wizard mode ^T
Noticed while testing the stair labeling, knowing the teleport away spell (and without innate teleport ability--not sure whether that's a factor), using ^T always attempted to cast the spell, even if you used m^T to explicitly request wizard mode telport on demand. Since my samurai had no chance to cast such a high level spell, I couldn't use ^T any more. With a different character, I ended up with 15(2) energy after a ^T attempt failed. I've put in a fix for this but after the other one I don't think it matters.
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@@ -578,6 +578,8 @@ monsters that drowned would never leave a corpse (holdover from decades ago
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give alternate message if hero is blind when throne gives "your vision clears"
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monster wearing an alchemy smock was only getting poison resistance from it,
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not acid resistance; give both properties, just like for hero
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in wizard mode, knowing teleport away spell resulted in ^T always attempting
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the spell instead of teleporting on demand
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -697,7 +697,7 @@ dotele(
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} else
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trap = 0;
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}
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if (!trap) {
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if (!trap && !break_the_rules) {
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boolean castit = FALSE;
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register int sp_no = 0, energy = 0;
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@@ -737,7 +737,7 @@ dotele(
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the extra energy is spent even if that results in not
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having enough to cast (which also uses the move) */
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else if (u.uen < energy)
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u.uen = energy;
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energy = u.uen;
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} else if (u.uhunger <= 10) {
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cantdoit = "are too weak from hunger";
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} else if (ACURR(A_STR) < 4) {
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