Tweak tourist xp gain from new monsters
Remove the XP gain for tourist seeing a new type of monster nearby, as it apparently made tourists a bit harder by forcing early level gains. Monsters next to hero are still marked as seen close-up, but fix the code so it doesn't count undetected monsters. Tourists still gain XP from "taking photos" of new types of monsters, but only if they haven't seen the monster close up before. (No actual photos are taken.)
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@@ -2749,7 +2749,7 @@ enlightenment/attribute disclosure for saving-grace: include a line for have
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"X " for explore mode, or "D " for debug mode if any of the games
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shown in its menu weren't saved during normal play; if they're all
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normal play, the prefix is suppressed
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tourists gain experience by seeing new types of creatures up close, and
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tourists gain experience by "taking photos" of new creatures, and
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going to new dungeon levels
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healers gain experience by healing pets
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blessed scroll of destroy armor asks which armor to destroy
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11
src/mon.c
11
src/mon.c
@@ -5804,7 +5804,8 @@ adj_erinys(unsigned abuse)
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pm->difficulty = min(10 + (u.ualign.abuse / 3), 25);
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}
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/* mark monster type as seen from close-up */
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/* mark monster type as seen from close-up,
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if we haven't seen it nearby before */
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void
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see_monster_closeup(struct monst *mtmp)
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{
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@@ -5823,17 +5824,13 @@ see_nearby_monsters(void)
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{
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coordxy x, y;
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/* currently used only for tourists ... */
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if (Blind || !Role_if(PM_TOURIST))
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return;
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for (x = u.ux - 1; x <= u.ux + 1; x++)
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for (y = u.uy - 1; y <= u.uy + 1; y++)
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if (isok(x, y) && MON_AT(x, y)) {
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struct monst *mtmp = m_at(x, y);
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if (canseemon(mtmp))
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see_monster_closeup(mtmp);
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if (canspotmon(mtmp) && !mtmp->mundetected && !M_AP_TYPE(mtmp))
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svm.mvitals[monsndx(mtmp->data)].seen_close = TRUE;
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}
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}
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