Knight quest home level has some saddled warhorses
Also, when creating a saddle in a monster inventory in special level lua code, automatically saddle the monster, if possible.
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@@ -103,3 +103,7 @@ des.monster({ id = "quasit", x=32, y=00, peaceful=0 })
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des.monster({ id = "quasit", x=34, y=00, peaceful=0 })
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des.monster({ id = "quasit", x=34, y=00, peaceful=0 })
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des.monster({ id = "quasit", x=36, y=00, peaceful=0 })
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des.monster({ id = "quasit", x=36, y=00, peaceful=0 })
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-- Some warhorses
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for i = 1, 2 + nh.rn2(3) do
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des.monster({ id = "warhorse", peaceful = 1, inventory = function() if percent(50) then des.object("saddle"); end end });
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end
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@@ -787,6 +787,7 @@ martial arts users, sasquatches, and heroes wearing kicking boots can
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knights get no caitiff penalty against undead
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knights get no caitiff penalty against undead
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candy bars are bright blue in text mode
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candy bars are bright blue in text mode
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towels weigh more than blindfolds
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towels weigh more than blindfolds
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knight quest home level contains some saddled warhorses
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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+4
-1
@@ -2198,7 +2198,10 @@ create_object(object* o, struct mkroom* croom)
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; /* ['otmp' remains on floor] */
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; /* ['otmp' remains on floor] */
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} else {
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} else {
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remove_object(otmp);
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remove_object(otmp);
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(void) mpickobj(invent_carrying_monster, otmp);
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if (otmp->otyp == SADDLE)
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put_saddle_on_mon(otmp, invent_carrying_monster);
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else
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(void) mpickobj(invent_carrying_monster, otmp);
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}
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}
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} else {
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} else {
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struct obj *cobj = container_obj[container_idx - 1];
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struct obj *cobj = container_obj[container_idx - 1];
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