tweak the Astral Plane level
Even out the difficulty (from one game to another) somewhat. Instead of a 75% chance that two large areas will be opened up on the left and right sides of the arrival area plus 13.5 (avg) * 1.5 (avg) extra monsters in that region, change to 60% chance that the left side will be opened up with 7 (avg) * 1.5 (avg) extra monsters and a separate 60% chance that the right side will be opened up with 7 * 1.5 (avg) extra monsters. The chance that both sides get opened up drops to 36% but the chance that neither side gets opened drops to 16%, with difference made up by 24% chance each for just one side or the other. I was a little surprised that this actually worked. I hope there's a less clumsy way to have a loop index.
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@@ -1,4 +1,4 @@
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# NetHack 3.6 endgame.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.13 $
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# NetHack 3.6 endgame.des $NHDT-Date: 1546303680 2019/01/01 00:48:00 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.14 $
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# Copyright (c) 1989 by Jean-Christophe Collet
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# Copyright (c) 1989 by Jean-Christophe Collet
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# Copyright (c) 1992,1993 by Izchak Miller, David Cohrs,
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# Copyright (c) 1992,1993 by Izchak Miller, David Cohrs,
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# and Timo Hakulinen
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# and Timo Hakulinen
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@@ -505,15 +505,36 @@ MAP
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-----------------
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-----------------
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ENDMAP
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ENDMAP
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IF [75%] {
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# chance to alter above map and turn the wings of the bottom-center into
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TERRAIN:fillrect (17,14, 30,18),'.'
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# a pair of big (5x15) rooms
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TERRAIN:fillrect (44,14, 57,18),'.'
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$loopindx = 0
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WALLIFY
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LOOP [2] {
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$loopindx = $loopindx + 1
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$hall = selection:floodfill(37,18)
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# 3.6.[01]: 75% chance that both sides opened up, 25% that neither did;
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LOOP [6 + 3d4] {
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# 3.6.2: 60% twice == 36% chance that both sides open up, 24% left side
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MONSTER:('A',"Angel"),rndcoord($hall),noalign,hostile
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# only, 24% right side only, 16% that neither side opens up
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[50%]: MONSTER:random,rndcoord($hall),hostile
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IF [60%] {
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IF [$loopindx == 1] {
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TERRAIN:fillrect (17,14, 30,18),'.'
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WALLIFY
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# temporarily close off the area to be filled so that it doesn't cover
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# the entire entry area
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TERRAIN:(33,18), '|'
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$hall = selection:floodfill(30,16)
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# re-connect the opened wing with the rest of the map
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TERRAIN:(33,18), '.'
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} ELSE {
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TERRAIN:fillrect (44,14, 57,18),'.'
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WALLIFY
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TERRAIN:(41,18), '|'
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$hall = selection:floodfill(44,16)
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TERRAIN:(41,18), '.'
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}
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# extra monsters; was [6 + 3d4] when both wings were opened up at once
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LOOP [3 + 2d3] {
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MONSTER:('A',"Angel"),rndcoord($hall),noalign,hostile
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[50%]: MONSTER:random,rndcoord($hall),hostile
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}
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}
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}
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}
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}
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