Adjust enchantment spell levels

The enchantment spells were skewed towards lower spell levels,
and didn't seem to correspond with the spell effectiveness or
power.  Adjust the spell levels:

- Confuse monster is probably the least powerful enchantment, and
  also requires touch to work, so make it the new level 1 spell.

- Sleep is quite powerful, and ray, bump it to level 4.

- Charm monster is even more powerful so make it level 5.
  (Considering that create familiar is level 6)

                 old   new
sleep             1     4
confuse monster   2     1
slow monster      2     2
cause fear        3     3
charm monster     3     5

Also swap sleep and confuse monster generation probability.
This commit is contained in:
Pasi Kallinen
2022-02-21 19:49:04 +02:00
parent ae28e259ab
commit c73595cc96
2 changed files with 4 additions and 3 deletions
+1
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@@ -800,6 +800,7 @@ make looting less tedious by getting rid of a y/n prompt making the command
always give a message when monster changes form via polytrap if seen always give a message when monster changes form via polytrap if seen
illiterate hero receiving a spellbook from their deity gets the spell shoved illiterate hero receiving a spellbook from their deity gets the spell shoved
directly into their mind instead directly into their mind instead
adjust levels of sleep, confuse monster, and charm monster spells
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
+3 -3
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@@ -1211,7 +1211,7 @@ SPELL("fireball", "ragged",
SPELL("cone of cold", "dog eared", SPELL("cone of cold", "dog eared",
P_ATTACK_SPELL, 10, 7, 4, 1, RAY, HI_PAPER, SPE_CONE_OF_COLD), P_ATTACK_SPELL, 10, 7, 4, 1, RAY, HI_PAPER, SPE_CONE_OF_COLD),
SPELL("sleep", "mottled", SPELL("sleep", "mottled",
P_ENCHANTMENT_SPELL, 49, 1, 1, 1, RAY, HI_PAPER, SPE_SLEEP), P_ENCHANTMENT_SPELL, 30, 1, 4, 1, RAY, HI_PAPER, SPE_SLEEP),
SPELL("finger of death", "stained", SPELL("finger of death", "stained",
P_ATTACK_SPELL, 5, 10, 7, 1, RAY, HI_PAPER, SPE_FINGER_OF_DEATH), P_ATTACK_SPELL, 5, 10, 7, 1, RAY, HI_PAPER, SPE_FINGER_OF_DEATH),
SPELL("light", "cloth", SPELL("light", "cloth",
@@ -1229,7 +1229,7 @@ SPELL("force bolt", "red",
P_ATTACK_SPELL, 35, 2, 1, 1, IMMEDIATE, CLR_RED, P_ATTACK_SPELL, 35, 2, 1, 1, IMMEDIATE, CLR_RED,
SPE_FORCE_BOLT), SPE_FORCE_BOLT),
SPELL("confuse monster", "orange", SPELL("confuse monster", "orange",
P_ENCHANTMENT_SPELL, 30, 2, 2, 1, IMMEDIATE, CLR_ORANGE, P_ENCHANTMENT_SPELL, 49, 2, 1, 1, IMMEDIATE, CLR_ORANGE,
SPE_CONFUSE_MONSTER), SPE_CONFUSE_MONSTER),
SPELL("cure blindness", "yellow", SPELL("cure blindness", "yellow",
P_HEALING_SPELL, 25, 2, 2, 1, IMMEDIATE, CLR_YELLOW, P_HEALING_SPELL, 25, 2, 2, 1, IMMEDIATE, CLR_YELLOW,
@@ -1259,7 +1259,7 @@ SPELL("cure sickness", "indigo",
P_HEALING_SPELL, 32, 3, 3, 1, NODIR, CLR_BLUE, P_HEALING_SPELL, 32, 3, 3, 1, NODIR, CLR_BLUE,
SPE_CURE_SICKNESS), SPE_CURE_SICKNESS),
SPELL("charm monster", "magenta", SPELL("charm monster", "magenta",
P_ENCHANTMENT_SPELL, 20, 3, 3, 1, IMMEDIATE, CLR_MAGENTA, P_ENCHANTMENT_SPELL, 20, 3, 5, 1, IMMEDIATE, CLR_MAGENTA,
SPE_CHARM_MONSTER), SPE_CHARM_MONSTER),
SPELL("haste self", "purple", SPELL("haste self", "purple",
P_ESCAPE_SPELL, 33, 4, 3, 1, NODIR, CLR_MAGENTA, P_ESCAPE_SPELL, 33, 4, 3, 1, NODIR, CLR_MAGENTA,