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Just a thank you note

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Brett R.

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Jun 10, 2002, 7:49:52 PM6/10/02
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Whilst playing a game earlier today, I came across the usual locked
box. Up until yesterday, I always kicked the fool out of it until the
lock broke, breaking many potions and wands along the way. Upon
reading the collective advice of this group, I decided to resist my
immediate gratification impulse and wait 'til I had a way of opening
it.

My monk just picked up the box and carried it around for a level or
two (didn't make me burdened, so I figured why not), relieved a goblin
of his dagger, and forced the lock.

Turns out there WAS a potion inside, and I'm so glad I didn't just
start kicking.

"You feel strong! You feel smart! You feel wise! You feel agile!
You feel tough! You feel charismatic!"

*all teary-eyed* *sniff* Thanks everyone! :)

--Murph

The Yard Pimp

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Jun 11, 2002, 9:05:46 AM6/11/02
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murp...@email.com (Brett R.) wrote in message news:<e405e39f.02061...@posting.google.com>...


Good thing it wasn't a smoky potion that delivered a wish. Now that
would be a waste ;-)

Be careful about cursed daggers when you relieve monsters of their
only source of income just to open a lock. It seems to me that cursed
daggers just never seem to break...

Dayv!

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Jun 11, 2002, 3:26:20 PM6/11/02
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The Yard Pimp <yard...@flash.net> wrote:
>
> Be careful about cursed daggers when you relieve monsters of their
> only source of income just to open a lock. It seems to me that cursed
> daggers just never seem to break...

I've tried and tried to break them, too.

Anybody know if the code actually prevents you from breaking a cursed
weapon in this manner?

--
-Dayv!

"I didn't even know Hitler *had* personal sex midgets!"

Sam Dennis

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Jun 11, 2002, 3:47:10 PM6/11/02
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Dayv! wrote:
> The Yard Pimp <yard...@flash.net> wrote:
[forcing locks]

> Anybody know if the code actually prevents you from breaking a cursed
> weapon in this manner?

Yes. It does. (Which seems a bit illogical to me.)

--
++acr@,ka"

Chris Heilman

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Jun 11, 2002, 3:55:11 PM6/11/02
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On 11 Jun 2002 19:26:20 GMT,

Dayv! <laughingPHATMIKEDEM...@yourpain.com> wrote:
> The Yard Pimp <yard...@flash.net> wrote:
> >
> > Be careful about cursed daggers when you relieve monsters of their
> > only source of income just to open a lock. It seems to me that cursed
> > daggers just never seem to break...
>
> I've tried and tried to break them, too.
>
> Anybody know if the code actually prevents you from breaking a cursed
> weapon in this manner?

A quick look in the code shows that it checks the chance to break only
if its not cursed, so it looks like you can't break a cursed weapon
forcing locks.

-Chris

--
Chris Heilman http://www.ater.org chei...@ater.org
God instructs the heart, not by ideas, but by pains and
contradictions.
-De Caussade

Rast

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Jun 11, 2002, 6:03:15 PM6/11/02
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Chris Heilman wrote on Tue, 11 Jun 2002 19:55:11 +0000 (UTC) in article
<slrnagclcv....@mist.ater.org>:

> A quick look in the code shows that it checks the chance to break only
> if its not cursed, so it looks like you can't break a cursed weapon
> forcing locks.

I guess the "abuse" they are preventing here is unlimited tries to break
your weapon, if you can relock the chest after each #force.

--
NOTE: Bubble Bobble doesn't work in this release. We are aware of that.
Use Bobble Bobble or Super Bobble Bobble instead, they work much better
than Bubble Bobble ever did.

Dayv!

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Jun 11, 2002, 8:22:03 PM6/11/02
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Sam Dennis <s...@malfunction.screaming.net> wrote:

>
> Dayv! wrote:
>
> [forcing locks]
>>
>> Anybody know if the code actually prevents you from breaking a cursed
>> weapon in this manner?
>
> Yes. It does. (Which seems a bit illogical to me.)

Perhaps illogical, but it prevents an easy out for getting rid of a
cursed item...

