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author | DracoOmega <draco_omega@live.com> | 2014-02-22 04:04:55 -0330 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-03-06 09:58:09 -0700 |
commit | f26fde6e9db971d06053ca1ca46445848bd3fee4 (patch) | |
tree | 71acaf863e914bbf7179689835bd1cace0340901 /crawl-ref/source/spl-summoning.h | |
parent | 319cca669da9fa102192cb827878b74eecad1ee3 (diff) | |
download | crawl-ref-f26fde6e9db971d06053ca1ca46445848bd3fee4.tar.gz crawl-ref-f26fde6e9db971d06053ca1ca46445848bd3fee4.zip |
Replace Mass Abjuration with Aura of Abjuration
Mass Abjuration was never an especially popular spell at level 6,
but the recent changes which cause summons to be automatically
abjured upon their caster's death renders its usefulness considerably
lower. This experimental change is aimed at making the spell more
appealing given how readily available this faux-mass-abjuration
already is to everyone.
Aura of Abjuration causes the caster to continuously perform a
lower power version of Mass Abjuration each turn for a reasonably
long duration, sending new summons away shortly after they arrive
(given sufficient power). This version could even be a useful
pre-cast option for battles with summon-focused enemies and provides
tactical options which old Mass Abjuration did not, and might give
the spell some play in the current environment.
Diffstat (limited to 'crawl-ref/source/spl-summoning.h')
-rw-r--r-- | crawl-ref/source/spl-summoning.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-summoning.h b/crawl-ref/source/spl-summoning.h index 0cac456539..d94efebcfe 100644 --- a/crawl-ref/source/spl-summoning.h +++ b/crawl-ref/source/spl-summoning.h @@ -95,7 +95,8 @@ bool twisted_resurrection(actor *caster, int pow, beh_type beha, spret_type cast_haunt(int pow, const coord_def& where, god_type god, bool fail); spret_type cast_abjuration(int pow, const coord_def& where, bool fail = false); -spret_type cast_mass_abjuration(int pow, bool fail = false); +spret_type cast_aura_of_abjuration(int pow, bool fail = false); +void do_aura_of_abjuration(int delay); monster* find_battlesphere(const actor* agent); spret_type cast_battlesphere(actor* agent, int pow, god_type god, bool fail); |