Difference between revisions of "Monster creation"

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m (Train moved page Normal mechanism to Monster creation: "Normal mechanism" is an exceptionally uninformative title.)
(Clean-up.)
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The '''normal mechanism of monster creation''', responsible for the vast majority of [[monster]]s in [[NetHack]], is used when the game wants to create an unspecified opponent of adequate difficulty for the player. This is what the frequency field refers to in the individual monster pages. See [[Monster_frequency|Monster frequency]] for details on what can be created and [[extinctionism]] about limits to that.
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{{todo|How does the game decide whether or not to create a monster '''in the first place'''? And where to place it?}}
  
Occasionally, players will encounter monsters far too difficult/weak or in the wrong dungeon branch. Usually, these opponents have not been created, at least not in their current form, but are the result of a [[polymorph trap]]. Monsters can also use [[potion of polymorph|potions]] and [[wand of polymorph|wands of polymorph]], or be innate [[shapeshifter]]s. All bets are off what a polymorph might result in.
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The '''normal mechanism of monster creation''', responsible for the vast majority of [[monster]]s in [[NetHack]], is used when the game wants to create an unspecified opponent of adequate difficulty for the player.
  
Certain high-level monsters can cast [[summon nasties]] ([[summon insects]] for priests). Both result in a characteristic selection of monsters.
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When this occurs, each eligible monster has a probability equal to its effective [[monster frequency]] divided by the sum of the monster frequencies of every eligible monster. This may be thought of as generating a list of all such monsters with each appearing as many times as its frequency, and then choosing at random hence. A monster is eligible if it:
  
[[Demon]]s may also summon each other. A player polymorphed into a demon can do this, too ("Some hell-p has arrived.").
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* Is no greater in [[difficulty]] than the average of the level's difficulty and the player level {{refsrc|makemon.c|1226}}
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* Is no lower in difficulty than one-sixth that of the current level's difficulty{{refsrc|makemon.c|1246}}
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* Is neither [[unique monster|unique]] nor marked as '''not randomly generated''' (G_NOGEN) {{refsrc|makemon.c|1152}}
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* Is not [[genocide]]d or [[extinct]]
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* If you are on the [[rogue level]]:
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** Is represented by an upper case letter
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* If you are in [[Gehennom]]:
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** Is not [[Lawful]]
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** Is not marked as '''not generated in Gehennom''' (G_NOHELL) (e.g. [[winter wolf]])
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* If you are not in Gehennom:
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** Is not marked as '''only generated in Gehennom''' (G_HELL) (e.g. [[hell hound]])
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* If you are on the [[Plane of Water]]:
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** Is a [[swimmer]]{{refsrc|makemon.c|69}}
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* If you are on the [[Plane of Fire]]:
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** Has [[fire resistance]]{{refsrc|makemon.c|71}}
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* If you are on the [[Plane of Air]]:
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** Is [[flying]], [[whirly]], [[floating]], [[amorphous]] or [[non-corporeal]]{{refsrc|makemon.c|73}}
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** Is not a [[trapper or lurker above]]
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==See Also==
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*[[demons#demons summoning demons]]
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*[[summon nasties]]
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*[[summon insects]]
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*[[polymorph]]
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*[[spellbook of create monster]]
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*[[wand of create monster]]
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*[[scroll of create monster]]
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*[[special room]]s
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*[[special level]]
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==References==
  
Magic users may put [[scroll of create monster|scrolls]] or [[wand of create monster|wands of create monster]] to work. These work via the normal mechanism of monster creation, except if confused.
 
  
Finally, [[special room]]s and [[special level]]s have their appropriate population, both initially and when re-spawning opponents.
 
 
[[Category:Monster mechanics]]
 
[[Category:Monster mechanics]]

Revision as of 15:31, 5 July 2015

A user has suggested improving this page or section as follows:

"How does the game decide whether or not to create a monster in the first place? And where to place it?"

The normal mechanism of monster creation, responsible for the vast majority of monsters in NetHack, is used when the game wants to create an unspecified opponent of adequate difficulty for the player.

When this occurs, each eligible monster has a probability equal to its effective monster frequency divided by the sum of the monster frequencies of every eligible monster. This may be thought of as generating a list of all such monsters with each appearing as many times as its frequency, and then choosing at random hence. A monster is eligible if it:

See Also

References