Sunsword redux (trunk only)
This started out as a one line change. After I saw someone in the
newsgroup mention that Sunsword's light was inferior to that of a lamp,
I decided to make it work better (than in 3.4.3, that is, becoming the
same brightness as a lamp) when blessed and worse when cursed (useless to
hero but still visible if wielded by a monster). But then it needed to
change light radius when its curse/bless state changed, and it needed
message feedback when doing so, and that got kind of complicated. I
wouldn't have bothered if I'd known what I was getting into, but I don't
want to throw it away now that I've done all this work....
Sunsword now gives a light radius of 3 when blessed (same as a lit
lamp), radius of 2 when uncursed (same as a lit candle and as it has been
providing since added in 3.4.0), and a radius of 1 when cursed (nearly
but not completely useless, as mentioned above). Also, it now "shines"
rather than "glows" since we usually use the latter for temporary effects.
This commit is contained in:
@@ -300,6 +300,7 @@ message sequencing for fatal explosions was confusing if feedback was given
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for carried items being destroyed
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when dipping something in holy/unholy water, only learn its new bless/curse
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state if hero sees it glow
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describe lit Sunsword as shining rather than glowing
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Platform- and/or Interface-Specific Fixes
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@@ -419,6 +420,7 @@ streamline old ^X output and integrate it with enlightenment feedback;
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eating disenchanter corpses is now considered risky
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make '[' command more precise when poly'd hero has embedded dragon scales/mail
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fainting while wielding a cockatrice corpse will be fatal
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Sunsword's light radius depends on its curse/bless state
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Platform- and/or Interface-Specific New Features
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