Sam Dennis

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Jun 11, 2002, 10:58:44 PM6/11/02
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Sam Dennis wrote:

> Rast wrote:
>> Chris Heilman wrote on Tue, 11 Jun 2002 19:55:11 +0000 (UTC) in article
>><slrnagclcv....@mist.ater.org>:
[cursed weapons not breaking]
> However, if it's a problem, then maybe a better solution is to still break the
> blade (a cursed blade should really break more easily than any other, I should
> think) but leave the grip still in your hands, unusable as a weapon and
> preventing you from using anything else. (Unarmed combat with penalties.)

A while after posting this, I decided that I might do it. So I have. Enjoy
or not as you please.

This code is barely tested: it compiles and it appears to function vaguely
correctly, but it's a tedious thing to test thoroughly and I'm probably the
only one who thinks that it's a worthwhile change anyway.

Anyway, (severely under-implemented) patch follows:

diff -uwr nethack-3.4.0/src/lock.c nethack-3.4.0+brokenblades/src/lock.c
--- nethack-3.4.0/src/lock.c Wed Jun 12 03:44:17 2002
+++ nethack-3.4.0+brokenblades/src/lock.c Wed Jun 12 03:48:52 2002
@@ -146,13 +146,58 @@
if(xlock.picktyp) { /* blade */

if(rn2(1000-(int)uwep->spe) > (992-greatest_erosion(uwep)*10) &&
- !uwep->cursed && !obj_resists(uwep, 0, 99)) {
+ !obj_resists(uwep, 0, 99)) {
/* for a +0 weapon, probability that it survives an unsuccessful
* attempt to force the lock is (.992)^50 = .67
*/
pline("%sour %s broke!",
(uwep->quan > 1L) ? "One of y" : "Y", xname(uwep));
- useup(uwep);
+ otmp = (uwep->quan > 1L) ? splitobj(uwep, 1) : uwep;
+ switch (otmp->otyp) {
+ case DAGGER:
+ case ELVEN_DAGGER:
+ case ORCISH_DAGGER:
+ case SILVER_DAGGER:
+ case ATHAME:
+ case KNIFE:
+ case STILETTO:
+ otmp->otyp = LEATHER_GRIP;
+ if (otmp->spe > 0) otmp->spe /= 3;
+ break;
+ case SCALPEL:
+ otmp->otyp = BROKEN_SCALPEL;
+ if (otmp->spe > 0) otmp->spe /= 3;
+ break;
+ case AXE:
+ case BATTLE_AXE:
+ otmp->otyp = AXE_HANDLE;
+ if (otmp->spe > 0) otmp->spe /= 3;
+ break;
+ case ELVEN_SHORT_SWORD:
+ case ELVEN_BROADSWORD:
+ otmp->otyp = WOODEN_HANDLE;
+ if (otmp->spe > 0) otmp->spe /= 3;
+ break;
+ case SHORT_SWORD:
+ case ORCISH_SHORT_SWORD:
+ case DWARVISH_SHORT_SWORD:
+ case SCIMITAR:
+ case BROADSWORD:
+ case LONG_SWORD:
+ case TWO_HANDED_SWORD:
+ case KATANA:
+ case TSURUGI: /* Who's a stupid adventurer, then? */
+ case RUNESWORD:
+ otmp->otyp = IRON_HANDLE;
+ if (otmp->spe > 0) otmp->spe /= 3;
+ break;
+ case SILVER_SABER:
+ otmp->otyp = SILVER_HANDLE;
+ if (otmp->spe > 0) otmp->spe /= 3;
+ break;
+ default:
+ useup(otmp);
+ }
You("give up your attempt to force the lock.");
exercise(A_DEX, TRUE);
return((xlock.usedtime = 0));
diff -uwr nethack-3.4.0/src/objects.c nethack-3.4.0+brokenblades/src/objects.c
--- nethack-3.4.0/src/objects.c Wed Jun 12 03:44:17 2002
+++ nethack-3.4.0+brokenblades/src/objects.c Wed Jun 12 03:57:37 2002
@@ -141,12 +141,21 @@
WEAPON("crysknife", (char *)0,
1, 0, 0, 0, 20,100, 10, 10, 3, P, P_KNIFE, MINERAL, CLR_WHITE),

