Crypt Cleanser
Posts: 723
Joined: Monday, 9th June 2014, 13:39
Vestibule Respawns
So I stopped remodeling, because of the pest problem. Damn southern climes.
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Crypt Cleanser
Posts: 723
Joined: Monday, 9th June 2014, 13:39
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Crypt Cleanser
Posts: 723
Joined: Monday, 9th June 2014, 13:39
Vestibule Violator
Posts: 1601
Joined: Sunday, 14th July 2013, 16:36
Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Crypt Cleanser
Posts: 720
Joined: Friday, 6th September 2013, 09:17
static void _hell_spawn_random_monsters()
{
// Monster generation in the Vestibule drops off quickly.
const int taper_off_turn = 500;
int genodds = 240;
// genodds increases once you've spent more than 500 turns in Hell.
if (env.turns_on_level > taper_off_turn)
{
genodds += (env.turns_on_level - taper_off_turn);
genodds = (genodds < 0 ? 20000 : std::min(genodds, 20000));
}
if (x_chance_in_y(5, genodds))
{
mgen_data mg(WANDERING_MONSTER);
mg.proximity = (one_chance_in(10) ? PROX_NEAR_STAIRS
: PROX_AWAY_FROM_PLAYER);
mons_place(mg);
viewwindow(false);
}
}
static int _vestibule_spawn_rate()
{
// Monster generation in the Vestibule drops off quickly.
const int taper_off_turn = 500;
int genodds = 240;
// genodds increases once you've spent more than 500 turns in Hell.
if (env.turns_on_level > taper_off_turn)
{
genodds += (env.turns_on_level - taper_off_turn);
genodds = (genodds < 0 ? 20000 : min(genodds, 20000));
}
return genodds;
}
Vestibule Violator
Posts: 1601
Joined: Sunday, 14th July 2013, 16:36
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