3 * @brief
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5 * There is a 1/10 (10%) chance of inflating the requested object_level
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6 * during the creation of an object (see "get_obj_num()" in "object.c").
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7 * Lower values yield better objects more often.
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12 * @brief
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14 * There is a 1/25 (4%) chance of inflating the requested monster_level
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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
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19 #define NASTY_MON_MAX 3 /*!<
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20 #define NASTY_MON_PLUS_MAX 25 /*!<
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22 #define PENETRATE_INVULNERABILITY 13 /*!<
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24 #define MAX_TELEPORT_DISTANCE 200 /*!<
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27 * Refueling constants
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29 #define FUEL_TORCH 5000 /*!<
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30 #define FUEL_LAMP 15000 /*!<
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33 * More maximum values
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35 #define MAX_SIGHT 20 /*!<
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36 #define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /*!<
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37 #define AAF_LIMIT 100 /*!<
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39 #define MIN_M_ALLOC_TD 4 /*!<
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40 #define MIN_M_ALLOC_TN 8 /*!<
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43 * @brief
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45 * A monster can only "multiply" (reproduce) if there are fewer than 100
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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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