO) >= 10 then
+ set_shero(5)
+ end
+ if get_level(MUSIC_HERO) >= 20 then
+ set_strike(5)
+ end
+ if get_level(MUSIC_HERO) >= 25 then
+ set_oppose_cc(5)
+ end
+ return get_mana(MUSIC_HERO)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_HERO)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Increases melee accuracy",
+ "At level 10 it increases it even more and reduces armour a bit",
+ "At level 20 it increases it again",
+ "At level 25 it grants protection against chaos and confusion",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+MUSIC_TIME = add_spell
+{
+ ["name"] = "Hobbit Melodies(III)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 20,
+ ["mana"] = 10,
+ ["mana_max"] = 30,
+ ["fail"] = 70,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 3,
+ ["lasting"] = function()
+ set_shield(5, 10 + get_level(MUSIC_TIME, 50), 0, 0, 0)
+ if get_level(MUSIC_TIME) >= 15 then
+ set_fast(5, 7 + get_level(MUSIC_TIME, 10))
+ end
+ return get_mana(MUSIC_TIME)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_TIME)
+ return TRUE
+ end,
+ ["info"] = function()
+ if get_level(MUSIC_TIME) >= 15 then
+ return "AC "..(10 + get_level(MUSIC_TIME, 50)).." speed "..(7 + get_level(MUSIC_TIME, 10))
+ else
+ return "AC "..(10 + get_level(MUSIC_TIME, 50))
+ end
+ end,
+ ["desc"] = {
+ "Greatly increases your reflexes allowing you to block more melee blows.",
+ "At level 15 it also makes you faster.",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+MUSIC_MIND = add_spell
+{
+ ["name"] = "Clairaudience(IV)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 25,
+ ["mana"] = 15,
+ ["mana_max"] = 30,
+ ["fail"] = 75,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 4,
+ ["lasting"] = function()
+ set_tim_esp(5)
+ if get_level(MUSIC_MIND) >= 10 then
+ fire_ball(GF_IDENTIFY, 0, 1, 1 + get_level(MUSIC_MIND, 3, 0))
+ end
+ return get_mana(MUSIC_MIND)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_MIND)
+ return TRUE
+ end,
+ ["info"] = function()
+ if get_level(MUSIC_MIND) >= 10 then
+ return "rad "..(1 + get_level(MUSIC_MIND, 3, 0))
+ else
+ return ""
+ end
+ end,
+ ["desc"] = {
+ "Allows you to sense monster minds as long as you sing.",
+ "At level 10 it identifies all objects in a radius on the floor,",
+ "as well as probing monsters in that radius.",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+--- Horns
+
+MUSIC_BLOW = add_spell
+{
+ ["name"] = "Blow(I)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 4,
+ ["mana"] = 3,
+ ["mana_max"] = 30,
+ ["fail"] = 20,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 1,
+ ["spell"] = function()
+ fire_ball(GF_SOUND,
+ 0,
+ damroll(2 + get_level(MUSIC_BLOW, 10, 0), 4 + get_level(MUSIC_BLOW, 40, 0)),
+ 1 + get_level(MUSIC_BLOW, 12, 0)
+ )
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dam "..(2 + get_level(MUSIC_BLOW, 10, 0)).."d"..(4 + get_level(MUSIC_BLOW, 40, 0)).." rad "..(1 + get_level(MUSIC_BLOW, 12, 0))
+ end,
+ ["desc"] = {
+ "Produces a powerful, blowing, sound all around you.",
+ }
+}
+
+MUSIC_WIND = add_spell
+{
+ ["name"] = "Gush of Wind(II)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 14,
+ ["mana"] = 15,
+ ["mana_max"] = 45,
+ ["fail"] = 30,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 2,
+ ["spell"] = function()
+ fire_ball(GF_AWAY_ALL,
+ 0,
+ 10 + get_level(MUSIC_BLOW, 40, 0),
+ 1 + get_level(MUSIC_BLOW, 12, 0)
+ )
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dist "..(10 + get_level(MUSIC_BLOW, 40, 0)).." rad "..(1 + get_level(MUSIC_BLOW, 12, 0))
+ end,
+ ["desc"] = {
+ "Produces a outgoing gush of wind that sends monsters away.",
+ }
+}
+
+MUSIC_YLMIR = add_spell
+{
+ ["name"] = "Horns of Ylmir(III)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 20,
+ ["mana"] = 25,
+ ["mana_max"] = 30,
+ ["fail"] = 20,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 3,
+ ["spell"] = function()
+ earthquake(player.py, player.px, 2 + get_level(SHAKE, 10))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "rad "..(2 + get_level(SHAKE, 10))
+ end,
+ ["desc"] = {
+ "Produces an earth shaking sound.",
+ }
+}
+
+MUSIC_AMBARKANTA = add_spell
+{
+ ["name"] = "Ambarkanta(IV)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 25,
+ ["mana"] = 70,
+ ["mana_max"] = 70,
+ ["fail"] = 60,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 4,
+ ["spell"] = function()
+ alter_reality()
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Produces a reality shaking sound that transports you to a nearly",
+ "identical reality.",
+ }
+}
+
+
+--[[
+MUSIC_ = add_spell
+{
+ ["name"] = "(I)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = 20,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 1,
+ ["lasting"] = function()
+ return get_mana(MUSIC_)
+ end,
+ ["spell"] = function()
+ player.start_lasting_spell(MUSIC_)
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "",
+ "Consumes the amount of mana each turn.",
+ }
+}
+
+or
+
+MUSIC_ = add_spell
+{
+ ["name"] = "(I)",
+ ["school"] = {SCHOOL_MUSIC},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = 20,
+ ["stat"] = A_CHR,
+ ["random"] = SKILL_MUSIC,
+ ["pval"] = 1,
+ ["spell"] = function()
+
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "",
+ }
+}
+]]
diff --git a/lib/scpt/s_nature.lua b/lib/scpt/s_nature.lua
new file mode 100644
index 00000000..e71a89bf
--- /dev/null
+++ b/lib/scpt/s_nature.lua
@@ -0,0 +1,152 @@
+-- handle the nature school
+
+GROWTREE = add_spell
+{
+ ["name"] = "Grow Trees",
+ ["school"] = {SCHOOL_NATURE, SCHOOL_TEMPORAL},
+ ["level"] = 6,
+ ["mana"] = 6,
+ ["mana_max"] = 30,
+ ["fail"] = 35,
+ ["inertia"] = { 5, 50 },
+ ["spell"] = function()
+ grow_trees(2 + get_level(GROWTREE, 7))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "rad "..(2 + get_level(GROWTREE, 7))
+ end,
+ ["desc"] = {
+ "Makes trees grow extremely quickly around you",
+ }
+}
+
+HEALING = add_spell
+{
+ ["name"] = "Healing",
+ ["school"] = {SCHOOL_NATURE},
+ ["level"] = 10,
+ ["mana"] = 15,
+ ["mana_max"] = 50,
+ ["fail"] = 45,
+ ["stick"] =
+ {
+ ["charge"] = { 2, 3 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 90,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 20, 40 },
+ },
+ },
+ ["spell"] = function()
+ return hp_player(player.mhp * (15 + get_level(HEALING, 35)) / 100)
+ end,
+ ["info"] = function()
+ return "heal "..(15 + get_level(HEALING, 35)).."% = "..(player.mhp * (15 + get_level(HEALING, 35)) / 100).."hp"
+ end,
+ ["desc"] = {
+ "Heals a percent of hitpoints",
+ }
+}
+
+RECOVERY = add_spell
+{
+ ["name"] = "Recovery",
+ ["school"] = {SCHOOL_NATURE},
