Being turned into green slime never drops hero's inventory so invent
objects shouldn't be subject to obj_not_held() handling.
obj_not_held() does apply to undead. Arising as a mummy or vampire
doesn't go through the trouble of dropping everything and picking it
back up, but there is a point in the die...arise sequence where the
hero is implicitly a corpse so nobody is holding his/her stuff.
Add a bc sanity check. It seems to work ok--in other words, not
trigger--under normal punishment. I don't have any test cases to
exercise its warnings.
This dragged in a couple of minor bc changes that were pending. I
should have cleared those out before tackling the sanity checking.
When cloning a monster, clear the clone trapped and hiding states.
When splitting a monster (eg. a black pudding), the clone could
be placed on a trap, so do mintrap.
When removing a monster from the map, clear the trapped state.
Fixes#188
The change to fix setting SEDUCE=0 in sysconf broke chatting with
seductive demons by unintentionally changing the way Null attack
argument was handled. It's still handled differently than it used
to be, but I think this difference is correct.
Fixes#187
Qt5 gave "status 'reassess' before init" panic at start of new game.
Don't call status_initialize(REASSESS) from set_usamon()--used for
hero setup as well as for hero polymorph--unless it was previously
called from display_gamewindows() with !REASSESS [which happens when
windowprocs.wincap2 has WC2_STATUS_HILITES or WC2_FLUSH_STATUS set].
If a poly'd hero spits venom and it lands at a 'soft' spot such as
water, it would remain as an intact venom object. (Venom spat by
monsters seems to always be used up regardless of where it lands.)
Vlad keeps his own form when carrying the Candelabrum, but if you
manage to get that away from him he should behave like other vampires.
He wasn't though; a high level wizard casting polymorph on him would
change him into an arbitrary monster rather than into a wolf/bat/cloud
that revives as Vlad when killed.
|The seemingly dead vampire bat rises as a vampire.
was overriding hallucination when describing both old and new forms.
In 3.6.0 it only overrode the dying shape (explicitly so, presumeably
because the feature was brand new) and honored hallucination for the
revived shape. The 3.6.1 fix to prevent non-hallucinating: 'The
seemingly dead Foo rises as Foo.' for a named vampire unintentionally
overrode hallucination for the revived shape.
Change it to honor hallucination for both before and after monsters
|The seemingly dead grid bug rises as a microscopic space fleet.