# Special-purpose globals
obscure_chance = 95
min_casttime = 200
# Schools of magic
CONST MAGIC = 340
CONST LIFE = 341
CONST WAR = 342
CONST TRANSMUTE = 343
CONST NATURE = 344
CONST ASTRAL = 345
# Elements
CONST ELT_NEUTRAL = 0
CONST ELT_WATER = 1
CONST ELT_EARTH = 2
CONST ELT_FIRE = 3
CONST ELT_WIND = 4
CONST ELT_POISON = 5
CONST ELT_SHADOW = 6
CONST ELT_HOLY = 7
CONST ELT_GHOST = 8
CONST ELT_UNDEAD = 9
# Schools of magic
CONST SC_HALT_REGENERATE = 195
CONST SC_FLYING_BACKPACK = 196
CONST SC_MBARRIER = 197
CONST SC_HASTE = 198
CONST SC_PHYS_SHIELD = 199
# Special effects
CONST SFX_DEFAULT = 10
CONST SFX_SUMMON_START = 21
CONST SFX_SUMMON_FIRE = 22
CONST SFX_TELEPORT = 24
CONST SFX_RAIN = 25
CONST SFX_HIT = 25
CONST SFX_ARROW_HAIL = 27
CONST SFX_BARRIER = 10
CONST SFX_UNBARRIER = 10
CONST SFX_HEAL = 3
CONST MAX_RAIN_SPELL_RADIUS = 20
CONST SCRIPT_XP = "MAGIC_EXPERIENCE"
CONST SCRIPT_XP_MASK = 0xffff
CONST SCRIPT_XP_SHIFT = 0
CONST SCRIPT_LASTSPELL_MASK = 0xff
CONST SCRIPT_LASTSPELL_SHIFT = 16
CONST DEBUG = 0
# Default sfx on caster
PROCEDURE default_effect() =
sfx(caster, school - MAGIC + 2, 0);
PROCEDURE sfx_generic(target) =
sfx(target, SFX_DEFAULT, 0);
PROCEDURE set_var(name, mask, shift, value) =
set_script_variable(caster, name, script_int(caster, name) & (neg (mask << shift)) | ((value & mask) << shift));
PROCEDURE gain_xp(gain) =
IF (level + 3 > skill(caster, MAGIC)) # Level 4 and 5 magic users don't gain anything from spell levels 0 resp. 0+1
THEN (
index = spell_index(self_spell);
last_index = (script_int(caster, SCRIPT_XP) >> SCRIPT_LASTSPELL_SHIFT) & SCRIPT_LASTSPELL_MASK;
last_xp = (script_int(caster, SCRIPT_XP) >> SCRIPT_XP_SHIFT) & SCRIPT_XP_MASK;
IF (index != last_index)
THEN ( # Some variation observed
xp = last_xp + gain;
IF (xp > SCRIPT_XP_MASK)
THEN xp = SCRIPT_XP_MASK;
CALL set_var(SCRIPT_XP, SCRIPT_XP_MASK, SCRIPT_XP_SHIFT, xp);
CALL set_var(SCRIPT_XP, SCRIPT_LASTSPELL_MASK, SCRIPT_LASTSPELL_SHIFT, index);
IF DEBUG THEN message(caster, "Spell xp = " + xp);
) ELSE IF DEBUG THEN message(caster, "Re-cast same spell, xp remain at " + last_xp);
)
PROCEDURE create_item(good_item, count, bad_item, difficulty) =
score = experience + random(min(spellpower, (experience / 3) + 1));
IF (score >= difficulty)
THEN create_item(caster, good_item, count);
ELSE (
score = score + random(luk(caster)) + random(luk(caster));
IF (score < difficulty / 3)
THEN (
message(caster, "Your spell backfires!");
IF (random(110) < (luk(caster)))
THEN itemheal(caster, 0 - ((level + 1) * (level + 2) * (3 + random(28))), 0);
ELSE itemheal(caster, 0 - (level + 1), 0);
) ELSE IF (score < (difficulty * 2) / 3)
THEN (
IF random(5) = 0
THEN (message(caster, "Your spell solidifies into the shape of a mysterious object!");
create_item(caster, "Iten", 1);)
ELSE message(caster, "Your spell escapes!");
) ELSE (
message(caster, "Your spell takes on a mind of its own!");
IF random(3) = 0
THEN create_item(caster, bad_item, 1);
)
)
# Increase spellpower by school and general magic skill
PROCEDURE adjust_spellpower(school) =
experience = (script_int(caster, SCRIPT_XP) >> SCRIPT_XP_SHIFT) & SCRIPT_XP_MASK;
