Kick (command)
| Keyboard commands | |||||||||||||||||||||
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| ~ | ! | @ | # | $ | % | ^ | & | * | ( | ) | _ | = | + | ||||||||
| Q | W | E | R | T | Y | U | I | O | P | { | } | | | |||||||||
| q | w | e | r | t | y | u | i | o | p | [ | ] | \ | |||||||||
| A | S | D | F | G | H | J | K | L | : | " | |||||||||||
| a | s | d | f | g | h | j | k | l | ; | ' | |||||||||||
| Z | X | C | V | B | N | M | < | > | ? | ||||||||||||
| z | x | c | v | b | n | m | , | . | / | ||||||||||||
| q | w | e | r | t | u | i | o | p | Alt | ||||||||||||
| a | s | d | f | j | l | Alt | |||||||||||||||
| c | v | n | m | ? | Alt | ||||||||||||||||
| A | C | R | T | O | Alt | ||||||||||||||||
| a | c | d | o | p | r | t | [ | Ctrl | |||||||||||||
- This article is about the command. For the attack type, see kick attack.
In NetHack, the hero can kick through the use of the accompanying command with Ctrl + d, as well as using k (if the number_pad option is on) or the #kick extended command.
Description
Using the kick command will prompt the player for a direction that they want the hero to kick in, assuming that the hero is currently grounded. Kicking in the direction of a peaceful or tame monster that the hero can see will prompt the player if they really want their hero to go through with the action.[1] Kicking a monster will roll to determine if the kick succeeds, and a peaceful monster that the player chooses to kick will be angered regardless of the outcome.[2][3][4] Similar to the kick attack type, damage calculations will account for factors such as the hero's ability scores, whether or not the hero is wearing boots and whether or not their worn boots are blessed.
A hero with the martial arts skill (i.e. Monks and Samurai) gains various bonuses to kicking, while a hero polymorphed into a sasquatch will gain bonuses to kicking due to being a "bigfoot".[5][6] Kicking boots also grant various bonuses to kicking with this command, and ensures that such kicks always succeed.[7][8]
Kicking can have various effects depending on the situation: kicking monsters, items or dungeon features will usually make noise that can awaken sleeping monsters, and kicking an object or dungeon feature can also disturb zombies whose corpses are buried in the ground nearby.[9] Kicking at an empty square abuses dexterity and has a chance of causing the hero to "strain a muscle", which also abuses strength and causes a wounded for 5-10 turns[10]—this includes a square with an opened or broken door, as well as a square with a stairway or a down ladder.[11][12] Kicking objects that are immovable or too heavy can result in the hero taking physical damage and also suffering a wounded leg, and will abuse dexterity and strength.[13] ("Ouch! That hurts!")
The next section explains the requirements for a player to use the command, while the effects of kicking specific objects and monsters are further detailed in each of the sections below it.
Requirements and conditions
A hero cannot kick using the command under the following conditions:
- They are polymorphed, and their form is limbless, slithy, tiny in size, or belongs to the lizard monster class.[14][15][16]
- They have at least one wounded leg.[17]
- They are stressed or greater in encumbrance.[18]
- They are currently caught in a a web or a bear trap, or else they are inside of a pit or a spiked pit and lack phasing.[19][20]
- There is a boulder on the hero's square, and the hero lacks phasing.[21]
A hero can still attempt a kick if they are currently engulfed, or else if they are in a pit (or spiked pit) and have phasing, though it will always have no effect in either case.[22][23] Trying to attempt a kick while underwater has a 1⁄2 chance (50%) chance of failing immediately.[24] A hero that is fumbling has a 1⁄3 chance of their attempted kick outright missing the object or monster on the targeted square.[25]
A hero that is riding a steed and attempts to kick will instead be prompted to kick their steed:[26] doing so initiates galloping, which makes the steed move faster temporarily at the cost of reducing its tameness.
