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=Flee=
+
'''[{{SERVER}}{{localurl:{{NAMESPACE}}:{{PAGENAME}}|action=edit&section=new}} Edit a new section]'''
'''Scaring''' monsters, causing them to '''flee''' can be useful in many cirumstances. Scaring a monster will prevent it from using [[melee]] attacks, and will typically cause it to move away from your position. It will not prevent the use of [[ranged attack]]s however, including offensive [[wand]]s and [[breath]] attacks.
 
  
== Methods ==
+
=Observations=
  
Note this table does not describe every nuance of each method; see the pages of the individual methods for full details.
+
As yet unadded and possibly unverified and/or wholly inaccurate:
 +
==Conflict==
  
{|class="prettytable"
+
Pets will not hold you with a "sticky" attack (u.ustuck), unless conflict is in operation (no resist) or your pet is confused. [[Source:apply.c#line1240]] [[Source:dogmove.c#line571]] [[Source:hack.c#line991]]
! Scare Method
 
! Monster can [[Magic resistance (monster)|Resist]]?
 
! Turns
 
! Advantages
 
! Limitations
 
|-
 
! [[Sanctuary]] in a [[co-aligned]] [[temple]]<ref>[[Source:Monmove.c#line267]]</ref>
 
| align=center|N
 
| 1-10 (6/7)
 
1-100(1/7)
 
| Most comprehensive effect.
 
| Does not work on minions ( {{white|A}} [[angelic being]]s, {{monsymlink|high priest}}s) or {{magenta|&}} [[Riders]]. Does not work if you have [[alignment record|sinned or worse]]. Affects only [[hostile]] monsters.
 
|-
 
! Stand on [[Elbereth]]<ref>[[Source:Monmove.c#line142]]</ref>
 
| align=center|N
 
| 1-10 (6/7)
 
1-100(1/7)
 
| No tools or skills required.
 
| Requires suitable [[terrain]]. You cannot [[engrave]] while levitating. Most types of engraving degrade. Does not work on [[blind]]ed creatures with eyes, {{white|@}} [[Human or elf|humans or elves]], {{white|A}} [[angelic being]]s, {{monsymlink|minotaur}}s or {{magenta|&}} [[Riders]]. Breaks [[illiterate]] conduct. Affects only [[hostile]] monsters. May be compiled out on your version.
 
|-
 
! Stand on a dropped [[scroll of scare monster]]<ref>[[Source:Monmove.c#line140]]</ref>
 
| align=center|N
 
| 1-10 (6/7)
 
1-100(1/7)
 
| Fast deployment. Portable. Using it does not break [[illiterate]] conduct.
 
| Requires suitable [[terrain]]. Needs to be re-[[blessed]] to be reusable. Can be burned by [[fire]]. Does not work on [[blind]]ed creatures with eyes, {{white|@}} [[Human or elf|humans or elves]], {{white|A}} [[angelic being]]s, {{monsymlink|minotaur}}s or {{magenta|&}} [[Riders]]. Affects only [[hostile]] monsters.
 
|-
 
! Read a noncursed [[scroll of scare monster]]<ref>[[Source:read.c#line857]]</ref>
 
| align=center|Y
 
| Untimed
 
| Can affect any monster.
 
| Uses up scroll. Breaks [[illiterate]] conduct.
 
|-
 
! Cast [[Spellbook of cause fear|cause fear]]<ref>[[Source:read.c#line858]]</ref>
 
| align=center|Y
 
| Untimed
 
| Can affect any monster.
 
|
 
|-
 
! Improvise on a [[tooled horn]] or an un[[charge]]d [[frost horn]] or [[fire horn]]<ref>[[Source:Music.c#line420]]</ref>
 
| align=center|Y
 
| Untimed
 
| Always available once acquired. Can affect any monster. Works while [[engulf]]ed. Tool can be used to play [[passtune]].
 
| Awakens sleeping monsters. Instruments cannot be used [[pool|underwater]].
 
|-
 
! Apply a [[leather drum]]<ref>[[Source:Music.c#line459]]</ref>
 
| align=center|Y
 
| Untimed
 
| Always available once acquired. Can affect any monster. Works while [[engulf]]ed. Larger area of effect than tooled horn.
 
| Awakens sleeping monsters. Instruments cannot be used [[pool|underwater]].
 
|-
 
! Apply a [[drum of earthquake]]<ref>[[Source:Music.c#line447]]</ref>
 
| align=center|Y
 
| Untimed
 
| Affects entire level when [[charge]]d. Works while [[engulf]]ed. Works as leather drum once charges are used.
 
| Creates an earthquake when charged. Awakens sleeping monsters. Instruments cannot be used [[pool|underwater]].
 
|-
 
! [[Blind]] a monster by applying an [[expensive camera]] or [[Wand#Breaking wands|breaking]] a [[wand of light]]<ref>[[Source:uhitm.c#line2462]]</ref>
 
| align=center|N
 
| 1-100 (1/4)
 