spellpower = spellpower + (skill(caster, MAGIC) + skill(caster, school)) * 10;
# Below, we adjust by special items
IF ((school = LIFE || school = NATURE) && (target = partner(caster)))
THEN (spellpower = spellpower + 200;
IF is_equipped(caster, "WeddingRing")
THEN spellpower = spellpower + 50;
IF is_equipped(target, "WeddingRing")
THEN spellpower = spellpower + 50;)
PROCEDURE heal(target, max_heal) =
CALL default_effect();
IF caster <> target
THEN sfx(target, SFX_HEAL, 0);
power = spellpower + vit(caster);
power = min(max_heal, (max_heal * power) / 250);
itemheal(target, power, 0);
# Goes through instaheal instead of itemheal
PROCEDURE quickheal(target, power) =
CALL default_effect();
IF caster <> target
THEN sfx(target, SFX_HEAL, 0);
instaheal(target, power, 0);
# Can attack the target? Imports attack_range from dynamic environment
PROCEDURE attack_check(target) =
IF (not (line_of_sight(location(caster), location(target))))
THEN ABORT;
IF (not (rdistance(location(caster), location(target)) <= attack_range))
THEN ABORT;
# Cause elemental damage. bonus_elt grants an attack bonus, malus_elt reduces the attack. `effect' is the sfx ID.
PROCEDURE elt_damage(target, damage, dmgplus, bonus_elt, malus_elt, effect) =
d = damage + random(dmgplus);
IF (element(target) = malus_elt)
THEN d = d / 3;
IF (element(target) = bonus_elt)
THEN d = (d * (4 + element_level(target))) / 4;
#message(caster, "bonus=" + (element(target) = bonus_elt) + " malus=" + (element(target) = malus_elt) + " damage=" + damage + " + r(" + dmgplus + ") -> " + d);
sfx(target, effect, 0);
injure(caster, target, d, 0);
PROCEDURE melee_damage(target, damage, dmgplus) =
CALL attack_check(target);
d = damage + random(dmgplus);
injure(caster, target, d, 0);
PROCEDURE install_attack_spell(charges, base_delay, range, attack_animation) =
CALL default_effect();
attack_range = range;
override_attack(caster, charges, ((200 - agi(caster)) * base_delay) / 200,
range, 0, attack_animation);
PROCEDURE install_melee_spell(charges, base_delay, attack_animation) =
CALL install_attack_spell(charges, base_delay, 1, attack_animation);
PROCEDURE summon_spell(mob_id, count, delay, lifetime, control_level) =
CALL default_effect();
sfx(location, SFX_SUMMON_START, 0);
WAIT delay;
sfx(location, SFX_SUMMON_FIRE, 0);
spawn(rbox(location, 2), caster, mob_id,
if_then_else(skill(caster, ASTRAL) >= control_level, 2, 1), # pets when level is high enough
count, lifetime);
#--------------------------------------------------------------------------------
# Level 0 spells
#--------------------------------------------------------------------------------
SPELL transmute-wood-to-mouboo : "#T00" =
LET level = 0
school = TRANSMUTE
IN (MANA 5, CASTTIME 4000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS ["RawLog"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL create_item("MoubooFigurine", 1, "WarpedLog", 40);
CALL gain_xp(1);
SPELL make-sulphur : "#T01" =
LET level = 0
school = TRANSMUTE
IN (MANA 4, CASTTIME 4000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS ["PileOfAsh"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL create_item("SulphurPowder", 1 + spellpower / 100 + (random(max(1, 800 - spellpower)) / 180), "PileOfAsh", 50);
