prevent a panic splitbill: no resident shopkeeper
Patch was sent in by <Someone> on Sep 8: This bug causes a number of impossible messages (starting with splitbill: no resident shopkeeper??) Repeat by: Enter a large shop. Wish for a large stack of projectiles. Sell your projectiles and then pick them up again. Trap shopkeeper against the door with a scroll of earth. Throw the projectiles at the shopkeeper to anger him. Move away from the boulder trap and wait for the shopkeeper to leave the shop. Throw one of the projectiles at the free space.
This commit is contained in:
@@ -54,6 +54,7 @@ ensure that a sleeping steed doesn't answer a #chat
|
||||
eliminate two very minor anomalies when using Luck to adjust random numbers
|
||||
destroying a worn item via dipping in burning oil would not unwear/unwield
|
||||
the item properly, possibly leading to various strange behaviors
|
||||
avoid a panic splitbill when shopkeeper is trapped by the door
|
||||
|
||||
|
||||
Platform- and/or Interface-Specific Fixes
|
||||
|
||||
@@ -3228,7 +3228,7 @@ register struct monst *shkp;
|
||||
Such voluntary abandonment left unpaid objects in
|
||||
invent, triggering billing impossibilities on the
|
||||
next level once the character fell through the hole.] */
|
||||
if (udist > 4 && eshkp->following)
|
||||
if (udist > 4 && eshkp->following && !eshkp->billct)
|
||||
return(-1); /* leave it to m_move */
|
||||
gx = u.ux;
|
||||
gy = u.uy;
|
||||
|
||||
Reference in New Issue
Block a user