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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-03-24 21:35:54 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-03-24 21:35:54 +0000
commit0e672fb6b2424528497812eb1422c6bbad5396dd (patch)
tree106e812f21e027e85359ee0658b1ba7b355f27f8 /crawl-ref/source/spells2.cc
parent230e608dbc403a547ef54e98a0b90a7e6af06cb3 (diff)
downloadcrawl-ref-0e672fb6b2424528497812eb1422c6bbad5396dd.tar.gz
crawl-ref-0e672fb6b2424528497812eb1422c6bbad5396dd.zip
* A few starting choice restriction tweaks.
* Increase probability of Xom acts some more, in particularly tension ones. * Greatly lower the chance of Xom doing a bad act despite xom_is_nice() having been rolled. (Now that Xom's mood is no longer predefined, it's not really necessary anymore.) * When making Xom cast a spell, distinguish between spells that require tension and those that don't. * Monsters that are more than 3 waypoints away from their target grid don't count towards tension. (This applies to monsters attracted by noise to a nearby position, or monsters "tracking" you.) * If there are no monsters within line of sight (including invisible ones), tension will always be zero. (This avoids the mysterious berserk effects while a monster is lurking around the corner.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9543 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r--crawl-ref/source/spells2.cc5
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc
index b2ef894474..9175fa1d11 100644
--- a/crawl-ref/source/spells2.cc
+++ b/crawl-ref/source/spells2.cc
@@ -1589,8 +1589,7 @@ bool summon_holy_warrior(int pow, god_type god, int spell,
!force_hostile, quiet);
}
-bool cast_tukimas_dance(int pow, god_type god,
- bool force_hostile)
+bool cast_tukimas_dance(int pow, god_type god, bool force_hostile)
{
bool success = true;
@@ -1613,10 +1612,12 @@ bool cast_tukimas_dance(int pow, god_type god,
if (i == NON_ITEM)
success = false;
else if (success)
+ {
// Copy item now so that mitm[i] is occupied and doesn't get picked
// by get_item_slot() when giving the dancing weapon its item
// during create_monster().
mitm[i] = you.inv[wpn];
+ }
int monster;