CALL gain_xp(1);
SPELL lesser-heal (target : STRING) : "#L00" =
LET level = 0
school = LIFE
IN (MANA 6, CASTTIME 500,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE if_then_else(failed(pc(target)), 1,
rdistance(location(caster), location(pc(target))) < 2 + (spellpower / 100)),
(COMPONENTS ["LifeStone"]))
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
IF failed(pc(target))
THEN target = caster; # quest handling goes here
ELSE target = pc(target);
CALL heal(target, 200);
CALL gain_xp(1);
SPELL flare-dart : "#W00" =
LET level = 0
school = WAR
IN (MANA 10, CASTTIME 500,
REQUIRE skill(caster, MAGIC) > level,
(REQUIRE skill(caster, school) > 2 OR COMPONENTS ["SulphurPowder"]))
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
damage = 5 * sqrt(spellpower);
damage_bonus = 5 + level(caster) / 3;
CALL install_attack_spell(3 + spellpower / 50,
1200,
4, 31);
CALL gain_xp(1);
ATTRIGGER CALL attack_check(target);
CALL elt_damage (target, damage, damage_bonus, ELT_WATER, ELT_FIRE, 15);
SPELL magic-blade : "#W01" =
LET level = 0
school = WAR
IN (MANA 9, CASTTIME 500,
REQUIRE skill(caster, MAGIC) > level)
=> ( COMPONENTS ["SharpKnife"] =>
EFFECT CALL adjust_spellpower(WAR);
CALL default_effect();
CALL install_melee_spell(10 + spellpower / 15, 1200, 30);
CALL gain_xp(1);
ATTRIGGER CALL melee_damage(target, 60, 5 + str(caster));
| COMPONENTS ["Knife"] =>
EFFECT CALL adjust_spellpower(WAR);
CALL default_effect();
CALL install_melee_spell(10 + spellpower / 15, 1200, 30);
CALL gain_xp(1);
ATTRIGGER CALL melee_damage(target, 40, 5 + str(caster));
)
SPELL aggravate : "#N00" =
LET level = 0
school = NATURE
IN (MANA 3, CASTTIME 1000,
REQUIRE skill(caster, MAGIC) > level)
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
FOREACH MOB target IN rbox(location(caster), 1 + spellpower / 20) DO
(CALL sfx_generic(target);
aggravate(target, 0, caster);)
LOCAL SPELL summon-maggots : "#A00" =
LET level = 0
school = ASTRAL
IN (MANA 21, CASTTIME 6000,
REQUIRE skill(caster, MAGIC) > level,
COMPONENTS ["MaggotSlime"])
=> EFFECT CALL adjust_spellpower(school);
CALL gain_xp(1);
CALL summon_spell(1002,
1 + ((sqrt(spellpower) + (spellpower / 15)) / 5),
5000 - (spellpower * 5),
10000 + (spellpower * 50), 1);
SPELL detect-magic : "#G00" =
LET level = 0
school = MAGIC
IN (MANA 3, CASTTIME 6000,
REQUIRE skill(caster, MAGIC) > level)
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
range = 1 + spellpower / 50;
FOREACH NPC n IN rbox(location(caster), range)
DO IF (contains_string(name_of(n), "#MAGIC") || contains_string(name_of(n), "#_M"))
THEN sfx(n, SFX_DEFAULT, 0);
FOREACH SPELL s IN rbox(location(caster), range)
DO IF (s <> self_invocation)
THEN sfx(s, SFX_DEFAULT, 0);
#--------------------------------------------------------------------------------
# Level 1 spells
#--------------------------------------------------------------------------------
SPELL make-arrows : "#T10" =
LET level = 1
school = TRANSMUTE
IN (MANA 8, CASTTIME 5000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS ["RawLog"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL create_item("Arrow", 1 + spellpower / 40 + (random(max(1, 800 - spellpower)) / 80), "WarpedLog", 250);
