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-- Geomancy school
function geomancy_random_wall(y, x)
local c_ptr = cave(y, x)
-- Do not destroy permanent things
if cave_is(c_ptr, FF1_PERMANENT) ~= FALSE then return end
local feat = nil
local table =
{
[1] = { SKILL_FIRE, FEAT_SANDWALL, 1},
[2] = { SKILL_WATER, FEAT_TREES, 1},
[3] = { SKILL_WATER, FEAT_ICE_WALL, 12},
[4] = { SKILL_EARTH, FEAT_WALL_EXTRA, 1},
}
while feat == nil do
local t = table[randint(getn(table))]
-- Do we meet the requirements ?
-- And then select the features based on skill proportions
if get_skill(t[1]) >= t[3] and magik(get_skill_scale(t[1], 100)) == TRUE then
feat = t[2]
end
end
cave_set_feat(y, x, feat)
end
GF_ELEMENTAL_WALL = add_spell_type
{
["color"] = { TERM_GREEN, 0 },
["angry"] = function() return TRUE, FALSE end,
["grid"] = function(who, dam, rad, y, x)
if player.py ~= y or player.px ~= x then
geomancy_random_wall(y, x)
end
end,
}
function geomancy_random_floor(y, x, kill_wall)
local c_ptr = cave(y, x)
-- Do not destroy permanent things
if cave_is(c_ptr, FF1_PERMANENT) ~= FALSE then return end
if not kill_wall then
if cave_is(c_ptr, FF1_FLOOR) ~= TRUE then return end
end
local feat = nil
local table =
{
[1] = { SKILL_FIRE, FEAT_SAND, 1},
[2] = { SKILL_FIRE, FEAT_SHAL_LAVA, 8},
[3] = { SKILL_FIRE, FEAT_DEEP_LAVA, 18},
[4] = { SKILL_WATER, FEAT_SHAL_WATER, 1},
[5] = { SKILL_WATER, FEAT_DEEP_WATER, 8},
[6] = { SKILL_WATER, FEAT_ICE, 18},
[7] = { SKILL_EARTH, FEAT_GRASS, 1},
[8] = { SKILL_EARTH, FEAT_FLOWER, 8},
[9] = { SKILL_EARTH, FEAT_DARK_PIT, 18},
}
while feat == nil do
local t = table[randint(getn(table))]
-- Do we meet the requirements ?
-- And then select the features based on skill proportions
if get_skill(t[1]) >= t[3] and magik(get_skill_scale(t[1], 100)) == TRUE then
feat = t[2]
end
end
cave_set_feat(y, x, feat)
end
GF_ELEMENTAL_GROWTH = add_spell_type
{
["color"] = { TERM_GREEN, 0 },
["angry"] = function() return TRUE, FALSE end,
["grid"] = function(who, dam, rad, y, x)
geomancy_random_floor(y, x)
end,
}
CALL_THE_ELEMENTS = add_spell
{
["name"] = "Call the Elements",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 1,
["mana"] = 2,
["mana_max"] = 20,
["fail"] = 10,
-- Unnafected by blindness
["blind"] = FALSE,
["random"] = 0,
["spell"] = function()
local ret, dir = 0, 0
if get_level(CALL_THE_ELEMENTS) >= 17 then
ret, dir = get_aim_dir()
if ret == FALSE then return end
end
fire_ball(GF_ELEMENTAL_GROWTH, dir, 1, 1 + get_level(CALL_THE_ELEMENTS, 5, 0))
return TRUE
end,
["info"] = function()
return "rad "..(1 + get_level(CALL_THE_ELEMENTS, 5, 0))
end,
["desc"] = {
"Randomly creates various elements around you",
"Each type of element chance is controlled by your level",
"in the corresponding skill",
"At level 17 it can be targeted",
}
}
-- Seperate function because an other spell needs it
function channel_the_elements(y, x, level, silent)
local t =
{
-- Earth stuff
[FEAT_GRASS] = function()
hp_player(player.mhp * (5 + get_skill_scale(SKILL_EARTH, 20)) / 100)
end,
[FEAT_FLOWER] = function()
hp_player(player.mhp * (5 + get_skill_scale(SKILL_EARTH, 30)) / 100)
end,
[FEAT_DARK_PIT] = function()
local ret, dir = get_aim_dir()