+ ["level"] = 15,
+ ["mana"] = 10,
+ ["mana_max"] = 25,
+ ["fail"] = 60,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 10 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 50,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 10, 30 },
+ },
+ },
+ ["inertia"] = { 2, 100 },
+ ["spell"] = function()
+ local obvious
+ obvious = set_poisoned(player.poisoned / 2)
+ if get_level(RECOVERY, 50) >= 5 then
+ obvious = is_obvious(set_poisoned(0), obvious)
+ obvious = is_obvious(set_cut(0), obvious)
+ end
+ if get_level(RECOVERY, 50) >= 10 then
+ obvious = is_obvious(do_res_stat(A_STR, TRUE), obvious)
+ obvious = is_obvious(do_res_stat(A_CON, TRUE), obvious)
+ obvious = is_obvious(do_res_stat(A_DEX, TRUE), obvious)
+ obvious = is_obvious(do_res_stat(A_WIS, TRUE), obvious)
+ obvious = is_obvious(do_res_stat(A_INT, TRUE), obvious)
+ obvious = is_obvious(do_res_stat(A_CHR, TRUE), obvious)
+ end
+ if get_level(RECOVERY, 50) >= 15 then
+ obvious = is_obvious(restore_level(), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Reduces the length of time that you are poisoned",
+ "At level 5 it cures poison and cuts",
+ "At level 10 it restores drained stats",
+ "At level 15 it restores lost experience"
+ }
+}
+
+REGENERATION = add_spell
+{
+ ["name"] = "Regeneration",
+ ["school"] = {SCHOOL_NATURE},
+ ["level"] = 20,
+ ["mana"] = 30,
+ ["mana_max"] = 55,
+ ["fail"] = 70,
+ ["inertia"] = { 4, 40 },
+ ["spell"] = function()
+ if player.tim_regen == 0 then return set_tim_regen(randint(10) + 5 + get_level(REGENERATION, 50), 300 + get_level(REGENERATION, 700)) end
+ end,
+ ["info"] = function()
+ return "dur "..(5 + get_level(REGENERATION, 50)).."+d10 power "..(300 + get_level(REGENERATION, 700))
+ end,
+ ["desc"] = {
+ "Increases your body's regeneration rate",
+ }
+}
+
+
+SUMMONANNIMAL = add_spell
+{
+ ["name"] = "Summon Animal",
+ ["school"] = {SCHOOL_NATURE},
+ ["level"] = 25,
+ ["mana"] = 25,
+ ["mana_max"] = 50,
+ ["fail"] = 90,
+ ["stick"] =
+ {
+ ["charge"] = { 1, 3 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 85,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 15, 45 },
+ },
+ },
+ ["spell"] = function()
+ summon_specific_level = 25 + get_level(SUMMONANNIMAL, 50)
+ return summon_monster(player.py, player.px, dun_level, TRUE, SUMMON_ANIMAL)
+ end,
+ ["info"] = function()
+ return "level "..(25 + get_level(SUMMONANNIMAL, 50))
+ end,
+ ["desc"] = {
+ "Summons a leveled animal to your aid",
+ }
+}
diff --git a/lib/scpt/s_stick.lua b/lib/scpt/s_stick.lua
new file mode 100644
index 00000000..36647414
--- /dev/null
+++ b/lib/scpt/s_stick.lua
@@ -0,0 +1,444 @@
+-- Spells that are stick or artifacts/... only
+
+DEVICE_HEAL_MONSTER = add_spell
+{
+ ["name"] = "Heal Monster",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 3,
+ ["mana"] = 5,
+ ["mana_max"] = 20,
+ ["fail"] = 15,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 10, 10 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 17,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ return fire_ball(GF_OLD_HEAL, dir, 20 + get_level(DEVICE_HEAL_MONSTER, 380), 0)
+ end,
+ ["info"] = function()
+ return "heal "..(20 + get_level(DEVICE_HEAL_MONSTER, 380))
+ end,
+ ["desc"] = {
+ "Heals a monster",
+ }
+}
+
+DEVICE_SPEED_MONSTER = add_spell
+{
+ ["name"] = "Haste Monster",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 10,
+ ["mana"] = 10,
+ ["mana_max"] = 10,
+ ["fail"] = 30,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 10, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 7,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ return fire_ball(GF_OLD_SPEED, dir, 1, 0)
+ end,
+ ["info"] = function()
+ return "speed +10"
+ end,
+ ["desc"] = {
+ "Haste a monster",
+ }
+}
+
+DEVICE_WISH = add_spell
+{
+ ["name"] = "Wish",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 50,
+ ["mana"] = 400,
+ ["mana_max"] = 400,
+ ["fail"] = 99,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 1, 2 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 98,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 1, 1 },
+ },
+ },
+ ["spell"] = function()
+ make_wish()
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "This grants you a wish, beware of what you ask for!",
+ }
+}
+
+DEVICE_SUMMON = add_spell
+{
+ ["name"] = "Summon",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 5,
+ ["mana"] = 5,
+ ["mana_max"] = 25,
+ ["fail"] = 20,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 1, 20 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 13,
+ ["base_level"] = { 1, 40 },
+ ["max_level"] = { 25, 50 },
+ },
+ },
+ ["spell"] = function()
+ local i, obvious
+ obvious = nil
+ for i = 1, 4 + get_level(DEVICE_SUMMON, 30) do
+ obvious = is_obvious(summon_specific(player.py, player.px, dun_level, 0), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Summons hostile monsters near you",
+ }
+}
+
+DEVICE_MANA = add_spell
+{
+ ["name"] = "Mana",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 30,
+ ["mana"] = 1,
+ ["mana_max"] = 1,
+ ["fail"] = 80,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 2, 3 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 78,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 20, 35 },
+ },
+ },
+ ["spell"] = function()
+ increase_mana((player.msp * (20 + get_level(DEVICE_MANA, 50))) / 100)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "restore "..(20 + get_level(DEVICE_MANA, 50)).."%"
+ end,
+ ["desc"] = {
+ "Restores a part(or all) of your mana",
+ }
+}
+
+DEVICE_NOTHING = add_spell
+{
+ ["name"] = "Nothing",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = 0,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 0, 0 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 3,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 1, 1 },
+ },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 3,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 1, 1},
+ },
+ },
+ ["spell"] = function()
+ return FALSE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "It does nothing.",
+ }
+}
+
+DEVICE_LEBOHAUM = add_spell
+{
+ ["name"] = "Artifact Lebauhaum",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = 0,
+ ["random"] = -1,
+ ["activate"] = 3,
+ ["spell"] = function()
+ msg_print("You hear a little song in your head in some unknown tongue:")
+ msg_print("'Avec le casque Lebohaum y a jamais d'anicroches, je parcours les dongeons,")
+ msg_print("j'en prend plein la caboche. Avec le casque Lebohaum, tout ces monstres a la")
+ msg_print("con, je leur met bien profond: c'est moi le maitre du dongeon!'")
