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.
This commit is contained in:
PatR
2021-07-29 10:25:18 -07:00
parent 4007640882
commit 1ada454fbe
2 changed files with 4 additions and 2 deletions

View File

@@ -578,6 +578,8 @@ monsters that drowned would never leave a corpse (holdover from decades ago
give alternate message if hero is blind when throne gives "your vision clears"
monster wearing an alchemy smock was only getting poison resistance from it,
not acid resistance; give both properties, just like for hero
in wizard mode, knowing teleport away spell resulted in ^T always attempting
the spell instead of teleporting on demand
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository

View File

@@ -697,7 +697,7 @@ dotele(
} else
trap = 0;
}
if (!trap) {
if (!trap && !break_the_rules) {
boolean castit = FALSE;
register int sp_no = 0, energy = 0;
@@ -737,7 +737,7 @@ dotele(
the extra energy is spent even if that results in not
having enough to cast (which also uses the move) */
else if (u.uen < energy)
u.uen = energy;
energy = u.uen;
} else if (u.uhunger <= 10) {
cantdoit = "are too weak from hunger";
} else if (ACURR(A_STR) < 4) {