A variant of NetHack that is designed to be a much more challenging experience than the original, drawing inspiration and content from various existing variants along with adding unique and never-before-seen custom content.
Throwing weapons at monsters called break_glass_obj, which assumed that the object was carried. This was largely unnoticable before the last few commits, since fragile items were rarely thrown at monsters. Now, the functions does things in a different order and it happens all the time. Instead, call one of the other breaking functions for thrown and kicked weapons.
Also, move the drow chance of resisting breakage to breaktest()---on further consideration, I thought that only having the chance to resist breakage on melee attacks didn't make much sense. Now, drow stuff has the same chance of not crumbling when thrown/kicked/etc.
Other stuff:
Moved a function declaration.
Check if breaktest() is actually given an object to test.
Throwing weapons at monsters called break_glass_obj, which assumed that the object was carried. This was largely unnoticable before the last few commits, since fragile items were rarely thrown at monsters. Now, the functions does things in a different order and it happens all the time. Instead, call one of the other breaking functions for thrown and kicked weapons.
Also, move the drow chance of resisting breakage to breaktest()---on further consideration, I thought that only having the chance to resist breakage on melee attacks didn't make much sense. Now, drow stuff has the same chance of not crumbling when thrown/kicked/etc.
Other stuff: Moved a function declaration. Check if breaktest() is actually given an object to test.