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Old October 15, 2015, 14:08   #241
Nick
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Quote:
Originally Posted by PowerWyrm View Post
- do_cmd_go_down(): force_descent will make you go down to (max_depth + stair_skip) by recall, but here (by stairs) it's set to (max_depth + 1)

Code:
	/* Warn a force_descend player if they're going to a quest level */
	if (OPT(birth_force_descend)) {
		descend_to = dungeon_get_next_level(player->max_depth, 1);
		if (is_quest(descend_to) &&
			!get_check("Are you sure you want to descend?"))
			return;
	}
For this one descend_to is already set, and we also need to do the max_depth check properly, so I think it should be:

Code:
	/* Warn a force_descend player if they're going to a quest level */
	if (OPT(birth_force_descend)) {
		if (is_quest(descend_to) &&
			!get_check("Are you sure you want to descend?"))
			return;

		/* Don't overshoot */
		descend_to = MIN(descend_to, z_info->max_depth - 1);
	}
The others were all spot on, thanks - I especially liked the failed trap door message
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Old October 15, 2015, 16:50   #242
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Quote:
Originally Posted by Nick View Post
For this one descend_to is already set, and we also need to do the max_depth check properly, so I think it should be:

Code:
	/* Warn a force_descend player if they're going to a quest level */
	if (OPT(birth_force_descend)) {
		if (is_quest(descend_to) &&
			!get_check("Are you sure you want to descend?"))
			return;

		/* Don't overshoot */
		descend_to = MIN(descend_to, z_info->max_depth - 1);
	}
The others were all spot on, thanks - I especially liked the failed trap door message
descend_to is set to dungeon_get_next_level(player->depth, 1), which is not correct for force descent. It should be set to (player) max depth + the increment: dungeon_get_next_level(player->max_depth, 1). The check vs (dungeon) max depth is done in dungeon_get_next_level(), so the second one is not needed.
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Old October 15, 2015, 22:15   #243
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Quote:
Originally Posted by PowerWyrm View Post
descend_to is set to dungeon_get_next_level(player->depth, 1), which is not correct for force descent. It should be set to (player) max depth + the increment: dungeon_get_next_level(player->max_depth, 1). The check vs (dungeon) max depth is done in dungeon_get_next_level(), so the second one is not needed.
Oh, yeah, right.
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Old October 19, 2015, 17:05   #244
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Everything from 4.0 is now ported to PWMAngband. It took me only eight months...

Now it's time to fix the innate PWMAngband bugs, in particular the ones related to object index hacks that I had to add to be able to transfer object data between client and server.
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Old October 28, 2015, 17:55   #245
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Only the v4 effect descriptions to merge, then it's intensive test time. Beta version should follow as soon as the MAngband forums are back online.
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