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
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@@ -1022,7 +1022,8 @@ when breaking a wand of sleep hits the hero with the explosion, don't describe
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expose fuzz tester to wizard-mode as #debugfuzzer extended command
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expose fuzz tester to wizard-mode as #debugfuzzer extended command
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monsters which cannot move due to boulders or walls try to escape
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monsters which cannot move due to boulders or walls try to escape
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intelligent monsters see and remember when others trigger traps
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intelligent monsters see and remember when others trigger traps
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random figurines are of harder monsters
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random figurines are of harder monsters by 5..10 difficulty points
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statues for statue traps are of harder monsters too, but only by 3..6
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monsters can blind you with a camera
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monsters can blind you with a camera
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lit candles generated by wishing could have wrong light radius
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lit candles generated by wishing could have wrong light radius
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better feedback from detect unseen
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better feedback from detect unseen
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@@ -391,13 +391,12 @@ mk_trap_statue(coordxy x, coordxy y)
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int trycount = 10;
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int trycount = 10;
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do { /* avoid ultimately hostile co-aligned unicorn */
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do { /* avoid ultimately hostile co-aligned unicorn */
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mptr = &mons[rndmonnum_adj(5, 10)];
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mptr = &mons[rndmonnum_adj(3, 6)];
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} while (--trycount > 0 && is_unicorn(mptr)
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} while (--trycount > 0 && is_unicorn(mptr)
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&& sgn(u.ualign.type) == sgn(mptr->maligntyp));
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&& sgn(u.ualign.type) == sgn(mptr->maligntyp));
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statue = mkcorpstat(STATUE, (struct monst *) 0, mptr, x, y,
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statue = mkcorpstat(STATUE, (struct monst *) 0, mptr, x, y,
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CORPSTAT_NONE);
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CORPSTAT_NONE);
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mtmp = makemon(&mons[statue->corpsenm], 0, 0,
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mtmp = makemon(&mons[statue->corpsenm], 0, 0, MM_NOCOUNTBIRTH | MM_NOMSG);
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MM_NOCOUNTBIRTH|MM_NOMSG);
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if (!mtmp)
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if (!mtmp)
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return; /* should never happen */
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return; /* should never happen */
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while (mtmp->minvent) {
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while (mtmp->minvent) {
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