Levitation
Kicking while levitating or on the Plane of Air will have the hero attempt to kick off a monster, a wall or a dungeon feature that is large and sturdy enough if one is occupying the adjacent square in the direction chosen by the player, and kicking this way will cause the hero to hurtle in the opposite direction depending on what they kick, the size of the kicking target and how hard they do so.[27][28]
If the hero attempts to kick towards an empty square while levitating, there is a 1⁄2 chance of them hurtling one square in the opposite direction.[29] Kicking towards a closed door while levitating will always fail and inflict physical damage with a chance of wounding the hero's legs.[30] Kicking in the direction of a sink, altar, throne, headstone, or fountain while levitating will always be treated as targeting an empty square.[31][32][33][34][35]
Kicking objects
A hero kicking an object will have various results depending on the weight and nature of the object, as well as the hero's strength level and kicking abilities.
- A hero kicking a stack of multiple gold pieces that is not too heavy to move has a very high chance of scattering that gold randomly within a few squares of its location:[36][37][38] monsters that are interested in gold can catch any gold that flies towards them, and nearby monsters that were sleeping will awaken regardless of whether they catch any gold that flies at them[39][40][41]—gold that hits immobile monsters as a result of being kicked will do no damage to them.[42]
- A peaceful monster that is not a guard and hit by flying gold has a 1⁄4 chance of becoming hostile.[43]
- Monsters that catch gold pieces as a result of the hero kicking that gold will generally behave as though the gold was thrown directly at them, e.g. hostile mercenaries will react as though bribed, hostile shopkeepers that were robbed will calm down if the gold they picked up was enough to cover items stolen from their shop, and so on.[44]
- A hero that kicks a fragile object other than crystal plate mail or a helm of brilliance will cause it to break immediately, and potions shattered this way will subject the hero and monsters on adjacent squares to their vapors.[45][46] Mirrors broken this way incur a -2 penalty to luck, while eggs laid by the hero that are broken this way incur a -1 luck penalty per broken egg. Artifacts with base items that are normally fragile cannot be broken by kicking them.
- If a hero kicks a container with fragile items inside it, and the container is not a bag of holding, then those fragile items each have a 1⁄3 chance per stack of breaking, with luck penalties for mirrors and the hero's eggs applied as above.[47][48][49] The following also occurs depending on the container type and its contents:[50]
- Kicking a container with a trap on it will trigger that trap as with opening the container or handling its lock.[51][52][53]
- A locked container has a 1⁄5 chance of the lock being broken open, which is increased to 1⁄2 if the hero has the martial arts skill.[6][54]
- If the hero has knowledge of a container's contents and breaks something inside that container by kicking it, they will no longer have that exact knowledge, though the player can usually infer what specific items were broken based on the messages produced.[55]
- Kicking a statue trap will cause it to activate and bring the statue to life, animating the topmost statue if there are multiple statues on that square.[56]
- Kicking the corpse of a chickatrice or cockatrice when the hero is not wearing boots will subject them to instant stoning if they do not have stoning resistance, while a hero that does so in the form of any golem will become a stone golem if they were not one already.[57]
- If the hero kicks an object that is embedded in a wall or door, the object has a chance of coming loose dependent on the hero's dexterity, and otherwise there is a chance of the hero sustaining slight physical damage and possibly a wounded leg.[58] An object that is kicked loose from being embedded in a wall will be placed on the hero's square.
