3 * @brief
\83x
\81[
\83X
\83A
\83C
\83e
\83\80\90¶
\90¬
\8aK
\91w
\82ª
\89Á
\8eZ
\82³
\82ê
\82é
\8am
\97¦
\r
5 * There is a 1/10 (10%) chance of inflating the requested object_level
\r
6 * during the creation of an object (see "get_obj_num()" in "object.c").
\r
7 * Lower values yield better objects more often.
\r
12 * @brief
\90[
\91w
\83\82\83\93\83X
\83^
\81[
\82ª
\90¶
\90¬
\82³
\82ê
\82é(NASTY
\90¶
\90¬)
\82Ì
\8aî
\96{
\8am
\97¦(1/x)
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14 * There is a 1/25 (4%) chance of inflating the requested monster_level
\r
15 * during the creation of a monsters (see "get_mon_num()" in "monster.c").
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16 * Lower values yield harder monsters more often.
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18 #define NASTY_MON_BASE 25
\r
19 #define NASTY_MON_MAX 3 /*!<
\90[
\91w
\83\82\83\93\83X
\83^
\81[
\82ª1
\83t
\83\8d\83A
\82É
\90¶
\90¬
\82³
\82ê
\82é
\8dÅ
\91å
\90\94 */
\r
20 #define NASTY_MON_PLUS_MAX 25 /*!<
\90[
\91w
\83\82\83\93\83X
\83^
\81[
\82Ì
\8aK
\91w
\89Á
\8eZ
\8dÅ
\91å
\97Ê */
\r
22 #define PENETRATE_INVULNERABILITY 13 /*!<
\96³
\93G
\89»
\82ª
\94j
\82ç
\82ê
\82é
\8am
\97¦(1/x) / 1/x chance of hurting even if invulnerable! */
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24 #define MAX_TELEPORT_DISTANCE 200 /*!<
\83e
\83\8c\83|
\81[
\83g
\8dÅ
\91å
\8b\97\97£ */
\r
27 * Refueling constants
\r
29 #define FUEL_TORCH 5000 /*!<
\8f¼
\96¾
\82Ì
\8aî
\96{
\8eõ
\96½
\92l / Maximum amount of fuel in a torch */
\r
30 #define FUEL_LAMP 15000 /*!<
\83\89\83\93\83^
\83\93\82Ì
\8aî
\96{
\8eõ
\96½
\92l / Maximum amount of fuel in a lantern */
\r
33 * More maximum values
\r
35 #define MAX_SIGHT 20 /*!<
\83v
\83\8c\83C
\83\84\81[
\82Ì
\8dÅ
\91å
\8e\8b\8aE
\94Í
\88Í(
\83}
\83X) / Maximum view distance */
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36 #define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /*!<
\83v
\83\8c\83C
\83\84\81[
\82Ì
\8dU
\8c\82\8eË
\92ö(
\83}
\83X) / Maximum range (spells, etc) */
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37 #define AAF_LIMIT 100 /*!<
\83\82\83\93\83X
\83^
\81[
\82Ì
\8cÀ
\8aE
\8a´
\92m
\94Í
\88Í(
\83}
\83X) Limit of sensing radius */
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39 #define MIN_M_ALLOC_TD 4 /*!<
\8aX(
\92\8b\8aÔ)
\82Ì
\8dÅ
\92á
\8fZ
\90l
\94z
\92u
\90\94 / The town starts out with 4 residents during the day */
\r
40 #define MIN_M_ALLOC_TN 8 /*!<
\8aX(
\96é
\8aÔ)
\82Ì
\8dÅ
\92á
\8fZ
\90l
\94z
\92u
\90\94 / The town starts out with 8 residents during the night */
\r
43 * @brief
\83\82\83\93\83X
\83^
\81[
\91\9d\90B
\82Ì
\8dÅ
\91å
\90\94\r
45 * A monster can only "multiply" (reproduce) if there are fewer than 100
\r
46 * monsters on the level capable of such spontaneous reproduction. This
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47 * is a hack which prevents the "m_list[]" array from exploding due to
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48 * reproducing monsters. Messy, but necessary.
