Timo Pietilä <timo.pietila@[EMAIL PROTECTED]
> writes:
> Eddie Grove wrote:
> > A couple of games back, I had a surprising experience. Wormtongue got
between
> > me and the stairs, and I had no chance of defeating him. I charged up
to him,
> > so he would steal my money and get it over with before he thought to
cast too
> > many frost bolts. I hit him with melee just by luck of the turncount,
and was
> > shocked to get a message that he was confused. My first thought was
to wonder
> > how I could have managed to introduce that sort of bug into my patch.
It
> > turns out I had tested a scroll of confuse monster on the stairs from
the
> > previous level, and had not meleed anyone since.
> > Wands and cast spells etc do not ever confuse uniques. However, a
different
> > block of code, which does not abort vs uniques, is used for
?confuseMonster.
>
> So, does that mean that hording up ?oConfuseMonster could confuse
Morgoth??? I
> have never ever tried to use that against uniques.
IIRC, they show up at the alchemy shop, so you don't even have to hoard
them.
The code snip corresponding to p_ptr->confusing is
/* Confuse the monster */
if (r_ptr->flags3 & (RF3_NO_CONF))
{
if (m_ptr->ml)
{
l_ptr->flags3 |=
(RF3_NO_CONF);
}
msg_format("%^s is unaffected.",
m_name);
}
else if (rand_int(100) < r_ptr->level)
{
msg_format("%^s is unaffected.",
m_name);
}
I can never remember those rands.
src/z-rand.h: * Note: rand_range(0,N-1) == rand_int(N)
M is safe, having the NO_CONF flag. He is also safe by having level of
100.
Most troublesome uniques have NO_CONF, but most orc and troll uniques are
susceptible. A quick grep suggests Azriel, Gabriel, Beorn, Ar-P and the
giant
uniques may be susceptible, but I didn't look carefully enough to be sure.
Eddie


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