- If a hero kicks any object that is too heavy, is fixed in place, or else is obstructed from moving (e.g. there is an adjacent wall in the chosen direction) then the object will not move[59][60]—this prints a message and may result in the hero taking slight physical damage, with a further 1⁄3 chance of a wounded leg.[13]
- A boulder is always impossible to move by kicking, and the same applies to both a heavy iron ball that is chained to the hero and the iron chain keeping that ball attached.[61]
- Mjollnir is magically enchanted so that it will always be too heavy to move by kicking it.[62]
- When kicking items that belong to a shop, the shopkeeper will attempt to catch any items that would fly out of the shop's boundaries, and breaking fragile items belonging to that shop will result in the hero being charged for them and the shopkeeper becoming hostile.[63][64][65]
- Kicked items that ordinarily serve as ammunition can mulch upon hitting a monster as thrown projectiles do.[66]
If the hero kicks at a pile of objects, only the top object of the pile will be affected.[67] Items that are in a web cannot be kicked at all, and items that are in a pit or spiked pit cannot be kicked unless the hero has phasing.[68]
Calculating distance
Objects that are moved by kicking will travel a number of squares from the player in the direction that it was kicked, with the distance equal to STR2 - w40, where w is the object's weight: a strength level of 18/01 to 18/31 is treated as 18 for this purpose, while a strength level of 18/32 to 19 is treated as 20, and a distance value of 1 or less from this equation means that the object will not move at all. The following traits and circumstances can also affect how far kicked objects travel:
- If a hero that either has the martial arts skill or is polymorphed into a sasquatch kicks an object, and that object moves as a result, its distance will be extended by 1 to 3 squares.[5][6][69]
- If a hero kicks an object while they and the object are underwater, the object's movement distance is reduced to D⁄3 + 1 (with a minimum of 1 if it is not too heavy to move), where D is the normal distance it would travel otherwise.[70]
- A hero that is on the Plane of Air or in the air bubbles within the Plane of Water and moves an object by kicking it, its distance will be extended by 1 to 3 squares.[71]
- A hero kicking an object that is sitting on ice increases its distance by 1 to 3 squares.[72]
- A hero kicking an object that is greased increases its distance by 1 to 3 squares.[73]
An object that is moved by kicking will travel until it has either reached the full distance or is stopped by an obstacle, such as a wall or monster—an object kicked in the direction of a hole or trap door has a chance of falling down that opening, and may also hit other items on that square with a chance of causing them to fall down the opening (with fragile items breaking rather than being placed on the destination level below).[74][75]
Kicking dungeon features
Several dungeon features have different possible outcomes from a hero kicking them, which are explained in the table below:
| Target | Effect |
|---|---|
| Wall | If an item is embedded in the wall, there is a dexterity-based chance of the item landing on the hero's square.[58] Otherwise, the hero has a chance of taking minor physical damage with an added chance of wounding their leg, and taking damage abuses dexterity and strength.[13] |
| Closed door | Exercises dexterity and strength with a chance of breaking the door down, leaving an empty doorway.[76] If a watchman or watch captain in Minetown sees the hero kicking a door, they will issue a warning and the door will become trapped, and immediately doing so again after this warning will anger the entire watch.[77][78][79][80] Kicking a shop door down will anger the shopkeeper unless you immediately pay 400 zorkmids.[81] Successfully kicking down doors also exercises strength unless the door was trapped, in which case the resulting explosion abuses strength instead.[82][83][84] |
| Secret door | May reveal the door, which exercises dexterity. ("Crash! You kick open a secret door!" / "Crash! You uncover a secret door!") Otherwise, the hero takes physical damage with an added chance of wounding their leg, and taking damage abuses dexterity, as well as abusing strength if a wounded leg occurs.[13] |
| Secret corridor | May reveal the passage, which exercises dexterity. ("Crash! You kick open a secret passage!") Otherwise, the hero takes physical damage with an added chance of wounding their leg, and taking damage abuses dexterity, as well as abusing strength if a wounded leg occurs.[13] |
| Throne | Has different possible outcomes depending on the hero's luck and whether or the throne has been 'looted':[85]
|
| Altar | Has a 1⁄3 chance of the hero taking physical damage, with a further chance of wounding their leg, and otherwise the hero exercises dexterity.[90][13] In either case, the altar's god will take offense:[91][92] if the altar is co-aligned, the hero loses 1 point of wisdom, and incurs a -1 penalty to alignment record if it is currently greater than a random number between 0 and -3;[93] if the altar is cross-aligned, then the hero takes a penalty to luck, with a chance of a 1- or 2-point penalty depending on how high their current luck is.[94] |
