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Old February 24, 2019, 23:00   #141
Ingwe Ingweron
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Quote:
Originally Posted by Thraalbee View Post
A long term irritation is the enforced pickup gold even when all money items are squelched. In ironman games I prefer to be broke, it helps when meeting Smegaol and blue p's whom I hunt for ?phase door
I do the same, but why is it irritating? It just seems irrelevant. I don't "see" the money or gems, since they're ignored, but the fact that @ picks up gold underfoot and that gold can be stolen doesn't matter to me. Do you think it makes a difference when fighting Smeagol or thieves if they steal gold? Whether @ has gold to be stolen and they blink (phase door) away, or has zero gold so they fail to steal gold and still blink away, doesn't really matter, does it? Am I missing something?
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Old February 25, 2019, 04:19   #142
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Quote:
Originally Posted by Thraalbee View Post
Amulet with no-tele curse disallows player teleport but allows monsters to do tele_to. Is that intentional? If so, that certainly acceptable but if monsters couldn't do tele_to then there would be cases where you may want to wear it. Only to die horribly a while later after forgetting to take it off. Hehe
Seems to me monsters should not be able to teleport @ to them if @ is wearing no teleport curse.
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Old February 25, 2019, 17:52   #143
Thraalbee
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Quote:
Originally Posted by Ingwe Ingweron View Post
... Whether @ has gold to be stolen and they blink (phase door) away, or has zero gold so they fail to steal gold and still blink away, doesn't really matter, does it? Am I missing something?
The way I read the code is that it exits after fail to steal due to impoverished player but otherwise proceeds to the "Blink away" part which always triggers after successful steal. If this is correct, then 0 gold reduces the chance for a blink. [EDIT] eh, I think I am wrong there. That would take e.g. the "if (gold <= 0)" to be "if (current_player->au <= 0)"



Code:
static void melee_effect_handler_EAT_GOLD(melee_effect_handler_context_t *context)
{
...
    /* Attempt saving throw (unless paralyzed) based on dex and level */
    if (!current_player->timed[TMD_PARALYZED] && ... save ... ) {
        msg("You quickly protect your money pouch!");
        /* Occasional blink anyway */
        if (randint0(3)) context->blinked = true;
    } else {
        s32b gold = (current_player->au / 10) + randint1(25);
        if (gold < 2) gold = 2;
        if (gold > 5000) gold = (current_player->au / 20) + randint1(3000);
        if (gold > current_player->au) gold = current_player->au;
        current_player->au -= gold;
        if (gold <= 0) {
            msg("Nothing was stolen.");
            return;
        }
        /* Let the player know they were robbed */
        msg("Your purse feels lighter.");
        if (current_player->au) msg("%d coins were stolen!", gold);
        else msg("All of your coins were stolen!");
        /* While we have gold, put it in objects */
        ...
        /* Redraw gold */
        ...
        /* Blink away */
        context->blinked = true;
    }
}
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Old February 25, 2019, 17:58   #144
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It appears you're correct, that monsters will not blink if the player is broke. IMO this is a bug, precisely because it encourages avoiding picking up money to keep thieves from teleporting. Thief teleportation is a fundamental part of their character as monsters, if you want them to not do it then don't let them get into melee range.

Thinking of it from an in-game perspective, what incentive does a thief have to stick around near an angry person who has nothing worth stealing?
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Old February 25, 2019, 19:02   #145
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Agree. If eat_gold was successful but there is no gold, it would be reasonable to proceed to steal an item instead.
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Old February 25, 2019, 19:17   #146
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But on the other hand, the thief does have a reason to stay around, failure sucks and there is always another pocket to try. no?
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Old February 28, 2019, 04:42   #147
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Just went down to 1750' and there's a pit room with all 'k' monsters, which upon examination is an 11x5 room with 55 kobold archers inside. Usually they're a combination of similar but different level monsters. Curious that the dungeon generator would do this.
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Old February 28, 2019, 05:37   #148
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Quote:
Originally Posted by mrfy View Post
Just went down to 1750' and there's a pit room with all 'k' monsters, which upon examination is an 11x5 room with 55 kobold archers inside. Usually they're a combination of similar but different level monsters. Curious that the dungeon generator would do this.
Nice catch. It turns out that that's an archer pit:
Code:
name:Archers
room:1
alloc:1:25
obj-rarity:0
mon-base:kobold
mon-base:orc
mon-base:person
color:W
color:D
spell-req:ARROW
Only problem is that all orcs and persons with the ARROW spell are now different colours. I think I need to check all the pit types for this sort of problem.
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Old February 28, 2019, 05:49   #149
mrfy
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Only problem is that all orcs and persons with the ARROW spell are now different colours. I think I need to check all the pit types for this sort of problem.
Died not too long after running into a Maia of Mandos, it changed into a time vortex (quite a surprise there!), 2 breaths and dead.

So I thought by adding "-I" or "-II" to character name it would automatically increment when starting from previous save file. Doesn't seem to be working.
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Old February 28, 2019, 14:52   #150
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Trying out the Necromancer, and just found a randart that activates for teleport. On inspection the activation description reads: "When activated, it teleports you randomly about 6034472405570f the largest distance you could go."
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