Untimed(3/4)
 
|
 
| Constant 25% chance of failure. Does not affect [[shopkeeper]]s, {{white|y}} [[lights]], {{monsymlink|archon}}s, monsters that are [[blind]], have no eyes or are protected from blinding by an [[artifact]]. Attack [[blind]]s the affected monster. Cameras cannot be used  [[pool|underwater]].
 
|-
 
! Apply a [[mirror]] at a monster<ref>[[Source:apply.c#line728]]</ref>
 
| align=center|N
 
| [[D notation|2d4]]
 
| Always available once acquired. Some useful special cases.
 
| Cannot affect [[humanoid]] monsters, blind monsters (with or without eyes), {{white|u}} [[unicorn]]s or monsters that are asleep. Constant 20% chance of failure. Some useless special cases. Mirrors do not work [[pool|underwater]]..
 
|-
 
! Hit the monster with [[Magicbane]]<ref>[[Source:artifact.c#line854]]</ref>
 
| align=center|Y (1/2)
 
N (1/2)
 
| 3
 
| Always available once acquired. Can affect any monster. Works while [[engulf]]ed.
 
| Occasional effect.
 
|-
 
! Use [[turn undead]] ability<ref>[[Source:pray.c#line1736]]</ref>
 
| align=center|N
 
| Untimed
 
|
 
| Available only to [[priest]]s and [[knight]]s. Cannot be done in Gehennom.  Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white|&nbsp;}} {{white|L}} [[undead]] or {{white|i}} {{white|&}} [[demon]]s at level 16 or higher. Will destroy undead instead at higher experience levels.
 
|-
 
! Use [[wand of undead turning]] or [[Spellbook of turn undead|spell of turn undead]]<ref>[[Source:zap.c#line157]]</ref>
 
| align=center|Y
 
| Untimed
 
|
 
| Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white|&nbsp;}} {{white|L}} [[undead]]
 
|-
 
! Hit [[undead]] with a [[clove of garlic]]<ref>[[Source:uhitm.c#line805]]</ref>
 
| align=center|N
 
| [[D notation|2d4]]
 
|
 
| Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white|&nbsp;}} {{white|L}} [[undead]]
 
|-
 
! Read the [[blessed]] [[Book of the Dead]] as a non-[[chaotic]]<ref>[[Source:spell.c#line297]]</ref>
 
| align=center|N
 
| Untimed
 
| Always available once acquired.
 
| Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white|&nbsp;}} {{white|L}} [[undead]]
 
|-
 
! Stand on an [[altar]]<ref>[[Source:monmove.c#line144]]</ref>
 
| align=center|N
 
| 1-10 (6/7)
 
1-100(1/7)
 
|
 
| Works only on {{white|V}} [[vampire]]s
 
|-
 
! Get the "This water gives you bad breath!" effect from a [[fountain]]<ref>[[Source:fountain.c#line326]]</ref>
 
| align=center|N
 
| Untimed
 
| Affects all monsters on the level.
 
| One of several fountain effects; cannot be predicted.
 
|-
 
! Reduce a [[monster]] to less than half [[hit points]]<ref>[[Source:uhitm.c#line445]]</ref>
 
| align=center|N
 
|1-100 (1/3)
 
Untimed (2/3)
 
|
 
|Happens 4% of the time
 
|-
 
! [[Shatter]] a [[monster]]'s [[weapon]]<ref>[[Source:uhitm.c#line634]]</ref>
 
| align=center|N
 
| [[D notation|2d3]]
 
|
 
|Happens 75% of the time
 
|-
 
! Cause a monster to use an [[escape item]]<ref>[[Source:muse.c#line539]]</ref>
 
| align=center|N
 
| 3-33 (depends on hit points)
 
|
 
| Usually you don't want the monster to use up [[charge]]s in an escape item.
 
|-
 
! Have an [[item]] stolen by a [[monster]] with a [[steal item]] attack<ref>[[Source:mhitu.c#line1312]]</ref>
 
| align=center|N
 
| Untimed
 
|
 
| You must have an item stolen first.
 
|-
 
! Encounter a {{white|;}} [[sea monster]] out of water<ref>[[Source:mon.c#line478]]</ref>
 
| align=center|N
 
| 2
 
| These creatures are vulnerable when out of water and always flee when they are.
 
| These creatures are usually encountered ''in'' water.
 
|-
 
! Encounter a {{monsymlink|leprechaun}} with more [[gold]] than you<ref>[[Source:monmove.c#line737]]</ref>
 
| align=center|N
 
| 2
 
|
 
| Leprechauns are not technically scared, however the intent and result are similar to the case of stealing an item, and much of the movement code is shared, so the case is included here. It is harder to acquire the leprechaun's gold.
 
|-
 
! Be healed by a {{monsymlink|nurse}}<ref>[[Source:mhitu.c#line1412]]</ref>
 
| align=center|N
 
| [[D notation|3d6]]
 
|
 
| Happens 1/33 of the time. Slows down [[nurse dancing]]
 
|-
 
! Fail to [[displace]] a [[pet]]<ref>[[Source:uhitm.c#line333]]</ref>
 
| align=center|N
 
| 1-6
 
|
 
| Only affects pets.
 
