From 2d6d151b280e7c110279f61ff9a8163f0907ccca Mon Sep 17 00:00:00 2001 From: PatR Date: Sun, 2 Jul 2023 15:27:58 -0700 Subject: [PATCH] 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 --- doc/fixes3-7-0.txt | 3 ++- src/trap.c | 5 ++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index 1309f215d..949ba9096 100644 --- a/doc/fixes3-7-0.txt +++ b/doc/fixes3-7-0.txt @@ -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 diff --git a/src/trap.c b/src/trap.c index d5fff01dc..0989ed7da 100644 --- a/src/trap.c +++ b/src/trap.c @@ -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) {