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Tone down scare monster by excluding humans and uniques
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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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paxed committed Mar 14, 2020
1 parent 3cd9d1a commit dc9fe0d
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1 change: 1 addition & 0 deletions doc/fixes37.0
Expand Up @@ -77,6 +77,7 @@ inventory cursing caused by "this water's no good" effect when drinking from
a fountain didn't update persistent inventory window
fix priest created inside temple wall
fix vault guard occasionally encasing monsters in stone
tone down scare monster by excluding humans and uniques


Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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3 changes: 3 additions & 0 deletions src/monmove.c
Expand Up @@ -135,10 +135,13 @@ int x, y;
struct monst *mtmp;
{
/* creatures who are directly resistant to magical scaring:
* humans aren't monsters
* uniques have ascended their base monster instincts
* Rodney, lawful minions, Angels, the Riders, shopkeepers
* inside their own shop, priests inside their own temple */
if (mtmp->iswiz || is_lminion(mtmp) || mtmp->data == &mons[PM_ANGEL]
|| is_rider(mtmp->data)
|| mtmp->data->mlet == S_HUMAN || unique_corpstat(mtmp->data)
|| (mtmp->isshk && inhishop(mtmp))
|| (mtmp->ispriest && inhistemple(mtmp)))
return FALSE;
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