| Fountain | Has a 1⁄3 chance of the hero taking physical damage, with a further chance of wounding their leg.[95][13] Otherwise, dexterity is exercised and there is a 2⁄3 chance of the hero's worn boots becoming wet, which rusts any boots made of iron.[96] |
| Headstone | There is a 3⁄4 chance of the hero taking physical damage, with a further chance of wounding their leg.[97][13] Otherwise, there is a 1⁄2 chance (effectively 1⁄8) of generating a hostile ghoul, which can only occur once per grave no matter how the ghoul is summoned.[98][99] Otherwise, there is a 1⁄8 chance of destroying the headstone and leaving a normal floor square and a stack of rocks in its place:[100] this abuses wisdom, incurs a -1 penalty to alignment record for Archeologists, Samurai or any lawful hero with an alignment record above -10, and will not affect any contents buried on that square during the headstone's initial creation.[101] |
| Iron bars | Causes the hero to take physical damage, with a further chance of wounding their leg.[102][13] |
| Tree | Has three different possible outcomes, assuming that the tree has not produced fruit or monsters:[103]
|
| Sink | Has a 4⁄5 chance of causing noise and exercising dexterity with no other effect.[110] If not, then one of the following effects occurs, with each instance of monster/item generation limited to once per sink:
|
Kicking monsters
As described in previous sections, kicking a monster will roll to determine whether the kick succeeds, if it is blocked or otherwise evaded by the monster, and if it deals any damage to that monster.[1][2][3] A peaceful monster that the player chooses to kick when prompted will always be angered, no matter the outcome of the actual kick attempt.[4]
A kick performed via the kicking command is treated as a normal attack using the kick attack type:[117] if the hero is polymorphed, then they gain a +1 to-hit bonus, and all of the kick attacks in the hero's routine occur upon selecting a monster target for the command (with a minimum of 1).[118][119] If the hero is levitating and performs a kick against a monster that does not have flight and is small or tiny in physical size, they have a 1⁄3 chance of missing and abusing dexterity.[120] A monster that is hiding in some manner (e.g. a cloaked mimic or a concealed cave spider) will be revealed even if the kick misses, and hiding has no effect on to-hit rolls.[121]
The base kicking damage for each strike is calculated using the hero's strength, constitution, dexterity, and a check for worn kicking boots, with the exact formula used being
where is 5 if wearing kicking boots and 0 otherwise. The following factors also affect the damage dealt by kicking through the command:
- If your kick is 'clumsy', this base damage is halved. (This is not quite the same thing as "Your clumsy kick does no damage", but related.) Kicks can be clumsy if you are:
- Wearing bulky body armor (dragon scales and dragon scale mail are considered bulky, as is any form of body armor that weighs 350 or more; all other body armors are non-bulky)
- Wearing a large shield, which is also considered bulky
- Carrying a heavy load (more than 70% of your carrying capacity, with higher probability to be clumsy at 80%, and guaranteed at 90%)
- Fumbling.
- If you are a martial artist (monk or samurai), there is a random damage bonus between 0 and half your dexterity. This exercises the martial arts skill, but the skill level does not affect the amount of bonus damage.
- If you are wearing blessed boots, you deal an additional 1d4 damage against major demons and undead creatures.
- The enchantment of your boots is added to the total damage amount, plus the enchantment of any rings of increase damage you are wearing or have eaten.
- Thick-skinned monsters like dragons and mumakil take no base damage from a kick. Rings of increase damage, enchanted boots, and blessed boots will still cause their normal damage.[122]
- If you attempt to kick a shade with unblessed boots, your foot will pass through it, doing no damage. You can only damage a shade by kicking if your boots are blessed, and even then the only damage comes from the 1d4 bonus versus undead.
If you are polymorphed into a sasquatch, you will get a bonus to kicking because you are (a) 'bigfoot'.
Against monsters, base damage for kicks with the command will usually come up to 1d7 - 1d8 with kicking boots or 1d2 - 1d3 without.
Kicking a sleeping monster will wake it up. (As usual, the noise from kicking wakes up all sleeping monsters nearby.)
When levitating, kicking larger monsters will propel you farther, and very small monsters will be more difficult to hit.
With the right training or equipment, you can sometimes send smaller monsters reeling back a square—perhaps into a trap.
Limitations to kicking monsters
Kicking monsters can displace them to a random point adjacent to you, even if they couldn't normally reach that spot: "The monster jumps (or swoops, slides, etc.), nimbly avoiding your kick." This is more likely to happen if you are fumbling or burdened. It is also more likely to happen with flying monsters such as bats.
Kicking a cockatrice without wearing boots will result in stoning.