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "sing a cheerful song",
+ }
+}
+
+DEVICE_MAGGOT = add_spell
+{
+ ["name"] = "Artifact Maggot",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 1,
+ ["mana"] = 7,
+ ["mana_max"] = 7,
+ ["fail"] = 20,
+ ["random"] = -1,
+ ["activate"] = { 10, 50 },
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_ball(GF_TURN_ALL, dir, 40, 2)
+ end,
+ ["info"] = function()
+ return "power 40 rad 2"
+ end,
+ ["desc"] = {
+ "terrify",
+ }
+}
+
+DEVICE_HOLY_FIRE = add_spell
+{
+ ["name"] = "Holy Fire of Mithrandir",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 30,
+ ["mana"] = 50,
+ ["mana_max"] = 150,
+ ["fail"] = 75,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 2, 5 },
+ [TV_STAFF] =
+ {
+ -- Rarity higher than 100 to be sure to not have it generated randomly
+ ["rarity"] = 999,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 35, 35 },
+ },
+ },
+ ["spell"] = function()
+ return project_los(GF_HOLY_FIRE, 50 + get_level(DEVICE_HOLY_FIRE, 300))
+ end,
+ ["info"] = function()
+ return "dam "..(50 + get_level(DEVICE_HOLY_FIRE, 250))
+ end,
+ ["desc"] = {
+ "The Holy Fire created by this staff will deeply(double damage) burn",
+ "all that is evil.",
+ }
+}
+
+-- Ok the Eternal Flame, to craete one of the 4 ultimate arts
+-- needed to enter the last level of the Void
+DEVICE_ETERNAL_FLAME = add_spell
+{
+ ["name"] = "Artifact Eternal Flame",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = 0,
+ ["random"] = -1,
+ ["activate"] = { 0, 0 },
+ ["spell"] = function(flame_item)
+ local ret, item, obj
+
+ ret, item = get_item("Which object do you want to imbue?",
+ "You have no objects to imbue.",
+ bor(USE_INVEN),
+ function (obj)
+ if obj.name1 > 0 or obj.name2 > 0 then return FALSE end
+ if (obj.tval == TV_SWORD) and (obj.sval == SV_LONG_SWORD) then
+ return TRUE
+ elseif (obj.tval == TV_MSTAFF) and (obj.sval == SV_MSTAFF) then
+ return TRUE
+ elseif (obj.tval == TV_BOW) and (obj.sval == SV_HEAVY_XBOW) then
+ return TRUE
+ elseif (obj.tval == TV_DRAG_ARMOR) and (obj.sval == SV_DRAGON_POWER) then
+ return TRUE
+ end
+ return FALSE
+ end
+ )
+ if ret == FALSE then return FALSE end
+
+ obj = get_object(item)
+
+ if (obj.tval == TV_SWORD) and (obj.sval == SV_LONG_SWORD) then
+ obj.name1 = 147
+ elseif (obj.tval == TV_MSTAFF) and (obj.sval == SV_MSTAFF) then
+ obj.name1 = 127
+ elseif (obj.tval == TV_BOW) and (obj.sval == SV_HEAVY_XBOW) then
+ obj.name1 = 152
+ elseif (obj.tval == TV_DRAG_ARMOR) and (obj.sval == SV_DRAGON_POWER) then
+ obj.name1 = 17
+ end
+ apply_magic(obj, -1, TRUE, TRUE, TRUE)
+
+ obj.found = OBJ_FOUND_SELFMADE
+
+ inven_item_increase(flame_item, -1)
+ inven_item_describe(flame_item)
+ inven_item_optimize(flame_item)
+
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Imbuing an object with the eternal fire",
+ }
+}
+
+-- And one more silly activation :)
+DEVICE_DURANDIL = add_spell
+{
+ ["name"] = "Artifact Durandil",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = 0,
+ ["random"] = -1,
+ ["activate"] = 3,
+ ["spell"] = function()
+ msg_print("You hear a little song in your head in some unknown tongue:")
+ msg_print("'Les epees Durandils sont forgees dans les mines par des nains.")
+ msg_print("Avec ca c'est facile de tuer un troll avec une seule main. Pas besoin")
+ msg_print("de super entrainement nis de niveau 28. Quand tu sors l'instrument")
+ msg_print("c'est l'ennemi qui prend la fuite! Avec ton epee Durandil quand tu")
+ msg_print("parcours les chemins, tu massacre sans peine les brigands et les gobelins,")
+ msg_print("les rats geants, les ogres mutants, les zombies et les liches, tu les")
+ msg_print("decoupe en tranches comme si c'etait des parts de quiches.")
+ msg_print("Les epees Durandil! Les epees Durandil!")
+ msg_print("Quand tu la sort dans un dongeon au moins t'as pas l'air debile.")
+ msg_print("C'est l'arme des bourins qui savent etre subtils.")
+ msg_print("Ne partez pas a l'aventure sans votre epee Durandil!'")
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "sing a cheerful song",
+ }
+}
+
+DEVICE_THUNDERLORDS = add_spell
+{
+ ["name"] = "Artifact Thunderlords",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 1,
+ ["fail"] = 20,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 3 },
+ [TV_STAFF] =
+ {
+ -- Rarity higher than 100 to be sure to not have it generated randomly
+ ["rarity"] = 999,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 1, 1 },
+ },
+ },
+ ["spell"] = function()
+ if dun_level > 0 then
+ msg_print("As you blow the horn a thunderlord pops out of nowhere and grabs you.")
+ recall_player(0, 1)
+ else
+ msg_print("You cannot use it there.")
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "A thunderlord will appear to transport you quickly to the surface.",
+ }
+}
+
+--[[ Template
+DEVICE_ = add_spell
+{
+ ["name"] = "",
+ ["school"] = {SCHOOL_DEVICE},
+ ["level"] = 1,
+ ["mana"] = 2,
+ ["mana_max"] = 15,
+ ["fail"] = 10,
+ ["random"] = -1,
+ ["stick"] =
+ {
+ ["charge"] = { 10, 5 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 7,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 25, 50 },
+ },
+ },
+ ["spell"] = function()
+ return FALSE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "",
+ }
+}
+]]
diff --git a/lib/scpt/s_tempo.lua b/lib/scpt/s_tempo.lua
new file mode 100644
index 00000000..d3d2fbb5
--- /dev/null
+++ b/lib/scpt/s_tempo.lua
@@ -0,0 +1,162 @@
+-- Handles thhe temporal school
+
+
+MAGELOCK = add_spell
+{
+ ["name"] = "Magelock",
+ ["school"] = {SCHOOL_TEMPORAL},
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 35,
+ ["fail"] = 10,
+ ["stick"] =
+ {
+ ["charge"] = { 7, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 30,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 15, 45 },
+ },
+ },
+ ["spell"] = function()
+ if get_level(MAGELOCK, 50) >= 30 then
+ local ret, x, y, c_ptr
+
+ if get_level(MAGELOCK, 50) >= 40 then
+ ret, x, y = tgt_pt()
+ if ret == FALSE then return end
+ if cave_is(cave(y, x), FF1_FLOOR) == FALSE or cave_is(cave(y, x), FF1_PERMANENT) == TRUE or los(player.py, player.px, y, x) == FALSE then
+ msg_print("You cannot place it there.")
+ return TRUE
+ end
+ else
+ y = player.py
+ x = player.px
+ end
+ cave_set_feat(y, x, 3)
+ return TRUE
+ else
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return wizard_lock(dir)
+ end
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Magically locks a door",
+ "At level 30 it creates a glyph of warding",
+ "At level 40 the glyph can be placed anywhere in the field of vision"
+ }
+}
+
+SLOWMONSTER = add_spell
+{
+ ["name"] = "Slow Monster",
+ ["school"] = {SCHOOL_TEMPORAL},
+ ["level"] = 10,
+ ["mana"] = 10,
+ ["mana_max"] = 15,
+ ["fail"] = 35,
+ ["stick"] =
+ {
+ ["charge"] = { 5, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 23,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["spell"] = function()
+ local ret, dir
+
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ if get_level(SLOWMONSTER, 50) >= 20 then
+ return fire_ball(GF_OLD_SLOW, dir, 40 + get_level(SLOWMONSTER, 160), 1)
+ else
+ return fire_bolt(GF_OLD_SLOW, dir, 40 + get_level(SLOWMONSTER, 160))
+ end
+ end,
+ ["info"] = function()
+ if get_level(SLOWMONSTER, 50) >= 20 then
+ return "power "..(40 + get_level(SLOWMONSTER, 160)).." rad 1"
+ else
+ return "power "..(40 + get_level(SLOWMONSTER, 160))
+ end
+ end,
+ ["desc"] = {
+ "Magically slows down the passing of time around a monster",
+ "At level 20 it affects a zone"
+ }
+}
+
+ESSENCESPEED = add_spell
+{
+ ["name"] = "Essence of Speed",
+ ["school"] = {SCHOOL_TEMPORAL},
+ ["level"] = 15,
+ ["mana"] = 20,
+ ["mana_max"] = 40,
+ ["fail"] = 50,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 3 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 80,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 10, 39 },
+ },
+ },
+ ["inertia"] = { 5, 20 },
+ ["spell"] = function()
+ if player.fast == 0 then return set_fast(10 + randint(10) + get_level(ESSENCESPEED, 50), 5 + get_level(ESSENCESPEED, 20)) end
+ end,
+ ["info"] = function()
+ return "dur "..(10 + get_level(ESSENCESPEED, 50)).."+d10 speed "..(5 + get_level(ESSENCESPEED, 20))
+ end,
+ ["desc"] = {
+ "Magically decreases the passing of time around you, making you move faster with",
+ "respect to the rest of the universe."
