summaryrefslogtreecommitdiff
path: root/lib/scpt/s_fire.lua
blob: dbbf7604a69707fb8e16c2e71e5a2a731ac52341 (plain)
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
223
224
225
226
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"
	}
}