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-- 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() quest_god_describe() 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,
},
["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)
quest_god_player_level_hook(gained)
end,
[HOOK_LEVEL_END_GEN] = function()
quest_god_level_end_gen_hook()
end,
[HOOK_ENTER_DUNGEON] = function(d_idx)
quest_god_enter_dungeon_hook(d_idx)
end,
[HOOK_GEN_LEVEL_BEGIN] = function()
quest_god_enter_dungeon_hook(current_dungeon_idx)
end,
[HOOK_STAIR] = function()
quest_god_enter_dungeon_hook(current_dungeon_idx)
end,
[HOOK_GET] = function(o_ptr, item)
return quest_god_get_hook(item)
end,
[HOOK_CHAR_DUMP] = function()
return quest_god_char_dump()
end,
},
}
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