Add a new wand, the wand of stasis
A wand of stasis prevents teleportation (even in some cases where it would normally not be prevented, e.g. the hero teleporting a monster, or covetous monsters teleporting). This is intended to provide an alternative tactic against covetous monsters (and their AI has been adjusted to handle being under a stasis effect), but might also be useful in other situations. It does not prevent teleportation of objects, only the hero / monsters, and does not at present prevent level teleportation (although I'm not sure about this and it might well change in the future). This breaks save compatibility, but is being pushed together with other save-breaking changes to avoid the need for multiple bumps to EDITLEVEL.
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@@ -1457,9 +1457,11 @@ WAND("create monster", "maple", 45, 200, 1, NODIR, WOOD, HI_WOOD,
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WAN_CREATE_MONSTER),
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WAND("wishing", "pine", 5, 500, 1, NODIR, WOOD, HI_WOOD,
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WAN_WISHING),
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WAND("stasis", "redwood", 45, 150, 1, NODIR, WOOD, CLR_RED,
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WAN_STASIS),
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WAND("nothing", "oak", 25, 100, 0, IMMEDIATE, WOOD, HI_WOOD,
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WAN_NOTHING),
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WAND("striking", "ebony", 75, 150, 1, IMMEDIATE, WOOD, HI_WOOD,
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WAND("striking", "ebony", 30, 150, 1, IMMEDIATE, WOOD, HI_WOOD,
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WAN_STRIKING),
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WAND("make invisible", "marble", 45, 150, 1, IMMEDIATE, MINERAL, HI_MINERAL,
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WAN_MAKE_INVISIBLE),
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@@ -454,6 +454,7 @@ struct levelflags {
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Bitfield(stormy, 1); /* clouds create lightning bolts at random */
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schar temperature; /* +1 == hot, -1 == cold */
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long stasis_until; /* wand of stasis effect lasts until when? */
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};
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typedef struct {
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