if ret == FALSE then return end
local type = GF_DARK
if get_skill(SKILL_EARTH) >= 18 then type = GF_NETHER end
fire_bolt(type, dir, damroll(10, get_skill(SKILL_EARTH)))
end,
-- Water stuff
[FEAT_SHAL_WATER] = function()
local ret, dir = get_aim_dir()
if ret == FALSE then return end
local type = GF_WATER
if get_skill(SKILL_WATER) >= 18 then type = GF_WAVE end
if get_skill(SKILL_WATER) >= 8 then
fire_beam(type, dir, damroll(3, get_skill(SKILL_WATER)))
else
fire_bolt(type, dir, damroll(3, get_skill(SKILL_WATER)))
end
end,
[FEAT_DEEP_WATER] = function()
local ret, dir = get_aim_dir()
if ret == FALSE then return end
local type = GF_WATER
if get_skill(SKILL_WATER) >= 18 then type = GF_WAVE end
if get_skill(SKILL_WATER) >= 8 then
fire_beam(type, dir, damroll(5, get_skill(SKILL_WATER)))
else
fire_bolt(type, dir, damroll(5, get_skill(SKILL_WATER)))
end
end,
[FEAT_ICE] = function()
local ret, dir = get_aim_dir()
if ret == FALSE then return end
if get_skill(SKILL_WATER) >= 12 then
fire_ball(GF_ICE, dir, get_skill_scale(SKILL_WATER, 340), 3)
else
fire_bolt(GF_ICE, dir, damroll(3, get_skill(SKILL_WATER)))
end
end,
-- Fire stuff
[FEAT_SAND] = function()
local type
if (get_level(FIERYAURA, 50) >= 8) then
type = SHIELD_GREAT_FIRE
else
type = SHIELD_FIRE
end
local dur = randint(20) + %level + get_skill(SKILL_AIR)
set_shield(dur, 0, type, 5 + get_skill_scale(SKILL_FIRE, 20), 5 + get_skill_scale(SKILL_FIRE, 14))
set_blind(dur)
end,
[FEAT_SHAL_LAVA] = function()
local ret, dir = get_aim_dir()
if ret == FALSE then return end
if get_skill(SKILL_FIRE) >= 15 then
fire_bolt(GF_HELL_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15))
else
fire_bolt(GF_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15))
end
end,
[FEAT_DEEP_LAVA] = function()
local ret, dir = get_aim_dir()
if ret == FALSE then return end
if get_skill(SKILL_FIRE) >= 15 then
fire_ball(GF_HELL_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15), 3)
else
fire_ball(GF_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15), 3)
end
end,
}
if t[cave(y, x).feat] then
t[cave(y, x).feat]()
if magik(100 - level) == TRUE then
if cave(y, x).feat == FEAT_FLOWER then
cave_set_feat(y, x, FEAT_GRASS)
else
cave_set_feat(y, x, FEAT_FLOOR)
end
msg_print("The area is drained.")
end
elseif not silent then
msg_print("You cannot channel this area.")
end
end
CHANNEL_ELEMENTS = add_spell
{
["name"] = "Channel Elements",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 3,
["mana"] = 3,
["mana_max"] = 30,
["fail"] = 20,
-- Unnafected by blindness
["blind"] = FALSE,
["random"] = 0,
["spell"] = function()
channel_the_elements(player.py, player.px, get_level(CHANNEL_ELEMENTS), nil)
return TRUE
end,
["info"] = function()
return ""
end,
["desc"] = {
"Draws on the caster's immediate environs to form an attack or other effect.",
"Grass/Flower heals.",
"Water creates water bolt attacks.",
"Ice creates ice bolt attacks.",
"Sand creates a wall of thick, blinding, burning sand around you.",
"Lava creates fire bolt attacks.",
"Deep lava creates fire ball attacks.",
"Chasm creates darkness bolt attacks.",
"At Earth level 18, darkness becomes nether.",
