return 0;
}
u.uconduct.gnostic++;
-
+ Gname = halu_gname(u.ualign.type);
+
+ /* [What about needing free hands (does #turn involve any gesturing)?] */
+ if (!can_chant(&youmonst)) {
+ /* "evilness": "demons and undead" is too verbose and too precise */
+ You("are %s upon %s to turn aside evilness.",
+ Strangled ? "not able to call" : "incapable of calling", Gname);
+ /* violates agnosticism due to intent; conduct tracking is not
+ supposed to affect play but we make an exception here: use a
+ move if this is the first time agnostic conduct has been broken */
+ return (u.uconduct.gnostic == 1);
+ }
if ((u.ualign.type != A_CHAOTIC
- && (is_demon(youmonst.data) || is_undead(youmonst.data)))
+ && (is_demon(g.youmonst.data) || is_undead(g.youmonst.data)))
|| u.ugangr > 6) { /* "Die, mortal!" */
- pline("For some reason, %s seems to ignore you.", u_gname());
+ pline("For some reason, %s seems to ignore you.", Gname);
aggravate();
exercise(A_WIS, FALSE);
return 1;
}
}
}
+
+ /*
+ * TODO?
+ * Shouldn't there be some detrimental effect on self for
+ * successful #turn while in demon or undead form?
+ *
+ * Paralysis duration probably ought to be based on the strengh
+ * of turned creatures rather than on turner's level.
+ * Why doesn't this honor Free_action? [Because being able to
+ * repeat #turn every turn would be too powerful.]
+ */
nomul(-(5 - ((u.ulevel - 1) / 6))); /* -5 .. -1 */
- multi_reason = "trying to turn the monsters";
- nomovemsg = You_can_move_again;
+ g.multi_reason = "trying to turn the monsters";
+ g.nomovemsg = You_can_move_again;
return 1;
}