CALL gain_xp(1);
SPELL make-shirt : "#T11" =
LET level = 1
school = TRANSMUTE
IN (MANA 25, CASTTIME 5000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS [5 * "CottonCloth"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL create_item("CottonShirt", 1, "CottonCloth", 400);
CALL gain_xp(2);
SPELL make-tanktop : "#T12" =
LET level = 1
school = TRANSMUTE
IN (MANA 25, CASTTIME 5000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS [4 * "CottonCloth"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL create_item("WhiteTankTop", 1, "CottonCloth", 500);
CALL gain_xp(2);
SPELL make-short-tanktop : "#T13" =
LET level = 1
school = TRANSMUTE
IN (MANA 25, CASTTIME 5000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS [3 * "CottonCloth"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL create_item("WhiteShortTankTop", 1, "CottonCloth", 550);
CALL gain_xp(2);
SPELL make-iron-powder : "#T14" =
LET level = 1
school = TRANSMUTE
IN (MANA 8, CASTTIME 5000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS ["IronOre"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL create_item("IronPowder", 1 + spellpower / 140 + (random(max(1, 900 - spellpower)) / 220), "IronOre", 700);
CALL gain_xp(3);
SPELL lay-on-hands (target : STRING) : "#L10" =
LET level = 1
school = LIFE
IN (MANA 10, CASTTIME 500,
REQUIRE hp(caster) > max_hp(caster) / 20,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE if_then_else(failed(pc(target)), 1,
(rdistance(location(caster),
location(pc(target))) < 2 + (spellpower / 50))
&& not (running_status_update(pc(target), SC_HALT_REGENERATE))
))
=> EFFECT CALL adjust_spellpower(school);
IF failed(pc(target))
THEN target = caster; # quest handling goes here
ELSE target = pc(target);
needed = max_hp(target) - hp(target);
pay_fraction = max(80, 200 - (vit(caster) + (spellpower / 10))); # Pay at least 40%
payment = (needed * pay_fraction) / 200;
available = hp(caster) - (max_hp(caster) / 20);
IF payment < available
THEN power = needed;
ELSE (payment = available;
power = (available * 200) / pay_fraction;
)
instaheal(caster, 0 - payment, 0);
CALL quickheal(target, power);
status_change(caster, SC_HALT_REGENERATE, 0, 0, 0, 0, 10000);
IF ((caster <> target) && (payment >= 100))
THEN CALL gain_xp(min(4, payment / 100));
SPELL lightning-strike : "#W10" =
LET level = 1
school = WAR
IN (MANA 20, CASTTIME 1000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["IronPowder"]))
=> EFFECT CALL adjust_spellpower(school);
damage = spellpower;
damage_bonus = 1 + spellpower / 2;
CALL install_attack_spell(1 + spellpower / 90,
3000,
8, 31);
CALL gain_xp(2);
ATTRIGGER CALL attack_check(target);
in_rain = 0;
area = location(caster);
FOREACH SPELL s IN rbox(location(caster), MAX_RAIN_SPELL_RADIUS + 1) DO
IF name_of(s) = "rain" THEN (
IF is_in (location(caster), s.area)
THEN (in_rain = in_rain | 1;
area = area + s.area;);
IF is_in (location(target), s.area)
THEN in_rain = in_rain | 2;
);
IF in_rain & 1
THEN (# caster standing in the rain? This is going to be fun.