Kicking a pet is considered abuse.[123]
Strategy
Even if you are unskilled in martial arts, kicking may be a useful strategy for fighting a monster you are having trouble hitting (like a ghost).
Kicking a cursed scroll of scare monster will not cause it to crumble, as picking it up would. This is one way to move scrolls that have become cursed.
Kicking gray stones is a common means of testing for loadstones: their immense weight means that loadstones will not fly as far as other gray stones when kicked, and they typically will not move at all unless the hero is wearing gauntlets of power or else has sufficient kicking bonuses. Though the distance a loadstone travels will still be noticeably shorter even if kicking bonuses cause it to move more than one square, testing with as few strength or kicking enhancements as possible is preferable to minimize error.
If your luck is low, kicking at suspected secret doors may be a faster way of revealing them compared to manual searching.
Kicking cross-aligned altars is potentially useful when trying to avoid crowning as an alternative to keeping your alignment record under 20, as luckier characters have a higher chance of losing two points instead of one.[124]
A user has suggested improving this page or section as follows:
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Messages
- Your slow motion kick doesn't hit anything.
- You attempted to kick while underwater, and it immediately failed with a 1⁄2 chance.
Variants
EvilHack
In EvilHack, some roles have their kicking abilities modified.
- Druids that use the kick command on live trees will "gently nudge" them instead to avoid hurting the tree, and will not suffer wounded legs when determining the outcome of that action.
- Monks can perform much more powerful kicks than other heroes using the command, with different messages given.
References
- ↑ 1.0 1.1 src/dokick.c in NetHack 5.0.0, line 125-L143: maybe_kick_monster() function
- ↑ 2.0 2.1 src/dokick.c in NetHack 5.0.0, line 32-L123: kickdmg() function for the kick command
- ↑ 3.0 3.1 src/dokick.c in NetHack 5.0.0, line 145-L288: kick_monster() function
- ↑ 4.0 4.1 src/dokick.c in NetHack 5.0.0, line 151-L152
- ↑ 5.0 5.1 src/dokick.c in NetHack 5.0.0, line 7-L9: define is_bigfoot(x)
- ↑ 6.0 6.1 6.2 src/dokick.c in NetHack 5.0.0, line 8-L9: define martial()
- ↑ src/dokick.c in NetHack 5.0.0, line 10
- ↑ src/dokick.c in NetHack 5.0.0, line 1327-L1329
- ↑ src/dokick.c in NetHack 5.0.0, line 786
- ↑ src/dokick.c in NetHack 5.0.0, line 863-L878: kick_dumb() function
- ↑ src/dokick.c in NetHack 5.0.0, line 914-L918
- ↑ src/dokick.c in NetHack 5.0.0, line 1244-L1247
- ↑ 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 src/dokick.c in NetHack 5.0.0, line 880-L906: kick_ouch() function
- ↑ src/dokick.c in NetHack 5.0.0, line 1265-L1267
- ↑ src/dokick.c in NetHack 5.0.0, line 1268-L1270
- ↑ src/dokick.c in NetHack 5.0.0, line 1285-L1287
- ↑ src/dokick.c in NetHack 5.0.0, line 1279-L1281
- ↑ src/dokick.c in NetHack 5.0.0, line 1282-L1284
