Sunsword's #invoke for blinding ray
Support aiming at self (to become blinded) and aiming up/down (to light the hero's current map spot only, persistently rather than temporarily). Also, recognize cancel at the "direction?" prompt to not leave the #invoke cooldown count set when aborted. Aiming at self was a little trickier than expected to test because you're blindness-resistant when wielding Sunsword. But it doesn't have to be wielded to be invoked.
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@@ -2958,9 +2958,9 @@ lightdamage(
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of death will always be "killed while stuck in creature form"] */
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if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS)
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ordinary = FALSE; /* say blasted rather than zapped */
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how = (obj->oclass != SPBOOK_CLASS)
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? (const char *) ansimpleoname(obj)
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: "spell of light";
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how = (obj->oclass == SPBOOK_CLASS) ? "spell of light"
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: (!obj->oartifact) ? ansimpleoname(obj)
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: bare_artifactname(obj);
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Sprintf(buf, "%s %sself with %s", ordinary ? "zapped" : "blasted",
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uhim(), how);
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/* might rehumanize(); could be fatal, but only for Unchanging */
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