used = 0;
FOREACH TARGET t IN area DO
IF (random(200) + luk(caster) > 175)
THEN (used = used + 1;
CALL elt_damage (t, damage / 6, 1 + (damage_bonus / 3), ELT_EARTH, ELT_WIND, 17 + random(3)););
IF (not(used) || (random(200) + luk(caster) < 150))
THEN (sfx(caster, 17 + random(3), 0);
itemheal(caster, 0 - damage - (random(damage_bonus)), 0););
) ELSE
CALL elt_damage (target, damage, damage_bonus, ELT_EARTH, ELT_WIND, 17 + random(3));
LOCAL SPELL arrow-hail : "#W11" =
LET level = 1
school = WAR
IN (MANA 25, CASTTIME 5000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
REQUIRE is_exterior(location(caster)),
(COMPONENTS [20 * "Arrow"] OR COMPONENTS [20 * "IronArrow"]),
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["SulphurPowder"]))
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
range = 7;
area = rbox(awayfrom(location(caster), dir(caster), 1 + range), range);
damage = 100;
damage_bonus = spellpower / 5;
CALL gain_xp(2);
FOR i = 0 TO spellpower / 8 DO (
FOR j = 0 TO 3 DO (
location = random_location(area);
sfx(location, SFX_ARROW_HAIL, 0);
done = 0;
FOREACH TARGET target IN rbox(location, 0) DO (
injure(caster, target, damage + random(damage_bonus) + random(damage_bonus), 0);
done = 1;
BREAK;
)
IF location(caster) = location && not(done)
THEN (itemheal(caster, 0 - (damage + random(damage_bonus) + random(damage_bonus)), 0);
sfx(caster, SFX_HIT, 0);
)
);
WAIT (250 - min(spellpower / 3, 180)) + random(50) + random(50);
);
SPELL magic-knuckles : "#W12" =
LET level = 1
school = WAR
IN (MANA 20, CASTTIME 500,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["Beer"]))
=>
EFFECT CALL adjust_spellpower(WAR);
str = str(caster);
CALL install_melee_spell(10 + spellpower / 10, 1300, 34);
ATTRIGGER CALL melee_damage(target, 30, 5 + (str * 2));
SPELL flying-backpack (target : PC) : "#N10" =
LET level = 1
school = NATURE
IN (MANA 12, CASTTIME 1000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["SilkCocoon"]),
REQUIRE rdistance(location(target), location(caster)) < 2 + spellpower / 30)
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
IF (caster <> target)
THEN sfx(caster, 2, 0);
status_change(target, SC_FLYING_BACKPACK, 0, 0, 0, 0, 5000 + (spellpower * 500));
message (target, "Your backpack is lifted by a mystical force; you no longer feel it pressing on your back.");
CALL gain_xp(1);
ATEND message (target, "Your backpack is no longer levitating.");
sfx(target, 2, 0);
SPELL protect (target : PC) : "#N11" =
LET level = 1
school = NATURE
IN (MANA 14, CASTTIME 1500,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["HardSpike"]),
REQUIRE rdistance(location(target), location(caster)) < 2 + spellpower / 30)
=> EFFECT CALL adjust_spellpower(school);
sfx(target, 11, 0);
IF (caster <> target)
THEN CALL default_effect();
status_change(target, SC_PHYS_SHIELD, 5 + max(15, spellpower / 20), 0, 0, 0, 5000 + (spellpower * 400));
message (target, "You feel more protected.");
CALL gain_xp(2);
ATEND message (target, "You feel less protected.");
sfx(target, 111, 0);
SPELL happy-curse (target : PC) : "#N12" =
LET level = 1
school = NATURE
IN (MANA 13, CASTTIME 1000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["GingerBreadMan"]),
REQUIRE rdistance(location(target), location(caster)) < 1 + spellpower / 100)
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
FOR i = 0 TO (spellpower / 10) DO (emote(target, 3); WAIT 500;);
CALL gain_xp(1);
LOCAL SPELL rain : "#N13" =
LET level = 1
school = NATURE
IN (MANA 17, CASTTIME 3000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["BottleOfWater"]))
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL gain_xp(1);
range = min(MAX_RAIN_SPELL_RADIUS, 3 + spellpower / 30);