+ }
+}
+
+BANISHMENT = add_spell
+{
+ ["name"] = "Banishment",
+ ["school"] = {SCHOOL_TEMPORAL, SCHOOL_CONVEYANCE},
+ ["level"] = 30,
+ ["mana"] = 30,
+ ["mana_max"] = 40,
+ ["fail"] = 95,
+ ["stick"] =
+ {
+ ["charge"] = { 1, 3 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 98,
+ ["base_level"] = { 1, 15 },
+ ["max_level"] = { 10, 36 },
+ },
+ },
+ ["inertia"] = { 5, 50 },
+ ["spell"] = function()
+ local obvious
+ obvious = project_los(GF_AWAY_ALL, 40 + get_level(BANISHMENT, 160))
+ if get_level(BANISHMENT, 50) >= 15 then
+ obvious = is_obvious(project_los(GF_STASIS, 20 + get_level(BANISHMENT, 120)), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ return "power "..(40 + get_level(BANISHMENT, 160))
+ end,
+ ["desc"] = {
+ "Disrupts the space/time continuum in your area and teleports all monsters away.",
+ "At level 15 it may also lock them in a time bubble for a while."
+ }
+}
diff --git a/lib/scpt/s_tulkas.lua b/lib/scpt/s_tulkas.lua
new file mode 100644
index 00000000..4afa8082
--- /dev/null
+++ b/lib/scpt/s_tulkas.lua
@@ -0,0 +1,81 @@
+-- Handle Tulkas magic school
+
+TULKAS_AIM = add_spell
+{
+ ["name"] = "Divine Aim",
+ ["school"] = {SCHOOL_TULKAS},
+ ["level"] = 1,
+ ["mana"] = 30,
+ ["mana_max"] = 500,
+ ["fail"] = 20,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local dur = get_level(TULKAS_AIM, 50) + randint(10)
+ local obvious
+
+ obvious = set_strike(dur)
+ if get_level(TULKAS_AIM) >= 20 then
+ obvious = is_obvious(set_tim_deadly(dur), obvious)
+ end
+ return obvious
+ end,
+ ["info"] = function()
+ return "dur "..(get_level(TULKAS_AIM, 50)).."+d10"
+ end,
+ ["desc"] = {
+ "It makes you more accurate in combat",
+ "At level 20 all your blows are critical hits",
+ }
+}
+
+TULKAS_WAVE = add_spell
+{
+ ["name"] = "Wave of Power",
+ ["school"] = {SCHOOL_TULKAS},
+ ["level"] = 20,
+ ["mana"] = 200,
+ ["mana_max"] = 200,
+ ["fail"] = 75,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ return fire_bolt(GF_ATTACK, dir, get_level(TULKAS_WAVE, player.num_blow))
+ end,
+ ["info"] = function()
+ return "blows "..(get_level(TULKAS_WAVE, player.num_blow))
+ end,
+ ["desc"] = {
+ "It allows you to project a number of melee blows across a distance",
+ }
+}
+
+TULKAS_SPIN = add_spell
+{
+ ["name"] = "Whirlwind",
+ ["school"] = {SCHOOL_TULKAS},
+ ["level"] = 10,
+ ["mana"] = 100,
+ ["mana_max"] = 100,
+ ["fail"] = 45,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ return fire_ball(GF_ATTACK, 0, 1, 1)
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "It allows you to spin around and hit all monsters nearby",
+ }
+}
diff --git a/lib/scpt/s_udun.lua b/lib/scpt/s_udun.lua
new file mode 100644
index 00000000..c4266239
--- /dev/null
+++ b/lib/scpt/s_udun.lua
@@ -0,0 +1,180 @@
+-- handle the udun school
+
+DRAIN = add_spell
+{
+ ["name"] = "Drain",
+ ["school"] = {SCHOOL_UDUN, SCHOOL_MANA},
+ ["level"] = 1,
+ ["mana"] = 0,
+ ["mana_max"] = 0,
+ ["fail"] = 20,
+ ["spell"] = function()
+ local ret, item, obj, o_name, add
+
+ -- Ask for an item
+ ret, item = get_item("What item to drain?", "You have nothing you can drain", USE_INVEN,
+ function (obj)
+ if (obj.tval == TV_WAND) or (obj.tval == TV_ROD_MAIN) or (obj.tval == TV_STAFF) then
+ return TRUE
+ end
+ return FALSE
+ end
+ )
+
+ if ret == TRUE then
+ -- get the item
+ obj = get_object(item)
+
+ add = 0
+ if (obj.tval == TV_STAFF) or (obj.tval == TV_WAND) then
+ local kind = get_kind(obj)
+
+ add = kind.level * obj.pval * obj.number
+
+ -- Destroy it!
+ inven_item_increase(item, -99)
+ inven_item_describe(item)
+ inven_item_optimize(item)
+ end
+ if obj.tval == TV_ROD_MAIN then
+ add = obj.timeout
+ obj.timeout = 0;
+
+ --Combine / Reorder the pack (later)
+ player.notice = bor(player.notice, PN_COMBINE, PN_REORDER)
+ player.window = bor(player.window, PW_INVEN, PW_EQUIP, PW_PLAYER)
+ end
+ increase_mana(add)
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Drains the mana contained in wands, staves and rods to increase yours",
+ }
+}
+
+GENOCIDE = add_spell
+{
+ ["name"] = "Genocide",
+ ["school"] = {SCHOOL_UDUN, SCHOOL_NATURE},
+ ["level"] = 25,
+ ["mana"] = 50,
+ ["mana_max"] = 50,
+ ["fail"] = 90,
+ ["stick"] =
+ {
+ ["charge"] = { 2, 2 },
+ [TV_STAFF] =
+ {
+ ["rarity"] = 85,
+ ["base_level"] = { 1, 1 },
+ ["max_level"] = { 5, 15 },
+ },
+ },
+ ["spell"] = function()
+ local type
+
+ type = 0
+ if get_level(GENOCIDE) >= 10 then type = 1 end
+ if type == 0 then
+ genocide(TRUE)
+ return TRUE
+ else
+ if get_check("Genocide all monsters near you? ") == TRUE then
+ mass_genocide(TRUE)
+ else
+ genocide(TRUE)
+ end
+ return TRUE
+ end
+ end,
+ ["info"] = function()
+ return ""
+ end,
+ ["desc"] = {
+ "Genocides all monsters of a race on the level",
+ "At level 10 it can genocide all monsters near you"
+ }
+}
+
+WRAITHFORM = add_spell
+{
+ ["name"] = "Wraithform",
+ ["school"] = {SCHOOL_UDUN, SCHOOL_CONVEYANCE},
+ ["level"] = 30,
+ ["mana"] = 20,
+ ["mana_max"] = 40,
+ ["fail"] = 95,
+ ["inertia"] = { 4, 30 },
+ ["spell"] = function()
+ return set_shadow(randint(30) + 20 + get_level(WRAITHFORM, 40))
+ end,
+ ["info"] = function()
+ return "dur "..(20 + get_level(WRAITHFORM, 40)).."+d30"