"At Water level 8, water attacks become beams with a striking effect.",
"At Water level 12, ice attacks become balls of ice shards.",
"At Water level 18, water attacks push monsters back.",
"At Fire level 15, fire become hellfire.",
}
}
ELEMENTAL_WAVE = add_spell
{
["name"] = "Elemental Wave",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 15,
["mana"] = 15,
["mana_max"] = 50,
["fail"] = 20,
-- Unnafected by blindness
["blind"] = FALSE,
["random"] = 0,
["spell"] = function()
local ret, dir = get_rep_dir()
if ret == FALSE then return end
local y, x = explode_dir(dir)
y = y + player.py
x = x + player.px
local t =
{
-- Earth stuff
[FEAT_GRASS] = { GF_POIS, GF_POIS, 10 + get_skill_scale(SKILL_EARTH, 200) },
[FEAT_FLOWER] = { GF_POIS, GF_POIS, 10 + get_skill_scale(SKILL_EARTH, 300) },
-- cannot turn chasm into a wave
-- Water stuff
[FEAT_SHAL_WATER] = { GF_WATER, GF_WATER, 10 + get_skill_scale(SKILL_WATER, 200) },
[FEAT_DEEP_WATER] = { GF_WATER, GF_WATER, 10 + get_skill_scale(SKILL_WATER, 300) },
[FEAT_ICE] = { GF_ICE, GF_ICE, 10 + get_skill_scale(SKILL_WATER, 200) },
-- Fire stuff
[FEAT_SAND] = { GF_LITE, GF_LITE, 10 + get_skill_scale(SKILL_FIRE, 400) },
[FEAT_SHAL_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 10 + get_skill_scale(SKILL_FIRE, 200) },
[FEAT_DEEP_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 10 + get_skill_scale(SKILL_FIRE, 300) },
}
local effect = t[cave(y, x).feat]
if not effect then
msg_print("You cannot channel this area.")
else
local typ = effect[1]
if get_level(ELEMENTAL_WAVE) >= 20 then typ = effect[2] end
cave_set_feat(y, x, FEAT_FLOOR)
fire_wave(typ, 0, effect[3], 0, 6 + get_level(ELEMENTAL_WAVE, 20), EFF_WAVE + EFF_LAST + getglobal("EFF_DIR"..dir))
end
return TRUE
end,
["info"] = function()
return ""
end,
["desc"] = {
"Draws on an adjacent special square to project a slow-moving",
"wave of that element in that direction",
"Abyss squares cannot be channeled into a wave.",
}
}
VAPORIZE = add_spell
{
["name"] = "Vaporize",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 4,
["mana"] = 3,
["mana_max"] = 30,
["fail"] = 15,
-- Unnafected by blindness
["blind"] = FALSE,
-- Must have at least 4 Air
["random"] = 0,
["depend"] = function()
if get_skill(SKILL_AIR) >= 4 then return TRUE end
end,
["spell"] = function()
local t =
{
-- Earth stuff
[FEAT_GRASS] = { GF_POIS, GF_POIS, 5 + get_skill_scale(SKILL_EARTH, 100) },
[FEAT_FLOWER] = { GF_POIS, GF_POIS, 5 + get_skill_scale(SKILL_EARTH, 150) },
[FEAT_DARK_PIT] = { GF_DARK, GF_DARK, 5 + get_skill_scale(SKILL_EARTH, 200) },
-- Water stuff
[FEAT_SHAL_WATER] = { GF_WATER, GF_WATER, 5 + get_skill_scale(SKILL_WATER, 100) },
[FEAT_DEEP_WATER] = { GF_WATER, GF_WATER, 5 + get_skill_scale(SKILL_WATER, 150) },
[FEAT_ICE] = { GF_ICE, GF_ICE, 5 + get_skill_scale(SKILL_WATER, 100) },
-- Fire stuff
[FEAT_SAND] = { GF_LITE, GF_LITE, 5 + get_skill_scale(SKILL_FIRE, 200) },
[FEAT_SHAL_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 5 + get_skill_scale(SKILL_FIRE, 100) },
[FEAT_DEEP_LAVA] = { GF_FIRE, GF_HOLY_FIRE, 5 + get_skill_scale(SKILL_FIRE, 150) },
}
local effect = t[cave(player.py, player.px).feat]
if not effect then
msg_print("You cannot channel this area.")