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50 #define MAX_REPRO 100
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52 #define MAX_VAMPIRIC_DRAIN 50 /*!<
\8bz
\8c\8c\8f\88\97\9d\82Ì
\8dÅ
\91å
\89ñ
\95\9cHP */
\r
55 * Dungeon generation values
\r
57 #define DUN_UNUSUAL 250 /*!<
\92Ê
\8fí
\82Å
\82Í
\82È
\82¢
\95\94\89®
\82ª
\90¶
\90¬
\82³
\82ê
\82é
\8aî
\96{
\8am
\97¦(
\83\8c\83x
\83\8b/
\92è
\90\94) / Level/chance of unusual room (was 200) */
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58 #define DUN_DEST 18 /*!<
\94j
\89ó
\92n
\8c`
\82ª
\83t
\83\8d\83A
\82É
\94
\90¶
\82·
\82é
\8aî
\96{
\8am
\97¦(1/
\92è
\90\94) / 1/chance of having a destroyed level */
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59 #define SMALL_LEVEL 3 /*!<
\8f¬
\82³
\82¢
\83t
\83\8d\83A
\82Ì
\90¶
\90¬
\82³
\82ê
\82é
\8aî
\96{
\8am
\97¦(1/
\92è
\90\94) / 1/chance of smaller size (3) */
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60 #define EMPTY_LEVEL 24 /*!<
\83A
\83\8a\81[
\83i
\83\8c\83x
\83\8b(
\8aO
\95Ç
\82Ì
\82È
\82¢
\83t
\83\8d\83A)
\82Ì
\90¶
\90¬
\82³
\82ê
\82é
\8aî
\96{
\8am
\97¦(1/
\92è
\90\94) / 1/chance of being 'empty' (15) */
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61 #define LAKE_LEVEL 24 /*!<
\90ì
\82â
\8cÎ
\82Ì
\82 \82é
\83t
\83\8d\83A
\82Ì
\90¶
\90¬
\82³
\82ê
\82é
\8am
\97¦(1/
\92è
\90\94) / 1/chance of being a lake on the level */
\r
62 #define DARK_EMPTY 5 /*!<
\83t
\83\8d\83A
\91S
\91Ì
\82ª
\88Ã
\82¢
\89Â
\94\
\90«
\82Ì
\8aî
\96{
\8am
\97¦(1/
\92è
\90\94) / 1/chance of arena level NOT being lit (2) */
\r
63 #define DUN_CAVERN 20 /*!<
\93´
\8cA
\8fó
\82Ì
\83_
\83\93\83W
\83\87\83\93\82ª
\90¶
\90¬
\82³
\82ê
\82é
\8aî
\96{
\8am
\97¦(1/
\92è
\90\94) / 1/chance of having a cavern level */
\r
66 * Dungeon tunnel generation values
\r
68 #define DUN_TUN_RND_MIN 5 /* Chance of random direction (was 10) */
\r
69 #define DUN_TUN_RND_MAX 20
\r
70 #define DUN_TUN_CHG_MIN 20 /* Chance of changing direction (was 30) */
\r
71 #define DUN_TUN_CHG_MAX 60
\r
72 #define DUN_TUN_CON_MIN 10 /* Chance of extra tunneling (was 15) */
\r
73 #define DUN_TUN_CON_MAX 40
\r
74 #define DUN_TUN_PEN_MIN 30 /* Chance of doors at room entrances (was 25) */
\r
75 #define DUN_TUN_PEN_MAX 70
\r
76 #define DUN_TUN_JCT_MIN 60 /* Chance of doors at tunnel junctions (was 90) */
\r
77 #define DUN_TUN_JCT_MAX 90
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80 * Dungeon streamer generation values
\r
82 #define DUN_STR_DEN 5 /* Density of streamers */
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83 #define DUN_STR_RNG 5 /* Width of streamers */
\r
84 #define DUN_STR_MAG 6 /* Number of magma streamers */
\r
85 #define DUN_STR_MC 30 /* 1/chance of treasure per magma */
\r
86 #define DUN_STR_QUA 4 /* Number of quartz streamers */
\r
87 #define DUN_STR_QC 15 /* 1/chance of treasure per quartz */
\r
88 #define DUN_STR_WLW 1 /* Width of lava & water streamers -KMW- */
\r
89 #define DUN_STR_DWLW 8 /* Density of water & lava streams -KMW- */
\r
91 #define DUN_MOS_DEN 2 /* Density of moss streamers */
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92 #define DUN_MOS_RNG 10 /* Width of moss streamers */
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93 #define DUN_STR_MOS 2 /* Number of moss streamers */
\r
94 #define DUN_WAT_DEN 15 /* Density of rivers */
\r
