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Old July 10, 2018, 15:33   #31
fizzix
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Quote:
Originally Posted by Nick View Post
It doesn't apply to template rooms, but does apply to all the things in vault.txt (including the new interesting rooms).
Oh i see. That does mean those numbers will be wonky. Probably should adjust wiz-stats so it only considers lesser/medium and greater vaults. Is there an easy way to do that?
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Old July 10, 2018, 23:28   #32
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Originally Posted by fizzix View Post
Oh i see. That does mean those numbers will be wonky. Probably should adjust wiz-stats so it only considers lesser/medium and greater vaults. Is there an easy way to do that?
The only quick (and very dirty) way I can think of is to hack gen-room.c so interesting rooms aren't marked as vaults. You could do that for stat-collecting purposes by something like replacing
Code:
			icky = true;
with
Code:
			icky = !streq(v->typ, "Interesting room");
in build_vault(), but I wouldn't want to bring that into the codebase at the moment.
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Old July 11, 2018, 01:28   #33
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Is it currently the case that you can't teleport into "interesting rooms?" If so, I think that's something we should consider changing
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Old July 11, 2018, 02:33   #34
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Is it currently the case that you can't teleport into "interesting rooms?" If so, I think that's something we should consider changing
Yeah, I want to do a bit of a rationalisation of room selection for 4.2 - Nomad has discussed this before, with IIRC the possibility of uniting interesting rooms and template rooms.
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