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-- 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"
}
}
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