PR #1009 - higher statue trap difficulty

Pull request from NulCGT:  make statues created for statue traps be
5 to 10 points higher in difficulty than the default would be.

5 to 10 points of difficulty higher is already used for figurines.
The pull request chose the same amount but I've reduced it to 3 to 6.
Partly so that they won't be the same, partly so that they won't be
too hard when activated, and partly so that the creature won't be
quite as obvious a give away that the statue is a trap.

Closes #1009
This commit is contained in:
PatR
2023-07-02 15:27:58 -07:00
parent 2dd0af630e
commit 2d6d151b28
2 changed files with 4 additions and 4 deletions

View File

@@ -1022,7 +1022,8 @@ when breaking a wand of sleep hits the hero with the explosion, don't describe
expose fuzz tester to wizard-mode as #debugfuzzer extended command
monsters which cannot move due to boulders or walls try to escape
intelligent monsters see and remember when others trigger traps
random figurines are of harder monsters
random figurines are of harder monsters by 5..10 difficulty points
statues for statue traps are of harder monsters too, but only by 3..6
monsters can blind you with a camera
lit candles generated by wishing could have wrong light radius
better feedback from detect unseen

View File

@@ -391,13 +391,12 @@ mk_trap_statue(coordxy x, coordxy y)
int trycount = 10;
do { /* avoid ultimately hostile co-aligned unicorn */
mptr = &mons[rndmonnum_adj(5, 10)];
mptr = &mons[rndmonnum_adj(3, 6)];
} while (--trycount > 0 && is_unicorn(mptr)
&& sgn(u.ualign.type) == sgn(mptr->maligntyp));
statue = mkcorpstat(STATUE, (struct monst *) 0, mptr, x, y,
CORPSTAT_NONE);
mtmp = makemon(&mons[statue->corpsenm], 0, 0,
MM_NOCOUNTBIRTH|MM_NOMSG);
mtmp = makemon(&mons[statue->corpsenm], 0, 0, MM_NOCOUNTBIRTH | MM_NOMSG);
if (!mtmp)
return; /* should never happen */
while (mtmp->minvent) {