From: Michael Meyer Date: Thu, 18 Aug 2022 19:48:15 +0000 (-0400) Subject: Don't describe sleep explosion as a "ray" X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=66e98e1344b9c1a8f4999864fd780cf92dab0ae7;p=nethack Don't describe sleep explosion as a "ray" When breaking a wand of sleep, don't print the message "the sleep ray hits you!" since it produces an area effect/explosion rather than a ray. For a couple other wands, !ordinary (wand breakage) effects don't produce a message (I assume because the do_break_wand feedback is considered sufficient), but I put in an alternative message for the explosion since I think it's important to inform the player the hero has fallen asleep. --- diff --git a/src/explode.c b/src/explode.c index ee56eb6dc..871cbfd9a 100644 --- a/src/explode.c +++ b/src/explode.c @@ -156,7 +156,7 @@ explode( break; case 4: adstr = (olet == WAND_CLASS) ? "death field" - : "disintegration field"; + : "disintegration field"; adtyp = AD_DISN; break; case 5: diff --git a/src/zap.c b/src/zap.c index 1900846fe..dc68b447f 100644 --- a/src/zap.c +++ b/src/zap.c @@ -2633,7 +2633,10 @@ zapyourself(struct obj *obj, boolean ordinary) You("don't feel sleepy!"); monstseesu(M_SEEN_SLEEP); } else { - pline_The("sleep ray hits you!"); + if (ordinary) + pline_The("sleep ray hits you!"); + else + You("fall alseep!"); fall_asleep(-rnd(50), TRUE); } break;