From: <gi...@cr...> - 2025-07-15 07:40:14
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via 1673ddcb0ae94647088d2a3d4b12af2567f572dd (commit) from 90afa8895f949b052c87b5a2574869fd94d62c6c (commit) ----------------------------------------------------------------------- commit 1673ddcb0ae94647088d2a3d4b12af2567f572dd Author: David Lawrence Ramsey <poo...@gm...> Date: Tue Jul 15 01:39:51 2025 -0500 Make Zonguldrok's reaping count as evil (#4655). Since it's not a weapon, but armour that adds the reaping brand to whatever attack you're using, manually trigger the evil god conduct for it, just as we do with Damnation. But do this after all other brand checks, since it effectively gives your weapon the reaping brand on top of whatever brand it has. NOTE: Regarding brands with manual conduct triggers, one-shotting a monster with Damnation, Zonguldrok, or a chaos effect that doesn't resolve to a brand that works on dead monsters will not trigger the appropriate conduct when it should, but that's a separate issue, and this change still brings us closer to the correct behaviour. Also, there's no warning prompt about potential penance when wielding Zonguldrok, because all the warning prompt code is written with the assumption that only weapons can trigger conducts, not armour, but that's also a separate issue. ----------------------------------------------------------------------- Summary of changes: crawl-ref/source/attack.cc | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/crawl-ref/source/attack.cc b/crawl-ref/source/attack.cc index 038aab8828..837f8ccfaf 100644 --- a/crawl-ref/source/attack.cc +++ b/crawl-ref/source/attack.cc @@ -1388,6 +1388,11 @@ bool attack::apply_damage_brand(const char *what) did_god_conduct(DID_CHAOS, 2 + random2(3)); } + // Since this adds the reaping brand to all attacks, check it after all + // other brands. + if (attacker->is_player() && you.unrand_equipped(UNRAND_SKULL_OF_ZONGULDROK)) + did_god_conduct(DID_EVIL, 2 + random2(3)); + if (!obvious_effect) obvious_effect = !special_damage_message.empty(); -- Dungeon Crawl Stone Soup |