|-
 
! Attack a [[pet]]<ref>[[Source:uhitm.c#line995]]</ref>
 
| align=center|N
 
| 10*(1-damage done)
 
|
 
| Only affects pets. Attacking a pet reduces [[tameness]]
 
|-
 
! [[Kick]] a [[pet]]<ref>[[Source:dokick.c#line68]]</ref>
 
| align=center|N
 
| 1-(damage inflicted)
 
|
 
| Only affects pets. Kicking a pet reduces [[tameness]]
 
|}
 
  
==Effect==
+
Steeds throw you under conflict, unless they resist. [[Source:dogmove.c#line513]]
  
 +
You get 1-4 hostile angels if you enter Astral with conflict [[Source:do.c#line1377]](but we knew that.) Also, if you put the ring on later and the angel is in range of conflict and doesn't resist, your guardian angel disappears and you get the hostile angels. [[Source:dogmove.c#line549]]
  
A fleeing monster will usually try to get further away from you<ref>[[Source:monmove.c#line716]]</ref> unless it is trapped<ref>[[Source:monmove.c#line614]]</ref>or eating<ref>[[Source:monmove.c#line621]]</ref>.
+
If you abuse your pet while under Conflict, tameness is halved, rather than reduced by one. Also if you aggravate monster. [[Source:dog.c#line918]]
  
The following monsters have special code to handle their movements, and will not always move away from you while scared:
+
Pets can attack you under conflict (duh!) but have the chance to resist. [[Source:dogmove.c#line547]]
  
*[[pet]]s<ref>[[Source:monmove.c#line644]]</ref>
+
Under conflict, pets will attack peaceful monsters more aggressively; the pet does not have to have 25% HP or more, and it will attack the quest guardians and leader. Otherwise, attack criteria (at [[Source:dogmove.c#line622]] at least) appear unchanged. For example, stonable pets won't touch monsters that stone on touch, even under conflict (this is in contrast to hostile monsters, which mix it up with footrices quite happily. Until they turn to stone, that is.[[Source:mhitm.c#line279]] This inludes you, if you stone on touch [[Source:mhitu.c#line563]]) Inconsistency is a bug?
*[[shopkeeper]]s<ref>[[Source:monmove.c#line644]]</ref>
 
*{{monsymlink|guard}}s<ref>[[Source:monmove.c#line658]]</ref>
 
*[[covetous]] monsters<ref>[[Source:monmove.c#line665]]</ref>
 
*{{monsymlink|aligned priest}}s<ref>[[Source:monmove.c#line685]]</ref>
 
  
A fleeing monster may attack you in melee if it blunders into you when you are [[invisible]] or [[displacement|displaced]], or it is [[confused]], [[stunned]], [[blind]]ed<ref>[[Source:monmove.c#line979]]</ref> or cornered. Monsters will never melee when adjacent to a square they think is protected by sanctuary, Elbereth or a scroll of scare monster (or an altar if a vampire)<ref>[[Source:monmove.c#line548]]</ref>.
+
Conflict reduces hunger variable on even turns, unless from an artifact. (we knew that too, except maybe the artifact bit) [[Source:eat.c#line2144]].
  
Monsters will still use [[ranged attack]]s while fleeing.
+
When monsters fight each other due to conflict, they have the chance to resist. [[Source:mhitm.c#line114]]
  
A monster will stop fleeing when any time has expired. If the scaring is untimed, it will stop fleeing 4% of the time on each move it makes, if its hit points are at maximum<ref>[[Source:monmove.c#line358]]</ref>.
+
Conflict works in an 8-square radius, within line-of-sight. [[Source:mon.c#line618]]
  
 +
Pet mind flayers' psychic attack will blast you if they fail to resist (knew that). [[Source:monmove.c#line415]]
  
==Strategy==
+
Peaceful monsters affected by conflict will wield weapons like hostile monsters [[Source:monmove.c#line454]]
  
There is no single perfect method of scaring enemies; all methods either allow monsters to [[Magic resistance (monster)|resist]] or have significant exceptions. Thus it pays to keep multiple methods available. For example, Sanctuary, Elbereth or a tooled horn will not scare a [[ki-rin]], but because this [[angelic being]] is not [[humanoid]], applying a mirror will scare it 4/5ths of the time. A high level player might scare it with a spell of cause fear, but this will be successful less frequently than the humble mirror.
+
==Elbereth==
  
Typically, in the early game, you can rely upon Elbereth, until you start meeting hostile {{white|@}} [[humans or elves]]. Lower difficulty monsters in this group typically have little or no [[Magic resistance (monster)|magic resistance]] and can be scared by an instrument, spell or wand. Later in the game, higher difficulty {{white|A}} [[angelic being]]s and {{white|@}} [[humans or elves]] have higher resistance and are thus harder to scare.
+
Elbereth protects pets' regular attacks [[Source:dogmove.c#line638]]. Not so under conflict [[Source:mon.c#line609]].
  