- ↑ src/dokick.c in NetHack 5.0.0, line 1294-L1296
- ↑ src/dokick.c in NetHack 5.0.0, line 1300-L1303
- ↑ src/dokick.c in NetHack 5.0.0, line 1307-L1310
- ↑ src/dokick.c in NetHack 5.0.0, line 1333-L1349
- ↑ src/dokick.c in NetHack 5.0.0, line 1350-L1354
- ↑ src/dokick.c in NetHack 5.0.0, line 1288-L1290
- ↑ src/dokick.c in NetHack 5.0.0, line 537-L540
- ↑ src/dokick.c in NetHack 5.0.0, line 1271-L1278
- ↑ src/dokick.c in NetHack 5.0.0, line 1355-L1370
- ↑ src/dokick.c in NetHack 5.0.0, line 1427-L1441
- ↑ src/dokick.c in NetHack 5.0.0, line 876-L877
- ↑ src/dokick.c in NetHack 5.0.0, line 920-L924
- ↑ src/dokick.c in NetHack 5.0.0, line 1016-L1021
- ↑ src/dokick.c in NetHack 5.0.0, line 1065-L1069
- ↑ src/dokick.c in NetHack 5.0.0, line 1079-L1083
- ↑ src/dokick.c in NetHack 5.0.0, line 1098-L1100
- ↑ src/dokick.c in NetHack 5.0.0, line 1197-L1200
- ↑ src/dokick.c in NetHack 5.0.0, line 290-L407
- ↑ src/dokick.c in NetHack 5.0.0, line 558-L576
- ↑ src/dokick.c in NetHack 5.0.0, line 695-L713
- ↑ src/dokick.c in NetHack 5.0.0, line 299-L301
- ↑ src/dokick.c in NetHack 5.0.0, line 319-L324
- ↑ src/dokick.c in NetHack 5.0.0, line 747
- ↑ src/dokick.c in NetHack 5.0.0, line 302-L308
- ↑ src/dokick.c in NetHack 5.0.0, line 317-L318
- ↑ src/dokick.c in NetHack 5.0.0, line 325-L402
- ↑ src/dokick.c in NetHack 5.0.0, line 678-L680
- ↑ src/dokick.c in NetHack 5.0.0, line 739-L740
- ↑ src/dokick.c in NetHack 5.0.0, line 422-L424: empty containers are skipped, as are magical ones (i.e. bags of holding)
- ↑ src/dokick.c in NetHack 5.0.0, line 433-L473
- ↑ src/dokick.c in NetHack 5.0.0, line 655
- ↑ src/dokick.c in NetHack 5.0.0, line 649-L676
- ↑ src/dokick.c in NetHack 5.0.0, line 660-L661
- ↑ src/dokick.c in NetHack 5.0.0, line 668-L669
- ↑ src/trap.c in NetHack 5.0.0, line 6294: chest_trap() function
- ↑ src/dokick.c in NetHack 5.0.0, line 656-L663
- ↑ src/dokick.c in NetHack 5.0.0, line 469-L471
- ↑ src/dokick.c in NetHack 5.0.0, line 531-L534
- ↑ src/dokick.c in NetHack 5.0.0, line 542-L556
- ↑ 58.0 58.1 src/dokick.c in NetHack 5.0.0, line 615-L647
- ↑ src/dokick.c in NetHack 5.0.0, line 686-L690
- ↑ src/dokick.c in NetHack 5.0.0, line 710-L713
- ↑ src/dokick.c in NetHack 5.0.0, line 516-L519
- ↑ src/dokick.c in NetHack 5.0.0, line 594-L596
- ↑ src/dokick.c in NetHack 5.0.0, line 457-L462
- ↑ src/dokick.c in NetHack 5.0.0, line 476-L484
- ↑ src/dokick.c in NetHack 5.0.0, line 742-L746
- ↑ src/dokick.c in NetHack 5.0.0, line 748-L749
- ↑ src/dokick.c in NetHack 5.0.0, line 692-L694
- ↑ src/dokick.c in NetHack 5.0.0, line 522-L530
- ↑ src/dokick.c in NetHack 5.0.0, line 578-L579
- ↑ src/dokick.c in NetHack 5.0.0, line 581-L583
- ↑ src/dokick.c in NetHack 5.0.0, line 584-L586
- ↑ src/dokick.c in NetHack 5.0.0, line 588-L589
- ↑ src/dokick.c in NetHack 5.0.0, line 590-L591
- ↑ src/dokick.c in NetHack 5.0.0, line 752-L755
- ↑ src/dokick.c in NetHack 5.0.0, line 1634-L1766: ship_object() function
- ↑ src/dokick.c in NetHack 5.0.0, line 928-L970