+ end,
+ ["desc"] = {
+ "Turns you into an immaterial being",
+ }
+}
+
+FLAMEOFUDUN = add_spell
+{
+ ["name"] = "Flame of Udun",
+ ["school"] = {SCHOOL_UDUN, SCHOOL_FIRE},
+ ["level"] = 35,
+ ["mana"] = 70,
+ ["mana_max"] = 100,
+ ["fail"] = 95,
+ ["inertia"] = { 7, 15 },
+ ["spell"] = function()
+ return set_mimic(randint(15) + 5 + get_level(FLAMEOFUDUN, 30), resolve_mimic_name("Balrog"), get_level(FLAMEOFUDUN))
+ end,
+ ["info"] = function()
+ return "dur "..(5 + get_level(FLAMEOFUDUN, 30)).."+d15"
+ end,
+ ["desc"] = {
+ "Turns you into a powerful Balrog",
+ }
+}
+
+
+-- Return the number of Udun/Melkor spells in a given book
+function udun_in_book(sval, pval)
+ local i, y, index, sch, s
+
+ i = 0
+
+ -- Hack if the book is 255 it is a random book
+ if sval == 255 then
+ school_book[sval] = {pval}
+ end
+ -- Parse all spells
+ for index, s in school_book[sval] do
+ for index, sch in __spell_school[s] do
+ if sch == SCHOOL_UDUN then i = i + 1 end
+ if sch == SCHOOL_MELKOR then i = i + 1 end
+ end
+ end
+ return i
+end
+
+-- Return the total level of spells
+function levels_in_book(sval, pval)
+ local i, y, index, sch, s
+
+ i = 0
+
+ -- Hack if the book is 255 it is a random book
+ if sval == 255 then
+ school_book[sval] = {pval}
+ end
+
+ -- Parse all spells
+ for index, s in school_book[sval] do
+ i = i + __tmp_spells[s].level
+ end
+ return i
+end
diff --git a/lib/scpt/s_water.lua b/lib/scpt/s_water.lua
new file mode 100644
index 00000000..739b066b
--- /dev/null
+++ b/lib/scpt/s_water.lua
@@ -0,0 +1,154 @@
+-- handle the water school
+
+TIDALWAVE = add_spell
+{
+ ["name"] = "Tidal Wave",
+ ["school"] = {SCHOOL_WATER},
+ ["level"] = 16,
+ ["mana"] = 16,
+ ["mana_max"] = 40,
+ ["fail"] = 65,
+ ["stick"] =
+ {
+ ["charge"] = { 6, 5 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 54,
+ ["base_level"] = { 1, 10 },
+ ["max_level"] = { 20, 50 },
+ },
+ },
+ ["inertia"] = { 4, 100 },
+ ["spell"] = function()
+ fire_wave(GF_WAVE, 0, 40 + get_level(TIDALWAVE, 200), 0, 6 + get_level(TIDALWAVE, 10), EFF_WAVE)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dam "..(40 + get_level(TIDALWAVE, 200)).." rad "..(6 + get_level(TIDALWAVE, 10))
+ end,
+ ["desc"] = {
+ "Summons a monstrous tidal wave that will expand and crush the",
+ "monsters under its mighty waves."
+ }
+}
+
+ICESTORM = add_spell
+{
+ ["name"] = "Ice Storm",
+ ["school"] = {SCHOOL_WATER},
+ ["level"] = 22,
+ ["mana"] = 30,
+ ["mana_max"] = 60,
+ ["fail"] = 80,
+ ["stick"] =
+ {
+ ["charge"] = { 3, 7 },
+ [TV_WAND] =
+ {
+ ["rarity"] = 65,
+ ["base_level"] = { 1, 5 },
+ ["max_level"] = { 25, 45 },
+ },
+ },
+ ["inertia"] = { 3, 40 },
+ ["spell"] = function()
+ local type
+
+ if get_level(ICESTORM, 50) >= 10 then type = GF_ICE
+ else type = GF_COLD end
+ fire_wave(type, 0, 80 + get_level(ICESTORM, 200), 1 + get_level(ICESTORM, 3, 0), 20 + get_level(ICESTORM, 70), EFF_STORM)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dam "..(80 + get_level(ICESTORM, 200)).." rad "..(1 + get_level(ICESTORM, 3, 0)).." dur "..(20 + get_level(ICESTORM, 70))
+ end,
+ ["desc"] = {
+ "Engulfs you in a storm of roaring cold that strikes your foes.",
+ "At level 10 it turns into shards of ice."
+ }
+}
+
+ENTPOTION = add_spell
+{
+ ["name"] = "Ent's Potion",
+ ["school"] = {SCHOOL_WATER},
+ ["level"] = 6,
+ ["mana"] = 7,
+ ["mana_max"] = 15,
+ ["fail"] = 35,
+ ["inertia"] = { 1, 30 },
+ ["spell"] = function()
+ set_food(PY_FOOD_MAX - 1)
+ msg_print("The Ent's Potion fills your stomach.")
+ if get_level(ENTPOTION, 50) >= 5 then
+ set_afraid(0)
+ end
+ if get_level(ENTPOTION, 50) >= 12 then
+ set_hero(player.hero + randint(25) + 25 + get_level(ENTPOTION, 40))
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ if get_level(ENTPOTION, 50) >= 12 then
+ return "dur "..(25 + get_level(ENTPOTION, 40)).."+d25"
+ else
+ return ""
+ end
+ end,
+ ["desc"] = {
+ "Fills up your stomach.",
+ "At level 5 it boldens your heart.",
+ "At level 12 it makes you heroic."
+ }
+}
+
+VAPOR = add_spell
+{
+ ["name"] = "Vapor",
+ ["school"] = {SCHOOL_WATER},
+ ["level"] = 2,
+ ["mana"] = 2,
+ ["mana_max"] = 12,
+ ["fail"] = 20,
+ ["inertia"] = { 1, 30 },
+ ["spell"] = function()
+ fire_cloud(GF_WATER, 0, 3 + get_level(VAPOR, 20), 3 + get_level(VAPOR, 9, 0), 5)
+ return TRUE
+ end,
+ ["info"] = function()
+ return "dam "..(3 + get_level(VAPOR, 20)).." rad "..(3 + get_level(VAPOR, 9, 0)).." dur 5"
+ end,
+ ["desc"] = {
+ "Fills the air with toxic moisture to eradicate annoying critters."
+ }
+}
+
+function get_geyser_damage()
+ return get_level(GEYSER, 10), 3 + get_level(GEYSER, 35)
+end
+
+GEYSER = add_spell
+{
+ ["name"] = "Geyser",
+ ["school"] = SCHOOL_WATER,
+ ["level"] = 1,
+ ["mana"] = 1,
+ ["mana_max"] = 35,
+ ["fail"] = 5,
+ ["spell"] = function()
+ local ret, dir
+ ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+ return fire_bolt_or_beam(2 * get_level(GEYSER, 85), GF_WATER, dir, damroll(get_geyser_damage()))
+ end,
+ ["info"] = function()
+ local n, d
+ n, d = get_geyser_damage()
+ return "dam "..n.."d"..d
+ end,
+ ["desc"] =
+ {
+ "Shoots a geyser of water from your fingertips.",
+ "Sometimes it can blast through its first target."