The utility of scaring a monster depends on its behaviour. If you want to avoid a monster's melee attack, scaring is is very useful. This makes it ideal for creatures such as {{monsymlink|cockatrice}}s and {{monsymlink|master mind flayer}}s. Once you have [[magic resistance]] and [[cold resistance]] however, scaring an {{monsymlink|arch-lich}} is of dubious benefit.
+
Engraving Elbereth on a trap (if/when even possible - it is; I engraved on a hole when I escaped it, similarly a trapdoor, a teleport trap with magic resistance, polymorph trap) will prevent a monster using it for escape (although it could probably blunder into it due to bug C343-215) Appears to be the case; kobolds jump on the poly trap ASAP if no Elbereth; won't if there is.
  
Because monsters with an untimed flee will flee until their hit points recover, it is worth considering attacking an enemy briefly in these cases to ensure it leaves you alone for as long as possible.
+
'''C343-215 - Elbereth is sometimes ignored by monsters''' affects all play unless you are displaced(!) [[Source:mon.c#line1098]] Intended behaviour, according to [[Talk:Elbereth]] is that Elbereth should always be respected, whether or not there is an item there. Source should be altered as follows (untested):
  
==References==
+
<references />
+
                info[cnt] = 0;
 +
-              if ((checkobj || Displaced) && onscary(dispx, dispy, mon)) {
 +
                    if(!(flag & ALLOW_SSM)) continue;
 +
                    info[cnt] |= ALLOW_SSM;
 +
----
 +
 +
                info[cnt] = 0;
 +
+              if (onscary(dispx, dispy, mon)) {
 +
                    if(!(flag & ALLOW_SSM)) continue;
 +
                    info[cnt] |= ALLOW_SSM;
  
=Enlightenment=
+
== Monster Movement ==
  
==Attributes Displayed==
+
Monster movement happens thusly:
  
Enlightenment will give you information about the following attributes. If you do not have a particular attribute, no message will be displayed.
+
===mon.c===
 +
====movemon()====
 +
*Foreach monster:
 +
**Do nothing if monster is dead, too slow to move now, unable to move due to being in lava or water or a hidden ambush monster
 +
**If [[conflict]] is in operation, resolve for all unblinded monsters, except the Wizard of Yendor.
 +
**Do nothing more for any monster that attacked, unless it has swallowed you (such a monster can do a conflict attack, move ''and'' digest you - strictly, it should not move. However, as LOS to the hero is necessary for conflict attacks, how exactly will this occur?)
 +
===monmove.c===
 +
====dochugw()====
 +
====dochug()====
 +
==Stunning monsters==
  
{|class="prettytable"
+
Monsters can be stunned, although it is rare. A monster may be stunned when:
!attribute
+
*it is hit by Magicbane [[Source:Artifact.c#line888]] (sometimes)
!message
+
*it is a [[rust monster]] and eats an [[erodeproof]]ed item [[source:dogmove.c#line180]], [[Source:mon.c#line678]]
!meaning
+
*it hurtles through the air (as a result of jousting or a [[Bare hands|bare handed]]/[[martial arts]]' powerful strike) [[Source:dothrow.c#line658]]
|-
+
*it is hit by a monster's [[Stun (attack)|stun]] attack [[Source:mhitm#line1368]]
!rowspan=3|[[Crowning]]
+
*it hits a monster with a passive stun attack[[Source:mhitm#line670]], or you when polymorphed into one ([[yellow mold]]) [[Source:mhitu.c#line2565]].
|"You are the Hand of Elbereth"
+
*it opens a trapped door [[Source:monmove.c#line22]]
|You are crowned and [[lawful]]
+
*you hit the monster when polymorphed into a creature with a stun attack (none currently available) [[Source:uhitm.c#line1295]]
|-
 
|"You are the Envoy of Balance"
 
|You are crowned and [[neutral]]
 
|-
 
|"You are the Glory of Arioch"
 
|You are crowned and [[chaotic]]
 
|-
 
!rowspan=10|[[Alignment record]]
 
(always displayed)
 
|"You are piously aligned"
 
| Your alignment record is 20 or more
 
|-
 
|"You are devoutly aligned"
 
| Your alignment record is 14 to 19
 
|-
 
|"You are fervently aligned"
 
| Your alignment record is 9 to 13
 
|-
 
|"You are stridently aligned"
 
| Your alignment record is 4 to 8
 
|-
 
|"You are aligned"
 
| Your alignment record is 3
 
|-
 
|"You are haltingly aligned"
 
| Your alignment record is 1 or 2
 
|-
 
|"You are nominally aligned"
 
| Your alignment record is 0
 
|-
 
|"You have strayed"
 
| Your alignment record is -3 to -1
 
|-
 
|"You have sinned"
 
| Your alignment record is -8 to -4
 
|-
 
|"You have transgressed"
 
| Your alignment record is -9 or less
 
|-
 
![[Fire resistance]]
 
| "You are fire resistant"
 
| You have [[fire resistance]]
 
|-
 
![[Cold resistance]]
 
| "You are cold resistant"
 
