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(0024089)
Kate (developer)
2013-09-25 21:15
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Alternatively he should actually punish you if you get draining, once you've identified the wand as random effects. |
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(0024090)
sgrunt (administrator)
2013-09-25 21:25
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MarvinPA's suggestion seems to me to be the intended behaviour here. |
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(0024096)
BlackSheep (reporter)
2013-09-26 18:29
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The beam code handles the conducts, and zap_wand() sets beam.effect_known = false for wands of random effects. This prevents warning messages from beams that might hit the player, but is also used in the call to did_god_conduct(), so the conduct is never "known". |
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(0024100)
neil (administrator)
2013-09-27 16:28
edited on: 2013-09-27 16:32
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Fixed in trunk (0.14-a0-32-gdbef0e0). I applied MarvinPA's suggestion: I added a separate beam.effect_wanton and set that when the source was known random effects. The god checks all use that now (more specifically, bolt::god_cares(), which returns effect_known || effect_wanton). The same applies to chaos melee (which is always known and therefore always wanton) and chaos launchers (wanton if the launcher is chaos, or if the ammunition is known chaos).
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(0024103)
KiloByte (manager)
2013-09-27 17:19
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"known" chaos? Is there any other kind? Missiles are always known. |
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