[CF-Devel] New god_intervention()
Jan Echternach
echter at informatik.uni-rostock.de
Thu Nov 9 16:37:11 CST 2000
On Wed, Nov 08, 2000 at 09:37:41PM +0100, Jan Echternach wrote:
>
The problems with start equipment (cursed items, many spellbooks with
>
same spell) should be fixed.
This new version of the patch contains some more fixes and
improvements.
>
"summon avatar" is probably broken, because it used the god itself as
>
There's still a lot of compatibility code left. I'd like to remove
All compatibility code is gone and god_intervention() was completely
rewritten. Avatars should be working fine.
I've added some new options to god_intervention(). See
arch/gods/randomitems/ for archetypes that can be put into gods'
treaure lists to activate them.
Each god in this patch has a treaure list, but it contains only the old
features. There shouldn't be any significant player visible changes in
this patch.
I think there are only two things left until the patch can go into the
CVS: Writing the change log and testing the patch.
The PATH_NULL kludge in include/spellist.h isn't needed anymore.
I'd like to change the spell paths back to some meaningful values.
I suggest
immunity to xxx PATH_PROT
invulnerability PATH_PROT
cause black death PATH_WOUNDING
divine shock PATH_ELEC
(Divine shock doesn't have PATH_NULL at the moment, but PATH_WOUNDING.
However, there are already so many wounding spells, and divine shock
really looks like an electricity spell.)
--
Jan
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