else
local typ = effect[1]
if get_level(VAPORIZE) >= 20 then typ = effect[2] end
cave_set_feat(player.py, player.px, FEAT_FLOOR)
fire_cloud(typ, 0, effect[3], 1 + get_level(VAPORIZE, 4), 10 + get_level(VAPORIZE, 20))
end
return TRUE
end,
["info"] = function()
return "rad "..(1 + get_level(VAPORIZE, 4)).." dur "..(10 + get_level(VAPORIZE, 20))
end,
["desc"] = {
"Draws upon your immediate environs to form a cloud of damaging vapors",
}
}
geomancy_can_tunnel =
{
[FEAT_WALL_EXTRA] = TRUE,
[FEAT_WALL_OUTER] = TRUE,
[FEAT_WALL_INNER] = TRUE,
[FEAT_WALL_SOLID] = TRUE,
[FEAT_MAGMA] = TRUE,
[FEAT_QUARTZ] = TRUE,
[FEAT_MAGMA_H] = TRUE,
[FEAT_QUARTZ_H] = TRUE,
[FEAT_MAGMA_K] = TRUE,
[FEAT_QUARTZ_K] = TRUE,
[FEAT_TREES] = TRUE,
[FEAT_DEAD_TREE] = TRUE,
[FEAT_SANDWALL] = TRUE,
[FEAT_SANDWALL_H] = TRUE,
[FEAT_SANDWALL_K] = TRUE,
[FEAT_ICE_WALL] = TRUE,
}
-- Dig & sprew
function geomancy_dig(oy, ox, dir, length)
local dy, dx = explode_dir(dir)
local y = dy + oy
local x = dx + ox
for i = 1, length do
local c_ptr = cave(y, x)
local ox = x - dx
local oy = y - dy
-- stop at the end of tunnelable things
if not geomancy_can_tunnel[c_ptr.feat] then break end
if geomancy_can_tunnel[cave(y - 1, x - 1).feat] then geomancy_random_wall(y - 1, x - 1) end
if geomancy_can_tunnel[cave(y - 1, x).feat] then geomancy_random_wall(y - 1, x) end
if geomancy_can_tunnel[cave(y - 1, x + 1).feat] then geomancy_random_wall(y - 1, x + 1) end
if geomancy_can_tunnel[cave(y, x - 1).feat] then geomancy_random_wall(y, x - 1) end
if geomancy_can_tunnel[cave(y, x + 1).feat] then geomancy_random_wall(y, x + 1) end
if geomancy_can_tunnel[cave(y + 1, x - 1).feat] then geomancy_random_wall(y + 1, x - 1) end
if geomancy_can_tunnel[cave(y + 1, x).feat] then geomancy_random_wall(y + 1, x) end
if geomancy_can_tunnel[cave(y + 1, x + 1).feat] then geomancy_random_wall(y + 1, x + 1) end
y = y + dy
x = x + dx
end
y = y - dy
x = x - dx
while (y ~= oy) or (x ~= ox) do
geomancy_random_floor(y, x, TRUE)
-- Should we branch ?
if magik(20) == TRUE then
local rot = 1
if magik(50) == TRUE then rot = -1 end
geomancy_dig(y, x, rotate_dir(dir, rot), length / 3)
end
y = y - dy
x = x - dx
end
end
GEOLYSIS = add_spell
{
["name"] = "Geolysis",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 7,
["mana"] = 15,
["mana_max"] = 40,
["fail"] = 15,
-- Unnafected by blindness
["blind"] = FALSE,
["random"] = 0,
-- Must have at least 7 Earth
["depend"] = function()
if get_skill(SKILL_EARTH) >= 7 then return TRUE end
end,
["spell"] = function()
local ret, dir = get_rep_dir()
if ret == FALSE then return end
msg_print("Elements recombine before you, laying down an open path.")
geomancy_dig(player.py, player.px, dir, 5 + get_level(GEOLYSIS, 12))
return TRUE
end,
["info"] = function()
return "length "..(5 + get_level(GEOLYSIS, 12))
end,
["desc"] = {
"Burrows deeply and slightly at random into a wall,",
"leaving behind tailings of various different sorts of walls in the passage.",
}
}
player.dripping_tread = 0
add_loadsave("player.dripping_tread", 0)
add_hooks
{
[HOOK_MOVED] = function(oy, ox)
if player.dripping_tread > 0 then
geomancy_random_floor(oy, ox)
player.dripping_tread = player.dripping_tread - 1
if player.dripping_tread == 0 then
msg_print("You stop dripping raw elemental energies.")
end
end
end
}
DRIPPING_TREAD = add_spell
{
["name"] = "Dripping Tread",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 10,
["mana"] = 15,
["mana_max"] = 25,
["fail"] = 15,
-- Unnafected by blindness
["blind"] = FALSE,
["random"] = 0,
-- Must have at least 10 Water
["depend"] = function()
if get_skill(SKILL_WATER) >= 10 then return TRUE end
end,
["spell"] = function()
if player.dripping_tread == 0 then
player.dripping_tread = randint(15) + 10 + get_level(DRIPPING_TREAD)
msg_print("You start dripping raw elemental energies.")
