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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-03-24 21:35:54 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-03-24 21:35:54 +0000 |
commit | 0e672fb6b2424528497812eb1422c6bbad5396dd (patch) | |
tree | 106e812f21e027e85359ee0658b1ba7b355f27f8 /crawl-ref/source/spells2.cc | |
parent | 230e608dbc403a547ef54e98a0b90a7e6af06cb3 (diff) | |
download | crawl-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.cc | 5 |
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; |