| You have [[cold resistance]]
 
|-
 
![[Sleep resistance]]
 
| "You are sleep resistant"
 
| You have [[sleep resistance]]
 
|-
 
![[Disintegration resistance]]
 
| "You are disintegration-resistant"
 
| You have [[disintegration resistance]]
 
|-
 
![[Shock resistance]]
 
| "You are shock resistant"
 
| You have [[shock resistance]]
 
|-
 
![[Poison resistance]]
 
| "You are poison resistant"
 
| You have [[poison resistance]]
 
|-
 
!Level [[drain resistance]]
 
| "You are level-drain resistant"
 
| You have [[drain resistance]]
 
|-
 
![[Sickness resistance]]
 
| "You are immune to sickness"
 
| You have [[Sickness resistance]] and cannot get [[food poisoning]] or [[disease]]
 
|-
 
![[Magic resistance]]
 
| "You are Magic-Protected"
 
| You have [[magic resistance]]
 
|-
 
![[Acid resistance]]
 
| "You are acid resistant"
 
| You have [[acid resistance]]
 
|-
 
![[Stoning resistance]]
 
| "You are petrification resistant"
 
| You have [[stoning resistance]]
 
|-
 
![[Invulnerability]]
 
| "You are invulnerable"
 
| You have [[invulnerability]]
 
|-
 
![[Food appraisal]]
 
| "You can recognize detrimental food"
 
| You have [[food appraisal]]
 
|-
 
![[Hallucination resistance]]
 
| "You resist hallucinations"
 
| You have [[hallucination resistance]]
 
|-
 
![[Hallucination]]
 
| "You were hallucinating"
 
| You were [[hallucinating]] when the game ended
 
|-
 
![[Stunning]]
 
| "You were stunned"
 
| You were [[stunned]] when the game ended
 
|-
 
![[Confusion]]
 
| "You were confused"
 
| You were [[confused]] when the game ended
 
|-
 
![[Blind]]ed
 
| "You were blinded"
 
| You were [[blind]] from a cause other than wearing a blindfold or being polymorphed into a blind monster when the game ended, or would have been blind had you not had [[astral vision]]
 
|-
 
![[Food poisoning]]
 
| "You are sick from food poisoning"
 
| You have [[food poisoning]]
 
|-
 
![[Disease]]
 
| "You are sick from illness"
 
| You are [[disease]]d
 
|-
 
![[Stiffening|Turning to stone]]
 
| "You are turning to stone"
 
| You are [[stiffening]]
 
|-
 
![[slimed|Turning to slime]]
 
| "You are turning into slime"
 
| You are [[slimed]]
 
|-
 
!rowspan=2|[[Strangulation]]
 
| "You are being strangled"
 
| You have the [[strangulation]] intrinsic.
 
|-
 
| "You are buried"
 
| You have the [[strangulation]] intrinsic and are [[Deferred_features#Burying|buried]] ([[deferred feature]])
 
|-
 
![[Slippery fingers]]
 
| "You have slippery [[foo]]"
 
| You have [[slippery fingers]]
 
|-
 
![[Fumbling]]
 
| "You fumble"
 
| You are [[fumbling]]
 
|-
 
![[Wounded legs]]
 
| "You have wounded [[foo]]"
 
| You have [[wounded legs]]
 
|-
 
![[restful sleep]]
 
| "You fall asleep"
 
| You have [[restful sleep]]
 
|-
 
![[Hunger (intrinsic property)|Hunger]]
 
| "You hunger rapidly"
 
| You have the [[Hunger (intrinsic property)|Hunger]] property
 
|-
 
![[See invisible]]
 
| "You see invisible"
 
| You have [[see invisible]]
 
|-
 
![[Telepathy]]
 
| "You are telepathic"
 
| You have [[telepathy]]
 
|-
 
![[Warning]]
 
| "You are warned"
 
| You have [[warning]]
 
|-
 
!rowspan=3|[[Warning of monster type]]
 
|"You are warned of orcs"
 
|You are [[warned of orcs]].
 
|-
 
| "You are warned of demons"
 
| You are [[warned of demons]] (nothing currently warns of demons). This message can only appear for players who are not warned about orcs.
 
|-
 
  
| "You are warned of something"
+
Stunning a monster:
| Catchall default. This message can only appear for players who are not warned about orcs or demons.
+
*reduces its chances of jumping off a closing drawbridge/portcullis [[Source:Dbridge.c#line509]].
|-
+
*prevents it from evading your kicks [[Source:dokick.c#line197]].
![[Warning of undead]]
+
*prevents it from automatically standing still and attacking you if adjacent to you and [[hostile]] [[Source:monmove.c#line478]]; how this actually affects the outcome I'm not sure, as it should try to approach you and end up hitting you anyway, as I read the code.
| "You are warned of undead"
+
*Prevents it from meeting your [[gaze]]. [[Source:polyself.c#line980]]
| You are [[warned of undead]] (nothing in [[Nethack]] currently warns of undead). Note this is a separate category to warning of monster type.
+
*Causes peaceful humanoids to utter "Huh?", "What?" or "Eh?" instead of their usual #chat responses [[Source:sounds.c#line680]].
|-
+
*Makes it easier to hit (+2) [[Source::uhitm.c#line250]]
![[Searching]]
+
*Suppresses the "[[Foo]] appears confused" message from hitting a monster after casting [[Spellbook of confuse monster]] [[Source:uhitm.c#line1059]]
|-
+
 
