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mprf(MSGCH_DIAGNOSTICS, "Receive_corpses power: %d", pow);
// Kiku gives branch-appropriate corpses (like shadow creatures)
int expected_extra_corpses = (pow / 36); // 1 at 0 inv, 7 at 7 inv
int corpse_delivery_radius = 3;
mprf(MSGCH_DIAGNOSTICS, "receive_corpses() power: %d", pow);
#endif
// Kiku gives branch-appropriate corpses (like shadow creatures).
int expected_extra_corpses = pow / 36; // 1 at 0 Inv, 7 at 7 Inv.
int corpse_delivery_radius = 3;
// Higher power means fresher corpses.
// One out of ten corpses will always be rotten.
// (Perhaps this should be different for ghouls.)
// Higher power means fresher corpses. One out of ten corpses
// will always be rotten. (Perhaps this should be different for
// ghouls.)
// Pick an appropriate creature to make a zombie out of,
// levelwise. The old code was generating absolutely
// incredible OOD zombies.
// Pick an appropriate creature to make a zombie out of, levelwise.
// The old code was generating absolutely incredible OOD zombies.
// On certain branches, zombie creation will fail if we use
// the mons_rarity() functions, because (for example) there
// are NO zombifiable "native" abyss creatures. Other branches
// where this is a problem are hell levels and the crypt.
// we have to watch for summoned zombies on other levels, too,
// such as the Temple, HoB, and Slime Pits.
// On certain branches, zombie creation will fail if we use the
// mons_rarity() functions, because (for example) there are NO
// zombifiable "native" abyss creatures. Other branches where
// this is a problem are Hell levels and the Crypt. We have to
// watch for summoned zombies on other levels, too, such as the
// Temple, the Hall of Blades and the Slime Pits.
// Every so often, we'll relax the OOD restrictions. Avoids
// infinite loops (if we don't do this, things like creating
// a large skeleton on level 1 may hang the game!).
// Every so often, we'll relax the OOD restrictions. This
// avoids infinite loops. If we don't do this, things like
// creating a large skeleton on level 1 may hang the game!
// Kiku torments if you butcher a corpse while praying
bool kiku_torments = (you.religion == GOD_KIKUBAAQUDGHA && you.piety > 120);
if (kiku_torments)
// Kiku torments if you butcher a corpse while praying.
if (you.religion == GOD_KIKUBAAQUDGHA
&& you.piety >= piety_breakpoint(4)))