1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
|
-- Spells for Aule school
BOOK_AULE = 63
AULE_FIREBRAND = add_spell
{
["name"] = "Firebrand",
["school"] = {SCHOOL_AULE},
["level"] = 1,
["mana"] = 10,
["mana_max"] = 100,
["fail"] = 20,
["piety"] = TRUE,
["stat"] = A_WIS,
["random"] = SKILL_SPIRITUALITY,
["spell"] = function()
local type, rad
local level = get_level(AULE_FIREBRAND)
type = GF_FIRE
if (get_level(AULE_FIREBRAND) > 30) then
type = GF_HOLY_FIRE
end
rad = 0
if (level >= 15) then
rad = 1
end
return set_project(level + randint(20),
type, 4 + level, rad,
bor(PROJECT_STOP, PROJECT_KILL))
end,
["info"] = function()
local level = get_level(AULE_FIREBRAND)
return "dur "..(level).."+d20 dam "..(4 + level).."/blow"
end,
["desc"] = {
"Imbues your melee weapon with fire to deal more damage",
"At level 15 it spreads over a 1 radius zone around your target",
"At level 30 it deals holy fire damage"
}
}
AULE_ENCHANT_WEAPON = add_spell
{
["name"] = "Enchant Weapon",
["school"] = {SCHOOL_AULE},
["level"] = 10,
["mana"] = 100,
["mana_max"] = 200,
["fail"] = 20,
["piety"] = TRUE,
["stat"] = A_WIS,
["random"] = SKILL_SPIRITUALITY,
["spell"] = function()
local level = get_level(AULE_ENCHANT_WEAPON)
local num_h, num_d, num_p
local ret, item, obj
num_h = 1 + randint(level/12)
num_d = 0
num_p = 0
if (level >= 5) then
num_d = 1 + randint(level/12)
end
if (level >= 45) then
num_p = 1
end
--return enchant_spell(num_h, num_d, 0, num_p)
ret, item = get_item("Which object do you want to enchant?",
"You have no objects to enchant.",
bor(USE_INVEN),
function (obj)
if obj.name1 > 0 then return FALSE end
if (obj.tval == TV_MSTAFF) then
return TRUE
elseif (obj.tval == TV_BOW) then
return TRUE
elseif (obj.tval == TV_HAFTED) then
return TRUE
elseif (obj.tval == TV_POLEARM) then
return TRUE
elseif (obj.tval == TV_SWORD) then
return TRUE
elseif (obj.tval == TV_AXE) then
return TRUE
end
return FALSE
end
)
if ret == FALSE then return FALSE end
obj = get_object(item)
obj.to_h = obj.to_h + num_h
obj.to_d = obj.to_d + num_h
obj.pval = obj.pval + num_p
return TRUE
end,
["info"] = function()
return "tries "..(1 + get_level(AULE_ENCHANT_WEAPON)/12)
end,
["desc"] = {
"Tries to enchant a weapon to-hit",
"At level 5 it also enchants to-dam",
"At level 45 it enhances the special powers of magical weapons",
"The might of the enchantment increases with the level"
}
}
AULE_ENCHANT_ARMOUR = add_spell {
["name"] = "Enchant Armour",
["school"] = {SCHOOL_AULE},
["level"] = 15,
["mana"] = 100,
["mana_max"] = 200,
["fail"] = 20,
["piety"] = TRUE,
["stat"] = A_WIS,
["random"] = SKILL_SPIRITUALITY,
["spell"] = function()
local level = get_level(AULE_ENCHANT_ARMOUR)
local num_h, num_d, num_a, num_p
local ret, item, obj
num_a = 1 + randint(level/10)
num_h = 0
num_d = 0
num_p = 0
if (level >= 20) then
num_h = 1
num_d = 1
end
if (level >= 40) then
num_p = 1
end
--return enchant_spell(num_h, num_d, num_a, num_p)
ret, item = get_item("Which object do you want to enchant?",
"You have no objects to enchant.",
bor(USE_INVEN),
function (obj)
if obj.name1 > 0 then return FALSE end
if (obj.tval == TV_BOOTS) then
return TRUE
elseif (obj.tval == TV_GLOVES) then
return TRUE
elseif (obj.tval == TV_HELM) then
return TRUE
elseif (obj.tval == TV_CROWN) then
return TRUE
elseif (obj.tval == TV_SHIELD) then
return TRUE
elseif (obj.tval == TV_CLOAK) then
return TRUE
elseif (obj.tval == TV_SOFT_ARMOR) then
return TRUE
elseif (obj.tval == TV_HARD_ARMOR) then
return TRUE
elseif (obj.tval == TV_DRAG_ARMOR) then
return TRUE
end
return FALSE
end
)
if ret == FALSE then return FALSE end
obj = get_object(item)
obj.to_h = obj.to_h + num_h
obj.to_d = obj.to_d + num_h
obj.pval = obj.pval + num_p
obj.to_a = obj.to_a + num_h
return TRUE
end,
["info"] = function()
return "tries "..(1 + get_level(AULE_ENCHANT_ARMOUR)/10)
end,
["desc"] = {
"Tries to enchant a piece of armour",
"At level 20 it also enchants to-hit and to-dam",
"At level 40 it enhances the special powers of magical armour",
"The might of the enchantment increases with the level"
}
}
AULE_CHILD = add_spell
{
["name"] = "Child of Aule",
["school"] = {SCHOOL_AULE},
["level"] = 20,
["mana"] = 200,
["mana_max"] = 500,
["fail"] = 40,
["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("Dwarven warrior"), 0, FALSE, MSTATUS_FRIEND)
if m_idx ~= 0 then
monster_set_level(m_idx, 20 + get_level(AULE_CHILD, 70, 0))
return TRUE
end
end,
["info"] = function()
return "level "..(20 + get_level(AULE_CHILD, 70))
end,
["desc"] = {
"Summons a levelled Dwarven warrior to help you battle the forces",
"of Morgoth"
}
}
|