![[Clairvoyance]]
+
 
|-
+
 
![[Infravision]]
+
 
|-
+
Monsters can recover from stunning:
![[Detection of monsters]]
+
*While you are not on their level. The chances are 50% after 10 turns [[Source:dog.c#line438]] (yes this applies to all monsters although the code is in dog.c).
|-
+
*Each turn; 1/10 chance (mean stun time of 10 turns) [[Source:monmove.c#line342]].
![[Confusion of monsters]]
+
*by using a unicorn horn, if they have hands. [[Unicorn]]s can use their own horn [[Source:muse.c#line275]] [[Source:muse.c#line546]]
|-
+
 
![[adornment]]
+
Monsters' stun status can be ascertained:
|-
+
*by applying a stethoscope
![[Invisibility]]
+
*by [[probe|probing]] a monster with a [[wand of probing]] [[Source:zap.c#line230]] [[Source:zap.c#line2172]] or [[Magicbane]] [[Source:artifact.c#line879]]
|-
+
 
![[Displacing]]
+
==WikiHack Errors?==
|-
+
 
![[Stealth]]
+
magic flute - area of effect sqrt(xplevel*5) , puts to sleep unless resists.
|-
+
 
![[Aggravation of monsters]]
+
[[Sink]] - nasssty tablesssess
|-
+
 
![[Conflict]]
+
[[Tourist]] should mention it has a macro to be compiled out.
|-
+
 
![[Ability to jump]]
+
[[Valkyrie]] femaleness needs clarification/correction (males can be "Daddy!").
|-
+
 
![[Ability to teleport]]
+
Guidebook redirects to options are majorly b0rked.
|-
+
 
![[Ability to control teleport]]
+
[[Dungeon level#Dungeon levels and difficulty levels]] - true but misleading.
|-
+
 
![[Levitation]] or [[flying]]
+
Following pages have monster template issues:
|-
+
*spheres (none)
![[Ability to walk on water]]
+
*gas spore (none)
|-
+
*cockatrice (2 not in sections)
![[Ability to swim]]
+
*mind flayer (2 not in sections)
|-
+
*mimic (3 not in sections) possibly use a single template?
![[Need to breathe]]
+
*werecreature (6 not in sections)
|-
+
*long worm (2 not in sections)
![[Ability to pass through walls]]
+
*purple worm
|-
+
*centaur
![[Riding]]
+
*dragon
|-
+
*Keystone Kops
![[Engulfing by monsters]]
+
*Yendorian army
|-
+
*watchman
![[Holding by monsters]]
+
 
|-
+
==Buggy?==
![[To hit bonus]]
+
 
|-
+
[[Vampire]]s are [[scare]]d by [[altar]]s of [[Moloch]].
![[Damage bonus]]
+
 
|-
+
[[Xorn]]s can walk through walls but get stuck in lava (i.e. liquid rock). Strange, but could be intended behaviour. I would expect lava to affect Xorns like a rather hot pit. Lava is a bit mean anyway, as it will kill a fire resistant, unbreathing hero(check). No idea of the justification.
![[Slow digestion]]
+
 
|-
+
Broken wands of lightning don't blind.
![[Regeneration]]
+
 
|-
+
Capitalisation of angelic beings? (Archon, Angel, Aleax vs ki-rin, couatl)?
![[Protection]]
+
 
|-
+
[[Source:muse.c#line276]] - some unicorns have hands?! At least reverse the order as nohands() is cheaper, and more monsters don't have hands than are unicorns. Also, ISTR that unicorns revived with a wand of undead turning don't drop (as many) unicorn horns; should such unicorns be able to heal themselves? Yes: "The white unicorn's recently regrown horn crumbles to dust."
![[Protection from shape changers]]
+
 
|-
+
Dismounting and remounting a steed may heal its legs?
![[Polymorphitis]]
+
 
|-
+
Stunned monsters appear to move normally; appr is not set to 0 in m_move(), but is for confusion. This is in contrast to players, where stunning has a stronger effect on movement than confusion.
![[Polymorph Control]]
+
 
|-
+
Stoning (killing?) a pet who is lifesaved produces a peaceful monster. Wouldn't it be angry?
![[Polymorphed form]]
+
 
|-
+
Monsters that steal then teleport don't try to wear the stuff they've stolen.
![[Unchanging]]
+
 
|-
+
The 'elf' monster is the same difficulty as player monsters, presumably because it used to be a role. It should (?) be the same difficulty as human/dwarf/gnome/orc monsters, for consistency.
![[Speed]]
+
 
|-
+
All player monsters are same speed? Should roles with intrinsic speed be faster?
![[Reflection]]
+
 
|-
+
Digging a pit by a moat usually produces a moat. Evaporating a pool by a moat always produces a pit.
![[Free action]]
+
 
|-
+
Drowning does not use the usual routine for determining what to call water ({{sourcecode|mhitu.c|1233}}; {{sourcecode|trap.c|2947}}; {{sourcecode|mkmaze.c|1147}})
![[Sustaining abilities]]
+
 
|-
+
 
![[Life saving]]
+
Passive attacks with zero dice do (actual level + 1) dice to players ({{sourcecode|uhitm.c|2150}}), but (base level + 1) to monsters ({{sourcecode|mhitm.c|1292}}, {{sourcecode|mhitu.c|2464}}.
|-
+
 
