Sting revisited
Replace recent "(light blue aura)" with "(flickering light blue)" if there are 1..4 orcs, "(glimmering light blue)" if 5..12, or "(gleaming light blue)" if there are 13 or more, and move its place in the formatted name. _3.6.1_: Sting (weapon in hand) (glowing light blue) _recent: Sting (weapon in hand) (light blue aura) _now___: Sting (weapon in hand, flickering light blue) The thresholds for intensity may need to be tweaked. The start message has been changed from "glows" to "flickers/glimmers/gleams" and is given when the intensity changes (up or down) as well as when first glowing. Stop message will usually be "stops flickering" but some form of mass kill (genocide for sure, maybe explosion, probably not wand zap) might result in stopping directly from higher intensity. It still "quivers" if hero is blind when there are orcs on the level, but no name augmentation shows in inventory for that situation; describing it as "(weapon in hand, quivering)" would be too silly. Also, the quiver or glow intermediate message if blindness is toggled while Sting is active only worked for make_blinded(), not for putting on and taking off a blindfold. Now fixed. I think becoming blind due to polymorphing into an eyeless form is still not handled, but there are no eyeless creatures capable of wielding weapons so that can wait. Polymorphing from eyeless to sighted is handled but moot for Sting.
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 extern.h $NHDT-Date: 1543185068 2018/11/25 22:31:08 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.663 $ */
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/* NetHack 3.6 extern.h $NHDT-Date: 1543745352 2018/12/02 10:09:12 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.664 $ */
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/* Copyright (c) Steve Creps, 1988. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -90,6 +90,7 @@ E boolean FDECL(artifact_has_invprop, (struct obj *, UCHAR_P));
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E long FDECL(arti_cost, (struct obj *));
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E struct obj *FDECL(what_gives, (long *));
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E const char *FDECL(glow_color, (int));
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E const char *FDECL(glow_verb, (int, BOOLEAN_P));
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E void FDECL(Sting_effects, (int));
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E int FDECL(retouch_object, (struct obj **, BOOLEAN_P));
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E void FDECL(retouch_equipment, (int));
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@@ -1912,11 +1913,12 @@ E void FDECL(set_itimeout, (long *, long));
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E void FDECL(incr_itimeout, (long *, int));
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E void FDECL(make_confused, (long, BOOLEAN_P));
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E void FDECL(make_stunned, (long, BOOLEAN_P));
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E void FDECL(make_blinded, (long, BOOLEAN_P));
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E void FDECL(make_sick, (long, const char *, BOOLEAN_P, int));
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E void FDECL(make_slimed, (long, const char *));
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E void FDECL(make_stoned, (long, const char *, int, const char *));
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E void FDECL(make_vomiting, (long, BOOLEAN_P));
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E void FDECL(make_blinded, (long, BOOLEAN_P));
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E void NDECL(toggle_blindness);
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E boolean FDECL(make_hallucinated, (long, BOOLEAN_P, long));
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E void FDECL(make_deaf, (long, BOOLEAN_P));
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E void NDECL(self_invis_message);
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