+ },
+}
diff --git a/lib/scpt/s_yavann.lua b/lib/scpt/s_yavann.lua
new file mode 100644
index 00000000..2f594e85
--- /dev/null
+++ b/lib/scpt/s_yavann.lua
@@ -0,0 +1,157 @@
+-- Handle Yavanna kementari magic school
+
+YAVANNA_CHARM_ANIMAL = add_spell
+{
+ ["name"] = "Charm Animal",
+ ["school"] = {SCHOOL_YAVANNA},
+ ["level"] = 1,
+ ["mana"] = 10,
+ ["mana_max"] = 100,
+ ["fail"] = 30,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local ret, dir = get_aim_dir()
+ if ret == FALSE then return end
+
+ return fire_ball(GF_CONTROL_ANIMAL, dir, 10 + get_level(YAVANNA_CHARM_ANIMAL, 170), get_level(YAVANNA_CHARM_ANIMAL, 2))
+ end,
+ ["info"] = function()
+ return "power "..(10 + get_level(YAVANNA_CHARM_ANIMAL, 170)).." rad "..(get_level(YAVANNA_CHARM_ANIMAL, 2))
+ end,
+ ["desc"] = {
+ "It tries to tame an animal",
+ }
+}
+
+YAVANNA_GROW_GRASS = add_spell
+{
+ ["name"] = "Grow Grass",
+ ["school"] = {SCHOOL_YAVANNA},
+ ["level"] = 10,
+ ["mana"] = 70,
+ ["mana_max"] = 150,
+ ["fail"] = 65,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ grow_grass(get_level(YAVANNA_GROW_GRASS, 4))
+ return TRUE
+ end,
+ ["info"] = function()
+ return "rad "..(get_level(YAVANNA_GROW_GRASS, 4))
+ end,
+ ["desc"] = {
+ "Create a floor of grass around you. While on grass and praying",
+ "a worshipper of Yavanna will know a greater regeneration rate"
+ }
+}
+
+YAVANNA_TREE_ROOTS = add_spell
+{
+ ["name"] = "Tree Roots",
+ ["school"] = {SCHOOL_YAVANNA},
+ ["level"] = 15,
+ ["mana"] = 50,
+ ["mana_max"] = 1000,
+ ["fail"] = 70,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ return set_roots(10 + get_level(YAVANNA_TREE_ROOTS, 30), 10 + get_level(YAVANNA_TREE_ROOTS, 60), 10 + get_level(YAVANNA_TREE_ROOTS, 20))
+ end,
+ ["info"] = function()
+ return "dur "..(10 + get_level(YAVANNA_TREE_ROOTS, 30)).." AC "..(10 + get_level(YAVANNA_TREE_ROOTS, 60)).." dam "..(10 + get_level(YAVANNA_TREE_ROOTS, 20))
+ end,
+ ["desc"] = {
+ "Creates roots deep in the floor from your feet, making you more stable and able",
+ "to make stronger attacks, but prevents any movement (even teleportation).",
+ "It also makes you recover from stunning almost immediately."
+ }
+}
+
+YAVANNA_WATER_BITE = add_spell
+{
+ ["name"] = "Water Bite",
+ ["school"] = {SCHOOL_YAVANNA},
+ ["level"] = 20,
+ ["mana"] = 150,
+ ["mana_max"] = 300,
+ ["fail"] = 90,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local rad
+
+ rad = 0
+ if get_level(YAVANNA_WATER_BITE) >= 25 then rad = 1 end
+
+ return set_project(randint(30) + 30 + get_level(YAVANNA_WATER_BITE, 150),
+ GF_WATER,
+ 10 + get_level(YAVANNA_WATER_BITE),
+ rad,
+ bor(PROJECT_STOP, PROJECT_KILL))
+ end,
+ ["info"] = function()
+ return "dur "..(30 + get_level(YAVANNA_WATER_BITE, 150)).."+d30 dam "..(10 + get_level(YAVANNA_WATER_BITE)).."/blow"
+ end,
+ ["desc"] = {
+ "Imbues your melee weapon with a natural stream of water",
+ "At level 25, it spreads over a 1 radius zone around your target"
+ }
+}
+
+YAVANNA_UPROOT = add_spell
+{
+ ["name"] = "Uproot",
+ ["school"] = {SCHOOL_YAVANNA},
+ ["level"] = 35,
+ ["mana"] = 250,
+ ["mana_max"] = 350,
+ ["fail"] = 95,
+ -- Uses piety to cast
+ ["piety"] = TRUE,
+ ["stat"] = A_WIS,
+ ["random"] = SKILL_SPIRITUALITY,
+ ["spell"] = function()
+ local m_idx, x, y, c_ptr, ret, dir
+
+ ret, dir = get_rep_dir()
+ if ret == FALSE then return end
+ y, x = explode_dir(dir)
+ y, x = y + player.py, x + player.px
+ c_ptr = cave(y, x)
+
+ if c_ptr.feat == FEAT_TREES then
+ cave_set_feat(y, x, FEAT_GRASS);
+
+ -- Summon it
+ y, x = find_position(y, x)
+ m_idx = place_monster_one(y, x, test_monster_name("Ent"), 0, FALSE, MSTATUS_FRIEND)
+
+ -- level it
+ if m_idx ~= 0 then
+ monster_set_level(m_idx, 30 + get_level(YAVANNA_UPROOT, 70))
+ end
+
+ msg_print("The tree awakes!");
+ else
+ msg_print("There is no tree there.")
+ end
+ return TRUE
+ end,
+ ["info"] = function()
+ return "lev "..(30 + get_level(YAVANNA_UPROOT, 70))
+ end,
+ ["desc"] = {
+ "Awakes a tree to help you battle the forces of Morgoth",
+ }
+}
diff --git a/lib/scpt/spells.lua b/lib/scpt/spells.lua
new file mode 100644
index 00000000..2f90c10b
--- /dev/null
+++ b/lib/scpt/spells.lua
@@ -0,0 +1,475 @@
+--
+-- This file takes care of the schools of magic
+--
+
+-- Create the schools
+SCHOOL_MANA = add_school
+{
+ ["name"] = "Mana",
+ ["skill"] = SKILL_MANA,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Eru Iluvatar provides the Mana school at half the prayer skill
+ [GOD_ERU] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 2,
+ },
+ },
+ ["hooks"] =
+ {
+ [HOOK_CALC_MANA] = function(msp)
+ if get_skill(SKILL_MANA) >= 35 then
+ msp = msp + (msp * ((get_skill(SKILL_MANA) - 34)) / 100)
+ return TRUE, msp
+ end
+ end
+ },
+}
+SCHOOL_FIRE = add_school
+{
+ ["name"] = "Fire",
+ ["skill"] = SKILL_FIRE,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+}
+SCHOOL_AIR = add_school
+{
+ ["name"] = "Air",
+ ["skill"] = SKILL_AIR,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ if get_skill(SKILL_AIR) >= 50 then
+ player.magical_breath = TRUE
+ end
+ end,
+ },
+ ["gods"] =
+ {
+ -- Manwe Sulimo provides the Air school at 2/3 the prayer skill
+ [GOD_MANWE] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 2,
+ ["div"] = 3,
+ },
+ },
+}
+SCHOOL_WATER = add_school
+{
+ ["name"] = "Water",
+ ["skill"] = SKILL_WATER,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["hooks"] =
+ {
+ [HOOK_CALC_BONUS] = function()
+ if get_skill(SKILL_WATER) >= 30 then
+ player.water_breath = TRUE
+ end
+ end,
+ },
+ ["gods"] =
+ {
+ -- Yavanna Kementari provides the Water school at 1/2 the prayer skill
+ [GOD_YAVANNA] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 2,
