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
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...
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!"
Yes. It does. (Which seems a bit illogical to me.)
--
++acr@,ka"
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
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.
Perhaps illogical, but it prevents an easy out for getting rid of a
cursed item...
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"
>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]
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
> 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.
Ah, "hilt," a much better word.
*fiddles with his patch*
--
++acr@,ka"
Being filed to death? Sounds painful.
--
++acr@,ka"
>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. / \
> 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.
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?
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"
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.