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<email deleted>, attempting to #chat with quest leader who was raised from the dead yielded "impossible: invalid quest character". The code attempted to handle that but the conditional logic for preserving the m_id field was backwards. 3.4.3 only dealt with the corpse revival case; dev code tried to support it for statue animation too but still had the same problem. Several apparent bugs remain: if the leader is angry (perhaps hero killed him before reviving him) he won't give an angry response if the player initiates #chat rather than wait for adjacent leader to do so. If it's an archeologist reviving the statue of petrified Lord Carnarvon, hero gets a rather ironic message about feeling guilty for destroying historic statue. Lastly, shouldn't there be a comparable quest_status.nemesis_m_id so that if one player lugs the corpse or statue of his quest nemesis back into the main dungeon and another one revives that, it won't start behaving like 2nd player's nemesis? Live nemesis is explicitly kept out of bones but I don't think the corpse or statue of one is blocked and its monster behavior after revival is based on mon->data->msound==MS_NEMESIS rather than on m_id of current game's active nemesis monster.
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