This patch implements an in-game advent calendar for NetHack.
http://bhaak.dyndns.org/nethack/nethack-advent-calendar.png
During the right time of the year, a magic portal appears in one of
the upper levels and takes you to a new level where you can open the
door to the room corresponding to the current day in December.
The rooms contain chocolate, fortune cookies, rings or tools (with
decreasing probability) and the last room contains a special Christmas
present.
http://bhaak.dyndns.org/nethack/nh343-advent-calendar-v1.0.patch
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The portal only appears between 1st and 24th December. Its existence
is announced with "You smell chocolate!".
It should be generated on dungeon level 2 or 3.
The Advent Calendar level consists of 24 1x1 rooms, each randomly
filled with a candy bar(probability 9/16), fortune cookie(3/16),
ring(3/16) or a tool(1/16).
There are a lot of worthless pieces of glass (in Christmassy colors!)
scattered around the level, but a few precious gems are randomly
generated.
In front of each room is an engraving declaring the number of the
room.
Upon entering the level, the program checks what day it is and unlocks
the corresponding door ("You hear a door unlocking!"). On Christmas
Eve instead the output is "You hear a little bell ringing!".
To prevent the player from just breaking into all rooms the source
code from Slash'Em for artifact doors has been partially ported. So
every door on the Advent Calendar level is indestructible.
Bye
Patric
--
NetHack-De: NetHack auf Deutsch - http://nethack-de.sourceforge.net/
NetHack-De Online spielen - ssh net...@slashem.de - Passwort: fed
NetHack for AROS: http://bhaak.dyndns.org/nethack/nethack-for-aros.html
This is cute, and looking at the source shows you definitely put some
thought into it. Fun.
Some comments...if anybody's reading and worried about spoiling
themselves on this, look away now.
You might want to put your y loop outside your x loop. This would
cause the doors to be numbered left-to-right across the top row then
left-to-right across the bottom row, instead of the current vertical
ordering. It would seem more intuitive to me, anyway, as it's the
order we usually read in.
I like the uncertainty of the presents, and that many of them are
thematic. There's definitely a real-world luck element going on here.
I guess it's a good thing nethack doesn't have a * coal item in the
database. (If it did, I'd be tempted to make it alignment dependent.)
I'm not sure if you mind, but impatient kids can "peek" at their
present. You might consider putting the presents (or at least the
final one) in some kind of a box to prevent this.
Can monsters be generated at all on this level? If so, the box would
also protect against someone stealing your presents. If not, what a
great stash level!
Really great. You put everything you've got there, then
something in the real world comes up, and you don't get back to
the game until Dec. 26. And the level isn't there.
--
James Kanze (GABI Software) email:james...@gmail.com
Conseils en informatique orientée objet/
Beratung in objektorientierter Datenverarbeitung
9 place Sémard, 78210 St.-Cyr-l'École, France, +33 (0)1 30 23 00 34
Unfortunately at the moment, the level isn't deleted after Christmas.
But access to the level could be restricted like access to the special
challenge-level in devnulls tournament after completion of the
challenges.
Thanks.
> Some comments...if anybody's reading and worried about spoiling
> themselves on this, look away now.
>
> You might want to put your y loop outside your x loop. This would
> cause the doors to be numbered left-to-right across the top row then
> left-to-right across the bottom row, instead of the current vertical
> ordering. It would seem more intuitive to me, anyway, as it's the
> order we usually read in.
The order of the numbering of the rooms is intentional. I would even
have randomized the order if I knew how to do it without breaking save
file compatibility (although I think I already broke it by introducing
a new level?).
> I'm not sure if you mind, but impatient kids can "peek" at their
> present. You might consider putting the presents (or at least the
> final one) in some kind of a box to prevent this.
I didn't think about that. But as long as you can't get things before
the right day, I don't mind. This just means more teasing, just like
in real life. :-)
> Can monsters be generated at all on this level? If so, the box would
> also protect against someone stealing your presents. If not, what a
> great stash level!
The level is only noteleport. Monsters stealing/eating the presents is
a problem, but only as much a problem as are little sisters in real
life. :-D