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author | Jude Brown <bookofjude@users.sourceforge.net> | 2010-12-28 20:02:37 +1000 |
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committer | Jude Brown <bookofjude@users.sourceforge.net> | 2010-12-28 21:43:56 +1000 |
commit | 0412296ad00cbd3f1cae9c81b555eb12b29065aa (patch) | |
tree | 5fe720edc991964aec98c5c68e56f9814cae77ab /crawl-ref/source/spl-selfench.h | |
parent | 17a7108898681ea18f3f049976fa20720daaa424 (diff) | |
download | crawl-ref-0412296ad00cbd3f1cae9c81b555eb12b29065aa.tar.gz crawl-ref-0412296ad00cbd3f1cae9c81b555eb12b29065aa.zip |
New spell: Leda's Liquefaction.
This one's gone through a couple of iterations during discussions.
Finally, though, we have this: an area of effect slowing. It's a circle
around you that slows you and anyone not insubstantial and not flying
who crosses into that circle.
The slowing effect is implemented as though it were ponderousness (well,
slightly more than ponderousness), rather than as ENCH_SLOW. For
monsters, when cast by the player, it counts as a slightly less speed
malus than standard ENCH_SLOW. Reasoning: the monster casting it has
more stability for being at the centre of the effect.
Currently, I've stolen the colouring from KiloByte's _etc_tornado. It's
implemented using areas, which I've written some additional code for
that finds the "centre" of an area from a coordinate within that area.
Greensnark had a quick look over it for me earlier, but I'd appreciate
further checks for quickness, saneness, etc.
It appears in the Book of the Earth.
Finally: no tile (yet). I attempted to do one up, spent an hour or so
tweaking it, and then compared it to our current spell tiles and decided
that I can't make spell tiles. :-)
Diffstat (limited to 'crawl-ref/source/spl-selfench.h')
-rw-r--r-- | crawl-ref/source/spl-selfench.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-selfench.h b/crawl-ref/source/spl-selfench.h index fecf402262..0f240888d3 100644 --- a/crawl-ref/source/spl-selfench.h +++ b/crawl-ref/source/spl-selfench.h @@ -22,5 +22,6 @@ void cast_teleport_control(int power); bool cast_selective_amnesia(); void cast_see_invisible(int pow); void cast_silence(int pow); +void cast_liquefaction(int pow); #endif |