gem probabilities (trunk only)

This is probably on <Someone>'s bug list, but I don't remember where
that lives.  I found a copy of an old news message by him which pointed
out that gem probabilities are set for a given dungeon level at the time
it is being created, but they don't get reset when an existing level is
revisited.  So giants' inventory creation and any monsters' death drops
generate gems using values from the level most recently made rather than
from their/hero's current location.  That can lead to high level gems in
the main dungeon after entering the mines.
This commit is contained in:
nethack.rankin
2007-05-22 00:53:36 +00:00
parent 47348b92d7
commit c89d5f2075
2 changed files with 3 additions and 1 deletions

View File

@@ -230,6 +230,7 @@ breath attack directed at self by poly'd hero always hits
override non-silver vs shades for artifacts which deal extra damage to undead
assorted mirror fixes--mainly visibility issues
some monsters can't be strangled; self-polymorph can stop/restart strangulation
re-adjust gem generation probabilities when revisiting existing dungeon levels
Platform- and/or Interface-Specific Fixes

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)do.c 3.5 2007/02/03 */
/* SCCS Id: @(#)do.c 3.5 2007/05/21 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1133,6 +1133,7 @@ boolean at_stairs, falling, portal;
minit(); /* ZEROCOMP */
getlev(fd, hackpid, new_ledger, FALSE);
(void) close(fd);
oinit(); /* reassign level dependent obj probabilities */
}
/* do this prior to level-change pline messages */
vision_reset(); /* clear old level's line-of-sight */