+ },
+ },
+}
+SCHOOL_EARTH = add_school
+{
+ ["name"] = "Earth",
+ ["skill"] = SKILL_EARTH,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Tulkas provides the Earth school at 4/5 the prayer skill
+ [GOD_TULKAS] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 4,
+ ["div"] = 5,
+ },
+ -- Yavanna Kementari provides the Earth school at 1/2 the prayer skill
+ [GOD_YAVANNA] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 2,
+ },
+ },
+}
+SCHOOL_CONVEYANCE = add_school
+{
+ ["name"] = "Conveyance",
+ ["skill"] = SKILL_CONVEYANCE,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Manwe Sulimo provides the Conveyance school at 1/2 the prayer skill
+ [GOD_MANWE] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 2,
+ },
+ },
+}
+SCHOOL_GEOMANCY = add_school
+{
+ ["name"] = "Geomancy",
+ ["skill"] = SKILL_GEOMANCY,
+ ["spell_power"] = TRUE,
+ -- Require to wield a Mage Staff, as the spells requries the caster to stomp the floor with it
+ ["depend"] = function()
+ -- Require at least one point in each school
+ if get_skill(SKILL_FIRE) == 0 then return end
+ if get_skill(SKILL_AIR) == 0 then return end
+ if get_skill(SKILL_EARTH) == 0 then return end
+ if get_skill(SKILL_WATER) == 0 then return end
+
+ local obj = get_object(INVEN_WIELD)
+ if (obj.k_idx > 0) and (obj.tval == TV_MSTAFF) then return TRUE end
+ end,
+}
+SCHOOL_DIVINATION = add_school
+{
+ ["name"] = "Divination",
+ ["skill"] = SKILL_DIVINATION,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Eru Iluvatar provides the Divination school at 2/3 the prayer skill
+ [GOD_ERU] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 2,
+ ["div"] = 3,
+ },
+ },
+}
+SCHOOL_TEMPORAL = add_school
+{
+ ["name"] = "Temporal",
+ ["skill"] = SKILL_TEMPORAL,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Yavanna Kementari provides the Temporal school at 1/6 the prayer skill
+ [GOD_YAVANNA] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 6,
+ },
+ },
+}
+SCHOOL_NATURE = add_school
+{
+ ["name"] = "Nature",
+ ["skill"] = SKILL_NATURE,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Yavanna Kementari provides the Nature school at 1/2 the prayer skill
+ [GOD_YAVANNA] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 2,
+ },
+ },
+}
+SCHOOL_META = add_school
+{
+ ["name"] = "Meta",
+ ["skill"] = SKILL_META,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Manwe Sulimo provides the Meta school at 1/3 the prayer skill
+ [GOD_MANWE] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 3,
+ },
+ },
+}
+SCHOOL_MIND = add_school
+{
+ ["name"] = "Mind",
+ ["skill"] = SKILL_MIND,
+ ["spell_power"] = TRUE,
+ ["sorcery"] = TRUE,
+ ["gods"] =
+ {
+ -- Eru Iluvatar provides the Mind school at 1/3 the prayer skill
+ [GOD_ERU] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 3,
+ },
+ -- Melkor Bauglir provides the Mind school at 1/3 the prayer skill
+ [GOD_MELKOR] =
+ {
+ ["skill"] = SKILL_PRAY,
+ ["mul"] = 1,
+ ["div"] = 3,
+ },
+ },
+}
+SCHOOL_UDUN = add_school
+{
+ ["name"] = "Udun",
+ ["skill"] = SKILL_UDUN,
+ ["bonus_level"] = function()
+ return ((player.lev * 2) / 3)
+ end,
+}
+SCHOOL_DEMON = add_school
+{
+ ["name"] = "Demon",
+ ["skill"] = SKILL_DAEMON,
+ ["no_random"] = TRUE,
+}
+
+-- The God specific schools, all tied to the prayer skill
+SCHOOL_ERU = add_school
+{
+ ["name"] = "Eru Iluvatar",
+ ["skill"] = SKILL_PRAY,
+ ["spell_power"] = TRUE,
+ ["god"] = GOD_ERU,
+}
+SCHOOL_MANWE = add_school
+{
+ ["name"] = "Manwe Sulimo",
+ ["skill"] = SKILL_PRAY,
+ ["spell_power"] = TRUE,
+ ["god"] = GOD_MANWE,
+}
+SCHOOL_TULKAS = add_school
+{
+ ["name"] = "Tulkas",
+ ["skill"] = SKILL_PRAY,
+ ["spell_power"] = TRUE,
+ ["god"] = GOD_TULKAS,
+}
+SCHOOL_MELKOR = add_school
+{
+ ["name"] = "Melkor Bauglir",
+ ["skill"] = SKILL_PRAY,
+ ["spell_power"] = TRUE,
+ ["god"] = GOD_MELKOR,
+}
+SCHOOL_YAVANNA = add_school
+{
+ ["name"] = "Yavanna Kementari",
+ ["skill"] = SKILL_PRAY,
+ ["spell_power"] = TRUE,
+ ["god"] = GOD_YAVANNA,
+}
+
+-- Not a real school, rather a palcehodler for stick only spells
+SCHOOL_DEVICE = add_school
+{
+ ["name"] = "Device",
+ ["skill"] = SKILL_DEVICE,
+}
+
+-- Music "spells"
+SCHOOL_MUSIC = add_school
+{
+ ["name"] = "Music",
+ ["skill"] = SKILL_MUSIC,
+}
+
+-- Put some spells
+tome_dofile("s_fire.lua")
+tome_dofile("s_mana.lua")
+tome_dofile("s_water.lua")
+tome_dofile("s_air.lua")
+tome_dofile("s_earth.lua")
+tome_dofile("s_convey.lua")
+tome_dofile("s_nature.lua")
+tome_dofile("s_divin.lua")
+tome_dofile("s_tempo.lua")
+tome_dofile("s_meta.lua")
+tome_dofile("s_mind.lua")
+tome_dofile("s_udun.lua")
+tome_dofile("s_geom.lua")
+
+-- God's specific spells
+tome_dofile("s_eru.lua")
+tome_dofile("s_manwe.lua")
+tome_dofile("s_tulkas.lua")
+tome_dofile("s_melkor.lua")
+tome_dofile("s_yavann.lua")
+
+-- Specific schools
+tome_dofile("s_demon.lua")
+
+-- Device spells
+tome_dofile("s_stick.lua")
+
+-- Musics
+tome_dofile("s_music.lua")
+
+-- List of spellbooks
+
+-- Create the crystal of mana
+school_book[0] = {
+ MANATHRUST, DELCURSES, RESISTS, MANASHIELD,
+}
+
+-- The book of the eternal flame
+school_book[1] = {
+ GLOBELIGHT, FIREGOLEM, FIREFLASH, FIREWALL, FIERYAURA,
+}
+
+-- The book of the blowing winds
+school_book[2] = {
+ NOXIOUSCLOUD, POISONBLOOD, INVISIBILITY, STERILIZE, AIRWINGS, THUNDERSTORM,
+}
+
+-- The book of the impenetrable earth
+school_book[3] = {
+ STONESKIN, DIG, STONEPRISON, SHAKE, STRIKE,
+}
+
+-- The book of the unstopable wave
+school_book[4] = {
+ GEYSER, VAPOR, ENTPOTION, TIDALWAVE, ICESTORM
+}
+
+-- Create the book of translocation
+school_book[5] = {