+WEAPON("broken scalpel", "steel shard",
+ 0, 1, 0, 0, 3, 1, 1, 1, 0, P, P_DAGGER, METAL, HI_METAL),
+WEAPON("leather grip", (char *)0,
+ 1, 1, 0, 0, 4, 1, 1, 1, 0, 0, P_BARE_HANDED_COMBAT, LEATHER,
+ CLR_BROWN),
+
WEAPON("axe", (char *)0,
1, 0, 0, 40, 60, 8, 6, 4, 0, S, P_AXE, IRON, HI_METAL),
WEAPON("battle-axe", "double-headed axe",
0, 0, 1, 10,120, 40, 8, 6, 0, S, P_AXE, IRON, HI_METAL),
/* "double-bitted" ? */

+WEAPON("axe handle", (char *)0,
+ 1, 0, 0, 0, 18, 1, 2, 1, 0, B, P_CLUB, IRON, HI_METAL),
+
/* swords */
WEAPON("short sword", (char *)0,
1, 0, 0, 8, 30, 10, 6, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL),
@@ -182,6 +191,13 @@
/* +d4 small, +1 large */
/* +5d2 +d8 from level drain */

+WEAPON("wooden handle", (char *)0,
+ 1, 0, 0, 0, 6, 1, 2, 1, 0, B, P_BARE_HANDED_COMBAT, WOOD, HI_WOOD),
+WEAPON("iron handle", (char *)0,
+ 1, 0, 0, 0, 10, 1, 2, 2, 0, B, P_BARE_HANDED_COMBAT, IRON, HI_METAL),
+WEAPON("silver handle", (char *)0,
+ 1, 0, 0, 0, 8, 1, 2, 2, 0, B, P_BARE_HANDED_COMBAT, SILVER, HI_SILVER),
+
/* polearms */
/* spear-type */
WEAPON("partisan", "vulgar polearm",

--
++acr@,ka"

kcolrawyksthgin

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Jun 12, 2002, 3:33:10 PM6/12/02
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On 12 Jun 2002 00:22:03 GMT,
laughingPHATMIKEDEM...@yourpain.com (Dayv!)
wrote:

>Sam Dennis <s...@malfunction.screaming.net> wrote:
>>
>> Dayv! wrote:
>>
>> [forcing locks]
>>>
>>> Anybody know if the code actually prevents you from breaking a cursed
>>> weapon in this manner?
>>
>> Yes. It does. (Which seems a bit illogical to me.)
>
> Perhaps illogical, but it prevents an easy out for getting rid of a
>cursed item...

Don't say that or they might get you what you asked for.

Your cursed -5 dagger breaks in the lock!
You are left with
a - a cursed -5 broken hilt.


--
-b

1 5966142 ___-Wiz-Hum-Mal-Neu ascended to demigod-hood. 261 [361]

Brett R.

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Jun 12, 2002, 3:49:25 PM6/12/02
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yard...@flash.net (The Yard Pimp) wrote in message news:<e35c1e75.02061...@posting.google.com>...

> murp...@email.com (Brett R.) wrote in message news:<e405e39f.02061...@posting.google.com>...
> > My monk just picked up the box and carried it around for a level or
> > two (didn't make me burdened, so I figured why not), relieved a goblin
> > of his dagger, and forced the lock.
>
>
> Be careful about cursed daggers when you relieve monsters of their
> only source of income just to open a lock. It seems to me that cursed
> daggers just never seem to break...

Yeah, I always either pet-test everything before trying it (!,?,etc),
or wait for an altar. Today I had a promising healer die from an
uncursed scroll of file (or maybe even blessed, don't think it would
have mattered to my lil'-weaking healer *grin*), so I'm thinking of
starting to price-ID first. Not that much more trouble than removing
all but one piece of armor and moving away from all flamables every
time, I think, so why not, eh?

--Murph

bd

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Jun 12, 2002, 4:01:19 PM6/12/02
to
Brett R. wrote:

> Yeah, I always either pet-test everything before trying it (!,?,etc),

> Today I had a promising healer die from an uncursed scroll of file

They stopped packing the objects into one file?

--
The important thing is not to stop questioning.