![[Twoweaponing]]
+
 
|-
+
dlord() in minion.c
![[Luck]]
+
 
|-
+
A random demon lord between Juiblex and Yeenoghu is chosen up to 20 times, in an attempt to find one that has not been created already. Unless the altar is unaligned, the alignment of the demon must match the alignment of the altar.
![[Extra luck]]
+
 
|-
+
Currently, Yeenoghu follows Juiblex in monst.c. Thus only these two demons are eligible to appear. As both are chaotic, demon lords will only be summoned at chaotic altars. To the casual observer, this has the appearance of a bug.
![[Luck timeout]]
+
 
|-
+
==Random==
![[God's anger]]
+
 
|-
+
{{white|V}} [[vampire]]s are not only scared by being hit by a clove of garlic, wielded (tested) or thrown (unverified; yet to hit one!), but they will not step on a square if there is a clove of garlic on it! [[Source:mon.c#line1138]]
![[Ability to pray]]
+
 
|}
+
 
 +
===monarticle test===
 +
 
 +
====control====
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|after}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|after}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|before}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|before}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|only}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|only}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|none}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|gnome king|none}}
 +
 
 +
====irregular====
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|after}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|after}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|before}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|before}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|only}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|only}}
 +
 
 +
<nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|none}}
 +
</nowiki>
 +
*{{User:Rogerb-on-NAO/monsymlink|Death|none}}

Latest revision as of 21:19, 17 July 2008

Edit a new section

Observations

As yet unadded and possibly unverified and/or wholly inaccurate:

Conflict

Pets will not hold you with a "sticky" attack (u.ustuck), unless conflict is in operation (no resist) or your pet is confused. Source:apply.c#line1240 Source:dogmove.c#line571 Source:hack.c#line991

Steeds throw you under conflict, unless they resist. Source:dogmove.c#line513

You get 1-4 hostile angels if you enter Astral with conflict Source:do.c#line1377(but we knew that.) Also, if you put the ring on later and the angel is in range of conflict and doesn't resist, your guardian angel disappears and you get the hostile angels. Source:dogmove.c#line549

If you abuse your pet while under Conflict, tameness is halved, rather than reduced by one. Also if you aggravate monster. Source:dog.c#line918

Pets can attack you under conflict (duh!) but have the chance to resist. Source:dogmove.c#line547

Under conflict, pets will attack peaceful monsters more aggressively; the pet does not have to have 25% HP or more, and it will attack the quest guardians and leader. Otherwise, attack criteria (at Source:dogmove.c#line622 at least) appear unchanged. For example, stonable pets won't touch monsters that stone on touch, even under conflict (this is in contrast to hostile monsters, which mix it up with footrices quite happily. Until they turn to stone, that is.Source:mhitm.c#line279 This inludes you, if you stone on touch Source:mhitu.c#line563) Inconsistency is a bug?

Conflict reduces hunger variable on even turns, unless from an artifact. (we knew that too, except maybe the artifact bit) Source:eat.c#line2144.

When monsters fight each other due to conflict, they have the chance to resist. Source:mhitm.c#line114

Conflict works in an 8-square radius, within line-of-sight. Source:mon.c#line618

Pet mind flayers' psychic attack will blast you if they fail to resist (knew that). Source:monmove.c#line415

Peaceful monsters affected by conflict will wield weapons like hostile monsters Source:monmove.c#line454

Elbereth

Elbereth protects pets' regular attacks Source:dogmove.c#line638. Not so under conflict Source:mon.c#line609.

Engraving Elbereth on a trap (if/when even possible - it is; I engraved on a hole when I escaped it, similarly a trapdoor, a teleport trap with magic resistance, polymorph trap) will prevent a monster using it for escape (although it could probably blunder into it due to bug C343-215) Appears to be the case; kobolds jump on the poly trap ASAP if no Elbereth; won't if there is.