+ BLINK, DISARM, TELEPORT, TELEAWAY, RECALL, PROBABILITY_TRAVEL,
+}
+
+-- Create the book of the tree
+school_book[6] = {
+ GROWTREE, HEALING, RECOVERY, REGENERATION, SUMMONANNIMAL,
+}
+
+-- Create the book of Knowledge
+school_book[7] = {
+ SENSEMONSTERS, SENSEHIDDEN, REVEALWAYS, IDENTIFY, VISION, STARIDENTIFY,
+}
+
+-- Create the book of the Time
+school_book[8] = {
+ MAGELOCK, SLOWMONSTER, ESSENCESPEED, BANISHMENT,
+}
+
+-- Create the book of meta spells
+school_book[9] = {
+ RECHARGE, DISPERSEMAGIC, SPELLBINDER, TRACKER, INERTIA_CONTROL,
+}
+
+-- Create the book of the mind
+school_book[10] = {
+ CHARM, CONFUSE, ARMOROFFEAR, STUN,
+}
+
+-- Create the book of hellflame
+school_book[11] = {
+ DRAIN, GENOCIDE, WRAITHFORM, FLAMEOFUDUN,
+}
+
+-- Create the book of eru
+school_book[20] = {
+ ERU_SEE, ERU_LISTEN, ERU_UNDERSTAND, ERU_PROT,
+}
+
+-- Create the book of manwe
+school_book[21] = {
+ MANWE_BLESS, MANWE_SHIELD, MANWE_CALL, MANWE_AVATAR,
+}
+
+-- Create the book of tulkas
+school_book[22] = {
+ TULKAS_AIM, TULKAS_SPIN, TULKAS_WAVE,
+}
+
+-- Create the book of melkor
+school_book[23] = {
+ MELKOR_CURSE, MELKOR_CORPSE_EXPLOSION, MELKOR_MIND_STEAL,
+}
+
+-- Create the book of yavanna
+school_book[24] = {
+ YAVANNA_CHARM_ANIMAL, YAVANNA_GROW_GRASS, YAVANNA_TREE_ROOTS, YAVANNA_WATER_BITE, YAVANNA_UPROOT,
+}
+
+-- Create the book of beginner's cantrip
+school_book[50] = {
+ MANATHRUST, GLOBELIGHT, ENTPOTION, BLINK, SENSEMONSTERS, SENSEHIDDEN,
+}
+
+-- Create the book of teleporatation
+school_book[51] = {
+ BLINK, TELEPORT, TELEAWAY
+}
+
+-- Create the book of summoning
+school_book[52] = {
+ FIREGOLEM, SUMMONANNIMAL
+}
+
+
+-- Create the Armageddon Demonblade
+school_book[55] = {
+ DEMON_BLADE, DEMON_MADNESS, DEMON_FIELD,
+}
+
+-- Create the Shield Demonblade
+school_book[56] = {
+ DOOM_SHIELD, DEMON_CLOAK, UNHOLY_WORD,
+}
+
+-- Create the Control Demonblade
+school_book[57] = {
+ DEMON_SUMMON, DISCHARGE_MINION, CONTROL_DEMON,
+}
+
+-- Create the Drums
+school_book[58] = {
+ MUSIC_STOP, MUSIC_HOLD, MUSIC_CONF, MUSIC_STUN,
+}
+
+-- Create the Harps
+school_book[59] = {
+ MUSIC_STOP, MUSIC_LITE, MUSIC_HERO, MUSIC_HEAL, MUSIC_TIME, MUSIC_MIND,
+}
+
+-- Create the Horns
+school_book[60] = {
+ MUSIC_STOP, MUSIC_BLOW, MUSIC_WIND, MUSIC_YLMIR, MUSIC_AMBARKANTA,
+}
+
+-- Book of the Player, filled in by the Library Quest
+school_book[61] = { }
+
+-- Geomancy spells, not a real book
+school_book[62] = {
+ CALL_THE_ELEMENTS, CHANNEL_ELEMENTS, ELEMENTAL_WAVE, VAPORIZE, GEOLYSIS, DRIPPING_TREAD, GROW_BARRIER, ELEMENTAL_MINION
+}
diff --git a/lib/scpt/stores.lua b/lib/scpt/stores.lua
new file mode 100644
index 00000000..03d29e6e
--- /dev/null
+++ b/lib/scpt/stores.lua
@@ -0,0 +1,132 @@
+-- Whats shops can buy what
+store_buy_list
+{
+ ["General Store"] =
+ {
+ TV_CORPSE,
+ TV_FOOD,
+ TV_LITE,
+ TV_FLASK,
+ TV_SPIKE,
+ TV_SHOT,
+ TV_ARROW,
+ TV_BOLT,
+ TV_DIGGING,
+ TV_CLOAK,
+ TV_BOTTLE,
+ },
+ ["Armoury"] =
+ {
+ TV_BOOTS,
+ TV_GLOVES,
+ TV_CROWN,
+ TV_HELM,
+ TV_SHIELD,
+ TV_CLOAK,
+ TV_SOFT_ARMOR,
+ TV_HARD_ARMOR,
+ TV_DRAG_ARMOR,
+ },
+ ["Weaponsmith"] =
+ {
+ TV_SHOT,
+ TV_BOLT,
+ TV_ARROW,
+ TV_BOOMERANG,
+ TV_BOW,
+ TV_DIGGING,
+ TV_HAFTED,
+ TV_POLEARM,
+ TV_SWORD,
+ TV_AXE,
+ TV_MSTAFF,
+ },
+ -- We use a function because we want to restrict to blessed weapons and god spells
+ ["Temple"] = function (obj)
+ if obj.tval == TV_DRUID_BOOK then return TRUE
+ elseif obj.tval == TV_BOOK and obj.sval == 255 and (can_spell_random(obj.pval) == SKILL_SPIRITUALITY) then return TRUE
+ elseif obj.tval == TV_SCROLL then return TRUE
+ elseif obj.tval == TV_POTION2 then return TRUE
+ elseif obj.tval == TV_POTION then return TRUE
+ elseif obj.tval == TV_HAFTED then return TRUE
+ elseif obj.tval == TV_POLEARM and is_blessed(obj) == TRUE then return TRUE
+ elseif obj.tval == TV_SWORD and is_blessed(obj) == TRUE then return TRUE
+ elseif obj.tval == TV_AXE and is_blessed(obj) == TRUE then return TRUE
+ elseif obj.tval == TV_BOOMERANG and is_blessed(obj) == TRUE then return TRUE
+ end
+ end,
+ ["Alchemy shop"] =
+ {
+ TV_SCROLL,
+ TV_POTION2,
+ TV_POTION,
+ TV_BATERIE,
+ TV_BOTTLE,
+ },
+ -- We use a function because we dont want god spells
+ ["Magic shop"] = function (obj)
+ local buy =
+ {
+ [TV_SYMBIOTIC_BOOK] = TRUE,
+ [TV_AMULET] = TRUE,
+ [TV_RING] = TRUE,
+ [TV_STAFF] = TRUE,
+ [TV_WAND] = TRUE,
+ [TV_ROD] = TRUE,
+ [TV_ROD_MAIN] = TRUE,
+ [TV_SCROLL] = TRUE,
+ [TV_POTION2] = TRUE,
+ [TV_POTION] = TRUE,
+ [TV_MSTAFF] = TRUE,
+ [TV_RANDART] = TRUE,
+ }
+
+ if obj.tval == TV_BOOK and obj.sval == 255 and (can_spell_random(obj.pval) == SKILL_MAGIC) then return TRUE
+ elseif obj.tval == TV_BOOK and obj.sval ~= 255 then return TRUE
+ elseif buy[obj.tval] == TRUE then return TRUE
+ end
+ end,
+ -- Black markets wants ALL!
+ ["Black Market"] = function (obj)
+ return TRUE
+ end,
+ ["Book Store"] =
+ {
+ TV_BOOK,
+ TV_SYMBIOTIC_BOOK,
+ TV_MUSIC_BOOK,
+ TV_DAEMON_BOOK,
+ TV_DRUID_BOOK,
+ },
+ ["Pet Shop"] =
+ {
+ TV_EGG,
+ },
+}
+
+-- Take care to have Magic shop/Temple have specific spells only
+add_hooks
+{
+ [HOOK_STORE_STOCK] = function (index, name, level)
+ if name == "Magic shop" then
+ -- Books
+ if magik(20) == TRUE then
+ object_prep(obj_forge, lookup_kind(TV_BOOK, 255))
+ local spell = get_random_spell(SKILL_MAGIC, 20)
+ if spell > -1 then
+ obj_forge.pval = spell
+ return TRUE, obj_forge
+ end
+ end
+ elseif name == "Temple" then
+ if magik(20) == TRUE then
+ object_prep(obj_forge, lookup_kind(TV_BOOK, 255))
+ local spell = get_random_spell(SKILL_SPIRITUALITY, 20)
+ if spell > -1 then
+ obj_forge.pval = spell
+ return TRUE, obj_forge
+ end
+ end
+ end
+ end,
+}