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author | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-08-11 20:56:55 +0000 |
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committer | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-08-11 20:56:55 +0000 |
commit | e9e1be789c12cdbaaaeb048251dae0dc22a320ba (patch) | |
tree | f62f547aba1d78f1bcbf4b6d09b5c9a1bbc2913b /crawl-ref/source/player.cc | |
parent | 4c51cdab684e245dd8f050171294dcbc5c471bfe (diff) | |
download | crawl-ref-e9e1be789c12cdbaaaeb048251dae0dc22a320ba.tar.gz crawl-ref-e9e1be789c12cdbaaaeb048251dae0dc22a320ba.zip |
Give Lugonu Banishment and Corruption. I've left the old Bend Space in, because
there needs to be an invocation that can train Invocations, and Banishment is
too costly to use for everyday training.
Corruption is still a first-cut, needs more work and playtesting:
- Terrain modification is one-time only. Creeping modification requires too
much savegame magic.
- The monsters gated in during the corruption effect are occasionally hostile,
but mostly neutral. Neutrals will attack hostile monsters and also pets,
but will leave other neutrals and the player alone (in general). A neutral
that wants to go somewhere, but finds the player in the way will still take
a swing at the player.
- Beams are still not fixed to handle neutrals correctly (so neutrals do not
target and shoot right yet), will fix soon.
Breaks save compatibility.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1990 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r-- | crawl-ref/source/player.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc index 5788486b63..ebaa18142c 100644 --- a/crawl-ref/source/player.cc +++ b/crawl-ref/source/player.cc @@ -4119,9 +4119,9 @@ void set_hp(int new_amount, bool max_too) if (you.hp > you.hp_max) you.hp = you.hp_max; - // take_note(Note(NOTE_HP_CHANGE, you.hp, you.hp_max)); if ( max_too ) - take_note(Note(NOTE_MAXHP_CHANGE, you.hp_max)); + take_note(Note(NOTE_MAXHP_CHANGE, you.hp_max)); + // must remain outside conditional, given code usage {dlb} you.redraw_hit_points = 1; |