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:
nethack.rankin
2009-01-24 01:44:29 +00:00
parent e6b2d5c33d
commit b12d8522c5
10 changed files with 156 additions and 28 deletions

View File

@@ -300,6 +300,7 @@ message sequencing for fatal explosions was confusing if feedback was given
for carried items being destroyed
when dipping something in holy/unholy water, only learn its new bless/curse
state if hero sees it glow
describe lit Sunsword as shining rather than glowing
Platform- and/or Interface-Specific Fixes
@@ -419,6 +420,7 @@ streamline old ^X output and integrate it with enlightenment feedback;
eating disenchanter corpses is now considered risky
make '[' command more precise when poly'd hero has embedded dragon scales/mail
fainting while wielding a cockatrice corpse will be fatal
Sunsword's light radius depends on its curse/bless state
Platform- and/or Interface-Specific New Features