Adjust sleep spell, and monk starting spell

Tone down sleep level to 3 (hitting a monster does tend to wake
it up), and replace the random monk starting sleep spell with
confuse monster, which fits nicely with monk's bare-handed
fighting style.
This commit is contained in:
Pasi Kallinen
2022-02-22 09:13:28 +02:00
parent ef6a88e1e1
commit d452242af4
3 changed files with 3 additions and 2 deletions

View File

@@ -801,6 +801,7 @@ always give a message when monster changes form via polytrap if seen
illiterate hero receiving a spellbook from their deity gets the spell shoved
directly into their mind instead
adjust levels of sleep, confuse monster, and charm monster spells
replace monk starting sleep spell with confuse monster
chargeable rings have a chance of getting charged when hit with electricity

View File

@@ -1211,7 +1211,7 @@ SPELL("fireball", "ragged",
SPELL("cone of cold", "dog eared",
P_ATTACK_SPELL, 10, 7, 4, 1, RAY, HI_PAPER, SPE_CONE_OF_COLD),
SPELL("sleep", "mottled",
P_ENCHANTMENT_SPELL, 30, 1, 4, 1, RAY, HI_PAPER, SPE_SLEEP),
P_ENCHANTMENT_SPELL, 30, 1, 3, 1, RAY, HI_PAPER, SPE_SLEEP),
SPELL("finger of death", "stained",
P_ATTACK_SPELL, 5, 10, 7, 1, RAY, HI_PAPER, SPE_FINGER_OF_DEATH),
SPELL("light", "cloth",

View File

@@ -737,7 +737,7 @@ u_init(void)
skill_init(Skill_K);
break;
case PM_MONK: {
static short M_spell[] = { SPE_HEALING, SPE_PROTECTION, SPE_SLEEP };
static short M_spell[] = { SPE_HEALING, SPE_PROTECTION, SPE_CONFUSE_MONSTER };
Monk[M_BOOK].trotyp = M_spell[rn2(90) / 30]; /* [0..2] */
ini_inv(Monk);