C343-215 - Elbereth is sometimes ignored by monsters affects all play unless you are displaced(!) Source:mon.c#line1098 Intended behaviour, according to Talk:Elbereth is that Elbereth should always be respected, whether or not there is an item there. Source should be altered as follows (untested):


               info[cnt] = 0;
-              if ((checkobj || Displaced) && onscary(dispx, dispy, mon)) {
                   if(!(flag & ALLOW_SSM)) continue;
                   info[cnt] |= ALLOW_SSM;
---- 

               info[cnt] = 0;
+              if (onscary(dispx, dispy, mon)) {
                   if(!(flag & ALLOW_SSM)) continue;
                   info[cnt] |= ALLOW_SSM;

Monster Movement

Monster movement happens thusly:

mon.c

movemon()

  • Foreach monster:
    • Do nothing if monster is dead, too slow to move now, unable to move due to being in lava or water or a hidden ambush monster
    • If conflict is in operation, resolve for all unblinded monsters, except the Wizard of Yendor.
    • Do nothing more for any monster that attacked, unless it has swallowed you (such a monster can do a conflict attack, move and digest you - strictly, it should not move. However, as LOS to the hero is necessary for conflict attacks, how exactly will this occur?)

monmove.c

dochugw()

dochug()

Stunning monsters

Monsters can be stunned, although it is rare. A monster may be stunned when:

Stunning a monster:



Monsters can recover from stunning:

Monsters' stun status can be ascertained:

WikiHack Errors?

magic flute - area of effect sqrt(xplevel*5) , puts to sleep unless resists.

Sink - nasssty tablesssess

Tourist should mention it has a macro to be compiled out.

Valkyrie femaleness needs clarification/correction (males can be "Daddy!").

Guidebook redirects to options are majorly b0rked.

Dungeon level#Dungeon levels and difficulty levels - true but misleading.

Following pages have monster template issues:

  • spheres (none)
  • gas spore (none)
  • cockatrice (2 not in sections)
  • mind flayer (2 not in sections)
  • mimic (3 not in sections) possibly use a single template?
  • werecreature (6 not in sections)
  • long worm (2 not in sections)
  • purple worm
  • centaur
  • dragon
  • Keystone Kops
  • Yendorian army
  • watchman

Buggy?

Vampires are scared by altars of Moloch.

Xorns can walk through walls but get stuck in lava (i.e. liquid rock). Strange, but could be intended behaviour. I would expect lava to affect Xorns like a rather hot pit. Lava is a bit mean anyway, as it will kill a fire resistant, unbreathing hero(check). No idea of the justification.

Broken wands of lightning don't blind.

Capitalisation of angelic beings? (Archon, Angel, Aleax vs ki-rin, couatl)?

Source:muse.c#line276 - some unicorns have hands?! At least reverse the order as nohands() is cheaper, and more monsters don't have hands than are unicorns. Also, ISTR that unicorns revived with a wand of undead turning don't drop (as many) unicorn horns; should such unicorns be able to heal themselves? Yes: "The white unicorn's recently regrown horn crumbles to dust."

Dismounting and remounting a steed may heal its legs?

Stunned monsters appear to move normally; appr is not set to 0 in m_move(), but is for confusion. This is in contrast to players, where stunning has a stronger effect on movement than confusion.

Stoning (killing?) a pet who is lifesaved produces a peaceful monster. Wouldn't it be angry?

Monsters that steal then teleport don't try to wear the stuff they've stolen.

The 'elf' monster is the same difficulty as player monsters, presumably because it used to be a role. It should (?) be the same difficulty as human/dwarf/gnome/orc monsters, for consistency.

All player monsters are same speed? Should roles with intrinsic speed be faster?

Digging a pit by a moat usually produces a moat. Evaporating a pool by a moat always produces a pit.

Drowning does not use the usual routine for determining what to call water (mhitu.c, line 1233; trap.c, line 2947; mkmaze.c, line 1147)


Passive attacks with zero dice do (actual level + 1) dice to players (uhitm.c, line 2150), but (base level + 1) to monsters (mhitm.c, line 1292, mhitu.c, line 2464.


dlord() in minion.c

A random demon lord between Juiblex and Yeenoghu is chosen up to 20 times, in an attempt to find one that has not been created already. Unless the altar is unaligned, the alignment of the demon must match the alignment of the altar.

Currently, Yeenoghu follows Juiblex in monst.c. Thus only these two demons are eligible to appear. As both are chaotic, demon lords will only be summoned at chaotic altars. To the casual observer, this has the appearance of a bug.

Random

V vampires are not only scared by being hit by a clove of garlic, wielded (tested) or thrown (unverified; yet to hit one!), but they will not step on a square if there is a clove of garlic on it! Source:mon.c#line1138


monarticle test

control

*{{User:Rogerb-on-NAO/monsymlink|gnome king}}

*{{User:Rogerb-on-NAO/monsymlink|gnome king|after}}

*{{User:Rogerb-on-NAO/monsymlink|gnome king|before}}

*{{User:Rogerb-on-NAO/monsymlink|gnome king|only}}

*{{User:Rogerb-on-NAO/monsymlink|gnome king|none}}

irregular

*{{User:Rogerb-on-NAO/monsymlink|Death}}

*{{User:Rogerb-on-NAO/monsymlink|Death|after}}

*{{User:Rogerb-on-NAO/monsymlink|Death|before}}

*{{User:Rogerb-on-NAO/monsymlink|Death|only}}

*{{User:Rogerb-on-NAO/monsymlink|Death|none}}