area = rbox(location(caster), range);
FOR i = 0 TO spellpower DO (
FOR j = 0 TO spellpower / 100 DO (
location = random_location(area);
sfx(location, SFX_RAIN, 0);
FOREACH TARGET target IN rbox(location, 1) DO
IF element(target) = ELT_FIRE
THEN injure(caster, target, 5 + random(5 + spellpower / 10), 0);
)
WAIT 300 - min(spellpower, 200) + random(100);
);
SPELL barrier (target : PC) : "#A10" =
LET level = 1
school = ASTRAL
IN (MANA 16, CASTTIME 1000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(REQUIRE skill(caster, school) > 3 OR COMPONENTS ["SmallMushroom"]),
REQUIRE rdistance(location(target), location(caster)) < 2 + spellpower / 30)
=> EFFECT CALL adjust_spellpower(school);
sfx(target, SFX_BARRIER, 0);
IF (caster <> target)
THEN CALL default_effect();
status_change(target, SC_MBARRIER, 20 + max(30, spellpower / 8), 0, 0, 0, 2000 + (spellpower * 200));
message (target, "You are surrounded by a magical barrier.");
CALL gain_xp(3);
ATEND message (target, "Your magical barrier disspiates.");
sfx(target, SFX_UNBARRIER, 0);
LOCAL SPELL summon-scorps : "#A11" =
LET level = 1
school = ASTRAL
IN (MANA 33, CASTTIME 3000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS ["ScorpionStinger"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL gain_xp(1);
CALL summon_spell(1003, 1 + spellpower / 140, 5000 - (spellpower * 9), spellpower * 400, 2);
LOCAL SPELL summon-red-scorps : "#A12" =
LET level = 1
school = ASTRAL
IN (MANA 39, CASTTIME 3000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS ["RedScorpionStinger"])
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
CALL gain_xp(1);
CALL summon_spell(1004, 1 + spellpower / 230 + spellpower / 430, 5000 - (spellpower * 8), spellpower * 350, 3);
SPELL detect-players : "#G10" =
LET level = 1
school = MAGIC
IN (MANA 7, CASTTIME 300,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level)
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
message = "";
FOREACH PC target IN rbox(location(caster), spellpower / 2)
DO IF target <> caster
THEN (IF message <> ""
THEN message = message + ", ";
message = message + name_of (target);
IF spellpower > 99
THEN message = message + "(" + level(target) + ")";
)
IF message = ""
THEN message(caster, "You sense no-one else nearby.");
ELSE message(caster, "You sense the following: " + message);
SPELL reveal : "#G11" =
LET level = 1
school = MAGIC
IN (MANA 18, CASTTIME 3000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level)
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
FOREACH PC target IN rbox(location(caster), 1 + spellpower / 100)
DO IF has_shroud(target) && level(caster) * 2 > level(target)
THEN (unshroud(target);
sfx(target, SFX_DEFAULT, 500);)
SPELL enchant-lifestone : "#G12" =
LET level = 1
school = MAGIC
IN (MANA 15, CASTTIME 4000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
(COMPONENTS ["BugLeg"] OR COMPONENTS["MaggotSlime"]))
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
create_item(caster, "LifeStone", 1);
CALL gain_xp(1);
SPELL sense-spouse : "#G13" =
LET level = 1
school = MAGIC
IN (MANA 7, CASTTIME 400,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
REQUIRE is_married(caster),
REQUIRE is_equipped(caster, "WeddingRing"))
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
IF (failed(partner(caster)) || not(is_equipped(partner(caster), "WeddingRing")))
THEN (message(caster, "You cannot sense your partner.");
ABORT;)
partner = partner(caster);
name = name_of(partner);
IF (is_dead(partner) || (map_nr(location(partner)) <> map_nr(location(caster))))
THEN (message(caster, "You cannot sense " + name + " nearby.");
ABORT;)
