eel hiding behavior (trunk only)
From a bug report: an exposed eel in an isolated
pool--swamp rooms sometimes produce those--would never re-hide no matter
how long you left its vicinity. Re-hiding is part of post-move handling
and an eel with no adjacent water to move into would never reach that bit
of code since it didn't move anywhere. The code used to re-hide monsters
when you return to a previous level was ignoring eels altogether. Give
unhidden eels a chance to hide earlier during monster movement and also
when the hero returns to their level.
Also a really minor bit to slow down hit point loss of eels out of
water. I don't think anybody reverse genocides krakens to get experience
any more since they don't provide a big bonus when they're out of water,
so this change won't have much of an affect.
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@@ -281,6 +281,7 @@ changing alignment type resets alignment record to 0 (nomimally aligned)
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while polymorphed, suppress attribute gain/lose earned by pre-poly exercise
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wizard mode #monpolycontrol prompting asked about "it" when monster was unseen
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reprompt if player fails to make a menu choice during inventory identification
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seen eels who were stuck in isolated pools would never re-hide
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Platform- and/or Interface-Specific Fixes
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