fix issue #843 - vampire revival sequencing
Reported by Umbire: |You kill SpaceMannSpiff! SpaceMannSpiff puts on a dwarvish cloak. |SpaceMannSpiff puts on a dwarvish iron helm. |The seemingly dead SpaceMannSpiff suddenly transforms and rises as | a Vampire. This was tough to reproduce but I finally managed it. The issue text mentions that it was fixed by copperwater in xNetHack with commit 8c4af50f0aa3e72522f3eb98df039ff25c2a1ea0 to the repository for that variant. My attempt to cherry-pick that failed--I'm not even sure whether it should have been expected to work--and some of the code has been impinged upon by changes, so I ended up applying the contents of that commit manually. The commit changes how/when monsters put on new armor rather than anything directly related to vampires. Circumstances similar to the example above now yield: |You kill SpaceMannSpiff! |The seemingly dead SpaceMannSpiff suddenly transforms and rises as | a Vampire. on one turn, then on the next turn the revived vampire produces: |SpaceMannSpiff puts on a dwarvish cloak. My test case only had one item of interest; I assume that the second item of armor gets worn on a subsequent turn rather than at the same time as the first one. Fixes #843
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@@ -1988,6 +1988,9 @@ vampire shapeshifting in a door (pr #794 by entrez)
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split "act_on_act" into separate function (pr #777 by argrath)
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unnecessary null-check on parsesymbols() (pr #793 by argrath)
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split cleaning-up on gd_move() into separate function (pr #791 by argrath)
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from xNetHack: better handling for monsters putting on equipment; fixes
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issue #843: "Mon dies. Mon puts on <armor>. The seemingly dead Mon
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rises as a vampire."
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Code Cleanup and Reorganization
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