Esempio n. 1
0
static void _critical_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Critical Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single devastating blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_CRITICAL_BLOW));
        break;
    case SPELL_ON_BROWSE:
    {
        bool screen_hack = screen_is_saved();
        if (screen_hack) screen_load();

        display_weapon_mode = MAULER_CRITICAL_BLOW;
        do_cmd_knowledge_weapon();
        display_weapon_mode = 0;

        if (screen_hack) screen_save();
        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 2
0
static void _knockback_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Knockback");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single blow. If landed, your foe will be knocked back away from you.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_KNOCKBACK));
        break;
    case SPELL_ON_BROWSE:
    {
        bool screen_hack = screen_is_saved();
        if (screen_hack) screen_load();

        display_weapon_mode = MAULER_KNOCKBACK;
        do_cmd_knowledge_weapon();
        display_weapon_mode = 0;

        if (screen_hack) screen_save();
        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 3
0
void stunning_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Stunning Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single blow aimed to stun.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_STUNNING_BLOW));
        break;
    case SPELL_ON_BROWSE:
    {
        bool screen_hack = screen_is_saved();
        if (screen_hack) screen_load();

        display_weapon_mode = MAULER_STUNNING_BLOW;
        do_cmd_knowledge_weapon();
        display_weapon_mode = 0;

        if (screen_hack) screen_save();
        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 4
0
static void _crushing_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Crushing Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single powerful blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_CRUSHING_BLOW));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 5
0
static void _critical_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Critical Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single devastating blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_CRITICAL_BLOW));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 6
0
static void _poison_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Serpent's Tongue");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a poisonous blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_POIS));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 7
0
static void _knockout_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Knockout Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attempt to knockout an adjacent opponent.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_KNOCKOUT));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 8
0
void lightning_eagle_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Lightning Eagle");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attacks a monster with more damage unless it has resistance to electricity.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(HISSATSU_ELEC));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 9
0
static void _stunning_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Stunning Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single blow aimed to stun.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_STUNNING_BLOW));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 10
0
static void _super_attack_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Powerful Attack");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent powerfully.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(PY_POWER_ATTACK));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
static void _acid_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Acid Strike");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a corrosive blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(PY_ATTACK_ACID));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
static void _lightning_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Lightning Strike");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a shocking blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(HISSATSU_ELEC));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
static void _flaming_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Flaming Strike");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a fiery blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(HISSATSU_FIRE));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 14
0
static void _confusing_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Confusing Strike");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with confusing blows.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_CONFUSE));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 15
0
static void _cold_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Icy Fists");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a freezing blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_COLD));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 16
0
static void _knockback_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Knockback");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single blow. If landed, your foe will be knocked back away from you.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_KNOCKBACK));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 17
0
static void _knockout_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Knockout Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single blow aimed to knock your opponent out cold.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MAULER_KNOCKOUT_BLOW));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 18
0
static void _killing_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Touch of Death");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attempt to kill an adjacent opponent with a single blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_KILL));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 19
0
void burning_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Burning Strike");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attacks a monster with more damage unless it has resistance to fire.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(HISSATSU_FIRE));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 20
0
static void _stunning_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Stunning Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with stunning blows.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_STUN));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 21
0
static void _crushing_blow_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Crushing Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with crushing blows for extra damage.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_CRITICAL));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 22
0
static void _fire_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Flaming Strike");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a flaming blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_FIRE));
        break;
    case SPELL_ON_BROWSE:
        _on_browse(MYSTIC_FIRE);
        var_set_bool(res, TRUE);
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 23
0
static void _elec_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Lightning Eagle");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a shocking blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_ELEC));
        break;
    case SPELL_ON_BROWSE:
        _on_browse(MYSTIC_ELEC);
        var_set_bool(res, TRUE);
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 24
0
static void _acid_strike_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Corrosive Blow");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with an acid blow.");
        break;
    case SPELL_CAST:
        var_set_bool(res, do_blow(MYSTIC_ACID));
        break;
    case SPELL_ON_BROWSE:
        _on_browse(MYSTIC_ACID);
        var_set_bool(res, TRUE);
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 25
0
/**********************************************************************
 * Powers
 **********************************************************************/
static void _big_punch_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Big Punch");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attack an adjacent opponent with a single devastating blow.");
        break;
    case SPELL_CAST:
        if (p_ptr->innate_attack_ct)
            var_set_bool(res, do_blow(GOLEM_BIG_PUNCH));
        else
        {
            msg_print("Not while you are wielding a weapon!");
            var_set_bool(res, FALSE);
        }
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}