As suggested in the newsgroup, re-factor the calculation of carrcap
so that any change in strength or constitution affects your capacity.
The integer division was rounding off the result.
When you drop a container in a shop, gold in that container is added to
your credit. However, if you put gold into a container after it was already
on the shop floor, no credit was given. Then when you picked up the bag or
tried to take out the gold, you'd be debited for it. This change causes
in_container to handle gold the same as container dropping does.
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added. This actually
brings the touchstone a bit more in line with the data.base entry.
Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added. This actually
brings the touchstone a bit more in line with the data.base entry.
1) make two-weapon combat perform two attacks instead of always either
hitting twice or missing twice;
2) address <Someone>'s report of weapon skill to-hit adjustment being ignored
for bare-handed and martial arts attacks;
3) address newsgroup complaints about the intrusive "your armor is rather
cumbersome" message given every time a monk wearing a suit attacks;
this implements the suggestion that it only occur for those times where
you miss because of the penalty involved, suppressing it when you miss
due to other reasons and when you successfully hit;
4) bonus fix: a side-effect of #3 is that the order of the messages "your
armor is cumbersome" and Stormbringer's "bloodthirsty blade attacks" is
inverted, making a sensible sequence instead of implying precognition.
This patch fixes the MinGW Makefile:
- Adds support for the keystroke DLL.
DLLs are interchangeable between gcc and msc builds.
- Gets the Makefile to work for Win95 and friends
- Adds the -mms-bitfields flag to ensure savefile compatibility between
MinGW and MSC files
- Fixes various minor issues: layout, make spotless, and some duplicate
commands that are now governed by a new tag ($(O)gamedir.tag).
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
A suggestion to the mailing list. If the response is more than a single
letter and doesn't match any class description, don't say "symbol" in the
followup message. I left "symbol" in if the response in a single
character, I thought it was more helpful.
<Someone> wondered post-3.4.1 why paper golems are affected by cold.
Given what I know of paper, straw and wood, and fantasy golems of each
type, all three types of golem seem like they should resist cold. The
others were less clear to me, someone else can address them if necessary.
Below is the result of your feedback form. It was submitted by
<email deleted> on Tuesday, March 11, 2003 at 07:48:17
---------------------------------------------------------------------------
mailversion: 1.17
nhversion: 3.4.1
nhfrom: Our 3.4.1 source release, unmodified
hardware: i686 arch.
software: Debian woody, gcc 2.95.4
comments: When polymorphing to eg. horned devil, and wearing a helmet,
I get "Your pierce through your elven leather helm.". Likely
there is a broken variable there.
Prevent burying a ball from ending your punishment.
When you bury the ball, internally NetHack Punishment
ceases, but a new trap type of TT_BURIEDBALL immediately
kicks in (acting similar to TT_INFLOOR in some ways).
You can eventually work the ball free (or teleport, etc.),
but that will just return you back to normal Punishment.
Incorporate a mod submitted by <Someone> to implement the TODO in the
class genocide code by walking thru the species to find a class to genocide
if the user input does not match the class description.
3.4.1 included a change which requires you to be able to use hands
in order to manipulate containers; that makes sense but has introduced
an unintended side-effect. It has become much harder to uncurse a
two-handed weapon or combination of a one-handed weapon and a shield
because you can't get scrolls or potions out of your bag. This adds a
new major trouble for prayer to address that, escalating it above the
normal minor cursed item trouble. It also removes a nonsensical check
for combination of two-handed weapon and shield that I added long ago.
Not related, but same file: add the missing artifact touch checks
for putting on accessories (quest amulets and lenses). I can't remember
if this was From a bug report.
The recent bones panic included "program initialization failed"
during final rundown. The cause of the panic has already been fixed;
this fixes the silly message that was delivered with it.
Also, disclose the contents of carried statues along with normal
containers when the game ends.
Add <Someone>'s suggestion for the expected input value to the prompt for
playing a tune, and implement handling for alternate note "H" which seems
to be used as a variation of "B" by some Europeans. The Amiga part is
untested but "can't be wrong"(tm).
<Someone> reported that couatl and ki-rin could wear boots and gloves.
Two problems: 1. all minions were created with a sword and armor, even those
that couldn't use them. 2. couatl and ki-rin were missing some important
bits in their M1 flags.
Now neither couatl or ki-rin are created with armor, and they won't try
to wear any armor they cross in the dungeon.
- Move the code for keystroke handling into its own source file.
- Compile and link it as a dynamic link library.
- Dynamically load the keystroke handler at runtime
- Add support for specifying a different handler in defaults.nh
so that internationalization issues can be dealt with without
rebuilding nethack, just supply alternative handlers in HACKDIR.
The following exported functions need to be present in
the keystroke handler .dll:
ProcessKeystroke - returns an ascii value to NetHack
NHkbhit - allows peeking to see if a key/mouse press is waiting
SourceWhere - returns location for souce code for a keystroke handler
SourceAuthor - returns author information for a keystroke handler
KeyHandlerName - returns the full or short name of the keystroke handling dll.
Valid fruit names like lotus would result in funny fruit juice names, eg
"lotu juice". Looking at a long list of words ending in "us", the ones one
might reasonbly use for a fruit name were all singular, as were almost all
of the unreasonable words. Changed the logic to prefer to leave "us" words
alone, except for 2 monster types that might be entered with "s" at the end.
Tengus is not correct, according to makeplural, but I put that in to be nice.
- Version change from 3.4.x
- timed_delay feature ignore in makedefs
- several flags from iflags to flags
- use offsets from mons array entries in save file rather than storing
the ptr and calculating the distance from beginning of array
Reported for applying a figurine that was used up, but I found the same
problem could affect cursed bells and candles. Modified all three helper
functions to indicate when the object is gone, and modified doapply to
deal with this before doing the artifact check.
-better handling of "more" prompt for messages that would have scrolled off the window
-support perm_invent
-menu option to add/remove windows captions
A skilled/expert caster of fireball/cone of cold was not able to target
a location with a monster seen only by infravision/ESP. Since you can
focus on the monster there, targetting shouldn't fail in this case.
Attempting to lock onto a monster inside stone still won't work.