else
player.dripping_tread = 0
msg_print("You stop dripping raw elemental energies.")
end
return TRUE
end,
["info"] = function()
return "dur "..(10 + get_level(DRIPPING_TREAD)).."+d15 movs"
end,
["desc"] = {
"Causes you to leave random elemental forms behind as you walk",
}
}
GROW_BARRIER = add_spell
{
["name"] = "Grow Barrier",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 12,
["mana"] = 30,
["mana_max"] = 40,
["fail"] = 15,
-- Unnafected by blindness
["blind"] = FALSE,
["random"] = 0,
-- Must have at least 12 Earth
["depend"] = function()
if get_skill(SKILL_EARTH) >= 12 then return TRUE end
end,
["spell"] = function()
local ret, dir = 0, 0
if get_level(GROW_BARRIER) >= 20 then
ret, dir = get_aim_dir()
if ret == FALSE then return end
end
fire_ball(GF_ELEMENTAL_WALL, dir, 1, 1)
return TRUE
end,
["info"] = function()
return ""
end,
["desc"] = {
"Creates impassable terrain (walls, trees, etc.) around you.",
"At level 20 it can be projected around another area.",
}
}
ELEMENTAL_MINION = add_spell
{
["name"] = "Elemental Minion",
["school"] = {SCHOOL_GEOMANCY},
["level"] = 20,
["mana"] = 40,
["mana_max"] = 80,
["fail"] = 25,
-- Unnafected by blindness
["random"] = 0,
-- Must have at least 12 Earth
["spell"] = function()
local ret, dir = 0, 0
ret, dir = get_rep_dir()
if ret == FALSE then return end
local t =
{
[FEAT_WALL_EXTRA] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_WALL_OUTER] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_WALL_INNER] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_WALL_SOLID] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_MAGMA] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_QUARTZ] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_MAGMA_H] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_QUARTZ_H] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_MAGMA_K] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_QUARTZ_K] = { SKILL_EARTH, { "Earth elemental", "Xorn", "Xaren" } },
[FEAT_DARK_PIT] = { SKILL_AIR, { "Air elemental", "Ancient blue dragon", "Great Storm Wyrm", "Sky Drake" } },
[FEAT_SANDWALL] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
[FEAT_SANDWALL_H] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
[FEAT_SANDWALL_K] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
[FEAT_SHAL_LAVA] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
[FEAT_DEEP_LAVA] = { SKILL_FIRE, { "Fire elemental", "Ancient red dragon" } },
[FEAT_ICE_WALL] = { SKILL_WATER, { "Water elemental", "Water troll", "Water demon" } },
[FEAT_SHAL_WATER] = { SKILL_WATER, { "Water elemental", "Water troll", "Water demon" } },
[FEAT_DEEP_WATER] = { SKILL_WATER, { "Water elemental", "Water troll", "Water demon" } },
}
local y, x = explode_dir(dir)
y = y + player.py
x = x + player.px
local effect = t[cave(y, x).feat]
if not effect then
msg_print("You cannot summon from this area.")
else
local skill = effect[1]
local types = effect[2]
local max = get_skill_scale(skill, getn(types))
if max == 0 then max = 1 end
local r_idx = test_monster_name(types[rand_range(1, max)])
-- Summon it
local my, mx = find_position(y, x)
local m_idx = place_monster_one(my, mx, r_idx, 0, FALSE, MSTATUS_FRIEND)
-- level it
if m_idx ~= 0 then
monster_set_level(m_idx, 10 + get_level(ELEMENTAL_MINION, 120))
end
cave_set_feat(y, x, FEAT_FLOOR)
end
return TRUE
end,
["info"] = function()
return "min level "..(10 + get_level(ELEMENTAL_MINION, 120))
end,
["desc"] = {
"Summons a minion from a nearby element.",
"Walls can summon Earth elmentals, Xorns and Xarens",
"Dark Pits can summon Air elementals, Ancient blue dragons, Great Storm Wyrms",
"and Sky Drakes",
"Sandwalls and lava can summon Fire elementals and Ancient red dragons",
"Icewall, and water can summon Water elementals, Water trolls and Water demons",
}
}
|