Merge branch 'NetHack-3.6'

This commit is contained in:
nhmall
2019-08-02 22:50:13 -04:00
7 changed files with 84 additions and 35 deletions

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@@ -1,4 +1,4 @@
/* NetHack 3.6 artilist.h $NHDT-Date: 1433050874 2015/05/31 05:41:14 $ $NHDT-Branch: master $:$NHDT-Revision: 1.16 $ */
/* NetHack 3.6 artilist.h $NHDT-Date: 1564351548 2019/07/28 22:05:48 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.20 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2017. */
/* NetHack may be freely redistributed. See license for details. */
@@ -57,8 +57,16 @@ static NEARDATA struct artifact artilist[] = {
DRLI(5, 2), DRLI(0, 0), NO_CARY, 0, A_CHAOTIC, NON_PM, NON_PM, 8000L,
NO_COLOR),
/*
* Mjollnir will return to the hand of the wielder when thrown
* if the wielder is a Valkyrie wearing Gauntlets of Power.
* Mjollnir can be thrown when wielded if hero has 25 Strength
* (usually via gauntlets of power but possible with rings of
* gain strength). If the thrower is a Valkyrie, Mjollnir will
* usually (99%) return and then usually (separate 99%) be caught
* and automatically be re-wielded. When returning Mjollnir is
* not caught, there is a 50:50 chance of hitting hero for damage
* and its lightning shock might destroy some wands and/or rings.
*
* Monsters don't throw Mjollnir regardless of strength (not even
* fake-player valkyries).
*/
A("Mjollnir", WAR_HAMMER, /* Mjo:llnir */
(SPFX_RESTR | SPFX_ATTK), 0, 0, ELEC(5, 24), NO_DFNS, NO_CARY, 0,

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@@ -1,4 +1,4 @@
/* NetHack 3.6 timeout.h $NHDT-Date: 1432512775 2015/05/25 00:12:55 $ $NHDT-Branch: master $:$NHDT-Revision: 1.10 $ */
/* NetHack 3.6 timeout.h $NHDT-Date: 1564269131 2019/07/27 23:12:11 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.12 $ */
/* Copyright 1994, Dean Luick */
/* NetHack may be freely redistributed. See license for details. */
@@ -10,10 +10,11 @@ typedef void FDECL((*timeout_proc), (ANY_P *, long));
/* kind of timer */
enum timer_type {
TIMER_LEVEL = 0, /* event specific to level */
TIMER_GLOBAL, /* event follows current play */
TIMER_OBJECT, /* event follows a object */
TIMER_MONSTER /* event follows a monster */
TIMER_LEVEL = 0, /* event specific to level [melting ice] */
TIMER_GLOBAL = 1, /* event follows current play [not used] */
TIMER_OBJECT = 2, /* event follows an object [various] */
TIMER_MONSTER = 3, /* event follows a monster [not used] */
NUM_TIMER_KINDS /* 4 */
};
/* save/restore timer ranges */