IF (map_level(location(partner)) > 2 && map_level(location(caster)) < map_level(location(partner)))
THEN (message(caster, "You sense " + name + " somewhere below.");
ABORT;)
IF (map_level(location(caster)) > 2 && map_level(location(partner)) < map_level(location(caster)))
THEN (message(caster, "You sense " + name + " somewhere above.");
ABORT;)
IF (map_level(location(caster)) <> map_level(location(partner)))
THEN message(caster, "You sense " + name + " somewhere in the vincinity.");
ELSE (distance = rdistance(location(caster), location(partner));
dir = dir_towards(location(caster), location(partner), 1);
IF (distance < 3)
THEN message(caster, "You sense " + name + " right next to you.");
ELSE IF (distance < 30)
THEN message(caster, "You sense " + name + " close by, towards the " + dir + ".");
ELSE IF (distance < 200)
THEN message(caster, "You sense " + name + " nearby, towards the " + dir + ".");
ELSE message(caster, "You sense " + name + " in the " + dir + ".");
)
#--------------------------------------------------------------------------------
# Level 2 spells
#--------------------------------------------------------------------------------
SPELL fire-ball : "#pof" =
LET level = 2
school = WAR
IN (MANA 30, CASTTIME 1000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
COMPONENTS ["PileOfAsh"])
=> EFFECT CALL adjust_spellpower(school);
damage = min(50 + skill(caster, school) * 40,
30 + ((spellpower * 3) / 2));
damage_bonus = level(caster) + spellpower * 2;
radius = 2 + spellpower / 50;
CALL install_attack_spell(1 + spellpower / 60,
5000,
10, 31);
ATTRIGGER CALL attack_check(target);
loc = location(target);
#WAIT 500;
sfx(loc, 16, 0);
FOREACH TARGET target IN rbox(loc, radius)
DO IF line_of_sight(loc, location(target))
THEN (divisor = (3 + rdistance(loc, location(target)));
CALL elt_damage (target, (damage * 3) / divisor, (damage_bonus * 3) / divisor, ELT_WATER, ELT_FIRE, 15);
)
SPELL summon-partner : "#aid" =
LET level = 2
school = ASTRAL
IN (MANA 30, CASTTIME 2000,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level,
REQUIRE is_married(caster))
=> EFFECT CALL adjust_spellpower(school);
CALL default_effect();
IF (failed (partner (caster)))
THEN message (caster, "You call out for your partner, but there is no response.");
ELSE (message (caster, "You call out for " + (name_of (partner (caster))) + ".");
message (partner(caster), name_of(caster) + " is calling for your aid!");
sfx(partner(caster), 2, 0);
WAIT (max (5000, 30000 - (spellpower * 60)));
IF (failed (partner (caster)))
THEN message (caster, "Your partner has abandoned you.");
ELSE IF (is_dead (partner (caster)))
THEN message (caster, "Something seems to have happened to " + (name_of(partner(caster))) + ".");
ELSE (sfx(location(partner(caster)), SFX_TELEPORT, 0);
dest = awayfrom(location(caster), random_dir(1), 1);
warp(partner(caster), dest);
sfx(dest, SFX_TELEPORT, 0);
)
)
#--------------------------------------------------------------------------------
# Level 4 spells
#--------------------------------------------------------------------------------
SPELL shroud : "#aw" =
LET level = 4
school = ASTRAL
IN (MANA 40, CASTTIME 400,
REQUIRE skill(caster, MAGIC) > level,
REQUIRE skill(caster, school) > level)
=> EFFECT CALL default_effect();
shroud(caster, 0x04);
#--------------------------------------------------------------------------------
# Special-purpose quasispells
#--------------------------------------------------------------------------------
CONST MIN_MARRY_LEVEL = 32;
NONMAGIC SILENT SPELL marriage (target : PC) : "marry" =
(REQUIRE is_in(location(caster), @("014-1.gat", 28,39) @+ (8, 6)))=>
EFFECT IF target == caster # no valid target or tried to marry self?
