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-- 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,
}
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