Tone down scare monster by excluding humans and uniques
Scroll of scare monster completely shut down most of the actual challenging monsters, such as uniques. Tone it down, so you can use it to ignore the smaller threats while dealing with uniques, or get most of the effect in the early game when you're usually dealing with normal monsters.
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@@ -77,6 +77,7 @@ inventory cursing caused by "this water's no good" effect when drinking from
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a fountain didn't update persistent inventory window
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fix priest created inside temple wall
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fix vault guard occasionally encasing monsters in stone
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tone down scare monster by excluding humans and uniques
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -135,10 +135,13 @@ int x, y;
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struct monst *mtmp;
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{
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/* creatures who are directly resistant to magical scaring:
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* humans aren't monsters
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* uniques have ascended their base monster instincts
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* Rodney, lawful minions, Angels, the Riders, shopkeepers
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* inside their own shop, priests inside their own temple */
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if (mtmp->iswiz || is_lminion(mtmp) || mtmp->data == &mons[PM_ANGEL]
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|| is_rider(mtmp->data)
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|| mtmp->data->mlet == S_HUMAN || unique_corpstat(mtmp->data)
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|| (mtmp->isshk && inhishop(mtmp))
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|| (mtmp->ispriest && inhistemple(mtmp)))
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return FALSE;
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