- ↑ src/dokick.c in NetHack 5.0.0, line 833-L843: watchman_thief_arrest() function
- ↑ src/dokick.c in NetHack 5.0.0, line 845-L861: watchman_door_damage() function
- ↑ src/dokick.c in NetHack 5.0.0, line 957-L958
- ↑ src/dokick.c in NetHack 5.0.0, line 967-L968
- ↑ src/dokick.c in NetHack 5.0.0, line 953-L956
- ↑ src/dokick.c in NetHack 5.0.0, line 937: strength abuse from kicking a trapped door
- ↑ src/dokick.c in NetHack 5.0.0, line 943: strength exercise from kicking down to pieces
- ↑ src/dokick.c in NetHack 5.0.0, line 948: strength exercise from kicking down a door; the only difference between this and kicking a door to pieces is essentially the message
- ↑ src/dokick.c in NetHack 5.0.0, line 1016-L1064
- ↑ src/dokick.c in NetHack 5.0.0, line 1022-L1034
- ↑ src/dokick.c in NetHack 5.0.0, line 1035-L1052
- ↑ src/dokick.c in NetHack 5.0.0, line 1053-L1056
- ↑ src/trap.c in NetHack 5.0.0, line 602: start of fall_through() function
- ↑ src/dokick.c in NetHack 5.0.0, line 1072-L1078
- ↑ src/dokick.c in NetHack 5.0.0, line 1071
- ↑ src/pray.c in NetHack 5.0.0, line 2651-L2673: altar_wrath() function
- ↑ src/pray.c in NetHack 5.0.0, line 2654-L2659
- ↑ src/pray.c in NetHack 5.0.0, line 2660-L2672: "higher luck is more likely to be reduced; as it approaches -5 the chance to lose another point drops down, eventually to 0"
- ↑ src/dokick.c in NetHack 5.0.0, line 1079-L1088
- ↑ src/dokick.c in NetHack 5.0.0, line 1088-L1097
- ↑ src/dokick.c in NetHack 5.0.0, line 1101-L1103
- ↑ src/dokick.c in NetHack 5.0.0, line 1104-L1107: calls disturb_grave()
- ↑ src/engrave.c in NetHack 5.0.0, line 1705-L1720: disturb_grave() function
- ↑ src/dokick.c in NetHack 5.0.0, line 1108-L1129
- ↑ src/dokick.c in NetHack 5.0.0, line 1112-L1115
- ↑ src/dokick.c in NetHack 5.0.0, line 1131-L1134
- ↑ src/dokick.c in NetHack 5.0.0, line 1135-L1193
- ↑ src/dokick.c in NetHack 5.0.0, line 1138-L1144: the comment in the code has incorrect math for the odds of each outcome
- ↑ src/dokick.c in NetHack 5.0.0, line 1145-L1170
- ↑ src/dokick.c in NetHack 5.0.0, line 1166-L1167: attribute exercise
- ↑ src/mkobj.c in NetHack 5.0.0, line 1978-L1980: int treefruits[]
- ↑ src/mkobj.c in NetHack 5.0.0, line 1982-L1987: rnd_treefruit_at() function
- ↑ src/dokick.c in NetHack 5.0.0, line 1171-L1192
- ↑ src/dokick.c in NetHack 5.0.0, line 1201-L1208
- ↑ src/dokick.c in NetHack 5.0.0, line 1209-L1223
- ↑ src/dokick.c in NetHack 5.0.0, line 1224-L1234
- ↑ src/dokick.c in NetHack 5.0.0, line 1195
- ↑ src/dokick.c in NetHack 5.0.0, line 1235-L1238
- ↑ src/fountain.c in NetHack 5.0.0, line 803-L826: sink_backs_up() function
- ↑ src/dokick.c in NetHack 5.0.0, line 1239-L1240
- ↑ src/dokick.c in NetHack 5.0.0, line 177-L233
- ↑ src/dokick.c in NetHack 5.0.0, line 187-L188
- ↑ src/uhitm.c in NetHack 5.0.0, line 376-L378
- ↑ src/dokick.c in NetHack 5.0.0, line 154-L160
- ↑ src/dokick.c in NetHack 5.0.0, line 162-L175
- ↑ src/dokick.c in NetHack 3.6.7, line 49
- ↑ src/dokick.c in NetHack 3.6.7, line 73
- ↑ src/pray.c in NetHack 3.6.7, line 2249