THEN ABORT;
IF (level(caster) < MIN_MARRY_LEVEL)
THEN (message(caster, "You must be level " + MIN_MARRY_LEVEL + " or higher to marry!"); ABORT;)
IF (level(target) < MIN_MARRY_LEVEL)
THEN (message(caster, "Your partner must be level " + MIN_MARRY_LEVEL + " or higher to marry!"); ABORT;)
IF partner(caster) = target
THEN (message(caster, "You and " + name_of(target) + " are already married."); ABORT;)
IF is_married(caster)
THEN (message(caster, "You are already married!"); ABORT;)
IF is_married(target)
THEN (message(caster, name_of(target) + " is already married."); ABORT;);
IF distance(location(caster), location(target)) <> 1
THEN (message(caster, "You have to stand next to each other."); ABORT;);
IF (count_item(caster, "WeddingRing") == 0 || count_item(target, "WeddingRing") == 0)
THEN (message(caster, "You must both be wearing your wedding rings!"); ABORT;)
script_target = target;
{
announce @caster_name$ + " is asking " + strcharinfo(0) + " for marriage.", 2;
mes @caster_name$ + " wishes to marry you.";
mes "Do you accept?";
next;
menu "Yes, I do!", L_yes,
"No.", -;
close;
L_yes:
if marriage(@caster_name$)
announce @caster_name$ + " and " + strcharinfo(0) + " are now married!", 0;
}
IF not (is_married(caster))
THEN message(caster, name_of(target) + " turned down your marriage offer.");
# SPELL change-hair-colour (colour : STRING) : "trapa" =
# (MANA 20) => EFFECT IF colour = "nworbl"
# THEN x = 0; # light brown
# ELSE IF colour = "der"
# THEN x = 1; # red
# ELSE IF colour = "neerg"
# THEN x = 2; # green
# ELSE IF colour = "elprup"
# THEN x = 3; # purple
# ELSE IF colour = "yerg"
# THEN x = 4; # grey
# ELSE IF colour = "wolley"
# THEN x = 5; # yellow
# ELSE IF colour = "eulb"
# THEN x = 6; # blue
# ELSE IF colour = "nwrob"
# THEN x = 7; # brown
# ELSE IF colour = "elpropl"
# THEN x = 8; # light purple
# ELSE IF colour = "elpropd"
# THEN x = 9; # dark purple
# ELSE x = random(10);
# sfx(caster, 2, 0);
# set_hair_colour(caster, x);
# SPELL trick-or-treat : "trick-or-treat" =
# (CASTTIME 30000, MANA 20,
# COMPONENTS [ "BugLeg" ]) => EFFECT IF (random(2))
# THEN (sfx(caster, 2, 0);
# FOR i = 0 TO random(10) DO
# drop_item_for (random_location(rbox(location(caster), 5)),
# "Candy", 1, 10000 + random(10000), caster, 3000);
# FOR i = 0 TO random(10) DO
# drop_item_for (random_location(rbox(location(caster), 5)),
# "ChocolateBar", 1, 10000 + random(10000), caster, 3000);
# )
# ELSE (sfx(caster, 5, 0);
# message(caster, "No treat for you!");
# spawn(rbox(location(caster), 3), caster, 1010, 0, 1 + random(3), 10000 + random(20000));
# FOREACH MOB target IN rbox(location(caster), 5) DO
# (sfx(target, 5, 0);
# aggravate(target, 0, caster);))
LOCAL SPELL mouboo-groan : "#g" =
(MANA 1,
REQUIRE name_of(caster) = "MOUBOOTAUR") =>
EFFECT FOREACH PC p IN rbox(location(caster), 200) DO
distance = rdistance(location(caster), location(p));
IF (distance < 15)
THEN message(p, "The moubootaur's groaning rings in your ears!");
ELSE IF (distance < 70)
THEN message(p, "You hear a loud groaning noise, not far away...");
ELSE message(p, "You hear an odd groaning noise in the distance...");
LOCAL SPELL mouboo-smell : "#s" =
(MANA 1,
REQUIRE name_of(caster) = "MOUBOOTAUR") =>
EFFECT WAIT 30000;
FOREACH PC p IN rbox(location(caster), 30) DO
message(p, "You notice a strange smell all around you.");