Sam Dennis

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Jun 12, 2002, 4:23:12 PM6/12/02
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kcolrawyksthgin wrote:
> On 12 Jun 2002 00:22:03 GMT,
> laughingPHATMIKEDEM...@yourpain.com (Dayv!)
> wrote:
>>Sam Dennis <s...@malfunction.screaming.net> wrote:
>>> Dayv! wrote:
>>> [forcing locks]
>>>> Anybody know if the code actually prevents you from breaking a cursed
>>>> weapon in this manner?
>>>
>>> Yes. It does. (Which seems a bit illogical to me.)
>>
>> Perhaps illogical, but it prevents an easy out for getting rid of a
>>cursed item...
>
> Don't say that or they might get you what you asked for.
>
> Your cursed -5 dagger breaks in the lock!
> You are left with
> a - a cursed -5 broken hilt.

Ah, "hilt," a much better word.

*fiddles with his patch*

--
++acr@,ka"

Sam Dennis

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Jun 12, 2002, 4:24:31 PM6/12/02
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Brett R. wrote:
> Today I had a promising healer die from an uncursed scroll of file

Being filed to death? Sounds painful.

--
++acr@,ka"

Richard E. Hawkins

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Jun 12, 2002, 5:47:26 PM6/12/02
to
In article <3d07a...@mk-nntp-1.news.uk.worldonline.com>,

Sam Dennis <s...@malfunction.screaming.net> wrote:
>Brett R. wrote:
>> Today I had a promising healer die from an uncursed scroll of file

>Being filed to death? Sounds painful.

the tragic life of a prison bar . . .


--
Richard E. Hawkins, Asst. Prof. of Economics /"\ ASCII ribbon campaign
doc...@psu.edu Smeal 178 (814) 375-4700 \ / against HTML mail
These opinions will not be those of X and postings.
Penn State until it pays my retainer. / \

bd

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Jun 12, 2002, 6:47:27 PM6/12/02
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Richard E. Hawkins wrote:

> In article <3d07a...@mk-nntp-1.news.uk.worldonline.com>,
> Sam Dennis <s...@malfunction.screaming.net> wrote:
>>Brett R. wrote:
>>> Today I had a promising healer die from an uncursed scroll of file
>
>>Being filed to death? Sounds painful.
>
> the tragic life of a prison bar . . .
>
>

Keep the keys, thank you.

--
Youth is when you blame all your troubles on your parents; maturity is
when you learn that everything is the fault of the younger generation.

Lars Marowsky-Bree

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Jun 15, 2002, 1:04:25 PM6/15/02
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On Wed, 12 Jun 2002 02:58:44 +0000 (UTC), Sam Dennis
<s...@malfunction.screaming.net> wrote:

Cool patch!

I think that a scroll of enchant weapon should "fix up" the weapon again to
its full state; maybe only if read in a confused state, akin the fooproofing?

And maybe a weapon could be made unbreakable somehow too if foo-proofed?


Sam Dennis

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Jun 15, 2002, 1:01:57 PM6/15/02
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Lars Marowsky-Bree wrote:
> On Wed, 12 Jun 2002 02:58:44 +0000 (UTC), Sam Dennis
> <s...@malfunction.screaming.net> wrote:
[a patch]
>
> Cool patch!

I'm glad that you like it, although it didn't really do half of what it should
have done.

> I think that a scroll of enchant weapon should "fix up" the weapon again to
> its full state; maybe only if read in a confused state, akin the fooproofing?

Uh, that would be a lot less trivial. Each broken item would have to know
what it was before you broke it, and I'm fairly sure that I'd have to change a
few data structures to do that. (Of course, I could make an individual item
for anything that can break, but I'm not going to. Actually, I'm unlikely to
do anything to the patch, I just wanted to see that it could be done.)

> And maybe a weapon could be made unbreakable somehow too if foo-proofed?

I don't think so, that doesn't seem right to me.

--
++acr@,ka"

Lars Marowsky-Bree

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Jun 15, 2002, 4:25:38 PM6/15/02
to

Maybe is the enchant weapon scroll was blessed when read in a confused state;
"unbreakable" might be a superset of "fixed"?

a - the blessed unbreakable +6 Vorpal Blade (weapon in hand).

Maybe otherwise, their might be a low chance that a blade breaks if hitting
something were hard; ie, if Vorpal Blade tried decapitating a stone golem, it
would break in 1% of all cases.


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