95 #define DUN_WAT_RNG 2 /* Width of rivers */
\r
96 #define DUN_STR_WAT 3 /* Max number of rivers */
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97 #define DUN_WAT_CHG 50 /* 1 in 50 chance of junction in river */
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100 * Dungeon treausre allocation values
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102 #define DUN_AMT_ROOM 9 /* Amount of objects for rooms */
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103 #define DUN_AMT_ITEM 3 /* Amount of objects for rooms/corridors */
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104 #define DUN_AMT_GOLD 3 /* Amount of treasure for rooms/corridors */
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105 #define DUN_AMT_INVIS 3 /* Amount of invisible walls for rooms/corridors */
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107 /* Chance of using syllables to form the name instead of the "template" files */
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108 #define SINDARIN_NAME 10 /*!<
\83\89\83\93\83_
\83\80\83A
\81[
\83e
\83B
\83t
\83@
\83N
\83g
\82É
\83V
\83\93\83_
\83\8a\83\93\96Á
\82ð
\82Â
\82¯
\82é
\8am
\97¦ */
\r
109 #define TABLE_NAME 20 /*!<
\83\89\83\93\83_
\83\80\83A
\81[
\83e
\83B
\83t
\83@
\83N
\83g
\82É
\8a¿
\8e\9a\96Á
\82ð
\82Â
\82¯
\82é
\8am
\97¦(
\90³
\8am
\82É
\82Í TABLE_NAME - SINDARIN_NAME %)
\82Æ
\82È
\82é */
\r
110 #define A_CURSED 13 /*!< 1/n
\82Ì
\8am
\97¦
\82Å
\90¶
\90¬
\82Ì
\8aª
\95¨
\88È
\8aO
\82Ì
\83\89\83\93\83_
\83\80\83A
\81[
\83e
\83B
\83t
\83@
\83N
\83g
\82ª
\8eô
\82¢
\82Â
\82«
\82É
\82È
\82é
\81B */
\r
111 #define WEIRD_LUCK 12 /*!< 1/n
\82Ì
\8am
\97¦
\82Årandom_resistance()
\82Ì
\8f\88\97\9d\92\86\83o
\83C
\83A
\83X
\8aO
\82Ì
\91Ï
\90«
\82ª
\82Â
\82«
\81Acreate_artifact
\82Å4
\82ð
\92´
\82¦
\82épval
\82ª
\8b\96\89Â
\82³
\82ê
\82é
\81B*/
\r
112 #define BIAS_LUCK 20 /*!< 1/n
\82Ì
\8am
\97¦
\82Årandom_resistance()
\82Å
\95t
\89Á
\82·
\82é
\8c³
\91f
\91Ï
\90«
\82ª
\96Æ
\89u
\82É
\82È
\82é */
\r
113 #define IM_LUCK 7 /*!< 1/n
\82Ì
\8am
\97¦
\82Årandom_resistance()
\82Å
\95¡
\90\94\96Æ
\89u
\82Ì
\8f\9c\8b\8e\8f\88\97\9d\82ª
\96Æ
\8f\9c\82³
\82ê
\82é */
\r
116 * Bias luck needs to be higher than weird luck,
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117 * since it is usually tested several times...
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120 #define ACTIVATION_CHANCE 3 /*!< 1/n
\82Ì
\8am
\97¦
\82Å
\83\89\83\93\83_
\83\80\83A
\81[
\83e
\83B
\83t
\83@
\83N
\83g
\82É
\94
\93®
\82ª
\95t
\89Á
\82³
\82ê
\82é
\81B
\82½
\82¾
\82µ
\96h
\8bï
\82Í
\82³
\82ç
\82É1/2 */
\r
122 #define TY_CURSE_CHANCE 200 /*!<
\91¾
\8cÃ
\82Ì
\89\85\94O
\82Ì1
\83^
\81[
\83\93\96\88\82Ì
\94
\93®
\8am
\97¦(1/n)*/
\r
123 #define CHAINSWORD_NOISE 100 /*!<
\83`
\83F
\83\93\83\
\81[
\82Ì1
\83^
\81[
\83\93\96\88\82Ì
\94
\93®
\8am
\97¦(1/n)*/
\r
125 #define SPEAK_CHANCE 8
\r
126 #define GRINDNOISE 20
\r
127 #define CYBERNOISE 20
\r
129 #define GROUP_MAX 32 /*!< place_monster_group()
\8aÖ
\90\94\82É
\82æ
\82é
\83\82\83\93\83X
\83^
\81[
\82ÌGROUP
\90¶
\90¬
\8e\9e\82Ì
\94z
\92u
\8dÅ
\91å
\90\94 / Maximum size of a group of monsters */
\r
131 /* ToDo: Make this global */
\r
132 #define HURT_CHANCE 16 /*!<
\91®
\90«
\8dU
\8c\82\82ð
\8eó
\82¯
\82½
\8dÛ
\82É
\94\
\97Í
\92l
\92á
\89º
\82ð
\8bN
\82±
\82·
\8am
\97¦(1/X) / 1/x chance of reducing stats (for elemental attacks) */
\r