> - When polymorphed into a flying creature and being grabbed
> over the water, then polymorphed into a non-flying creature > leaves you standing on the water (you can kill the creature > too and you're still on the water when you shouldn't be). > - When floating from levitation over water and being held and > removing levitation, you will fall into the water and drown or > crawl back onto land. If you crawl back onto land you're no > longer being held. > The first situation seems to be a bug, the second a possible > exploit. Both situations don't seem very correct, if you're > being held it seems you should not fall into the water/lava > until you are no longer being held. [patch contributed] It > will keep the hero held up on over the water until released if > his size is smaller than or equal to the size of the monster > holding him. [<email deleted>, patch > supplied] > A recent patch ensured that you ended up in the water when polymorphed. This patch is less ambitious than <Someone>'s contribution, where he actually had the monster hold you up. Perhaps that can be tackled for the trunk later.
This commit is contained in:
@@ -51,6 +51,8 @@ Vlad won't waste time trying to use wand of digging in his own tower
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non-weapon iron objects should rust when dipped in fountains since
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iron weapons rust
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suppress "turn to flee" message if monster is mfrozen
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don't silently interrupt monster's hold on you if Levitation/Flying ends
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while over water
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Platform- and/or Interface-Specific Fixes
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@@ -2301,6 +2301,15 @@ long hmask, emask; /* might cancel timeout */
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}
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/* check for falling into pool - added by GAN 10/20/86 */
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if(!Flying) {
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if (!u.uswallow && u.ustuck) {
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if (sticks(youmonst.data))
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You("aren't able to maintain your hold on %s.",
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mon_nam(u.ustuck));
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else
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pline("Startled, %s can no longer hold you!",
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mon_nam(u.ustuck));
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u.ustuck = 0;
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}
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/* kludge alert:
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* drown() and lava_effects() print various messages almost
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* every time they're called which conflict with the "fall
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