Is the random number generation in Angband just the standard rand() from the C library?
A couple of things make me wonder... one from cheating, yes, it's true; I copied a save file for a character with 0 HP (note: still alive...) and poisoned... and since she had only one healing option, the actions from run to run were always the same (hit, miss, hit, breathe, etc) because my (healing) action was always the same. If the seed to rand() is stored in the save file, that makes sense.
The other thing that makes me wonder is that sometimes spell failure rates seem... oddly distributed, shall we say. Like, 45% failure fails 7 times in a row. Sure, it could happen... but it makes you go "hmmm..." :-)
A couple of things make me wonder... one from cheating, yes, it's true; I copied a save file for a character with 0 HP (note: still alive...) and poisoned... and since she had only one healing option, the actions from run to run were always the same (hit, miss, hit, breathe, etc) because my (healing) action was always the same. If the seed to rand() is stored in the save file, that makes sense.
The other thing that makes me wonder is that sometimes spell failure rates seem... oddly distributed, shall we say. Like, 45% failure fails 7 times in a row. Sure, it could happen... but it makes you go "hmmm..." :-)
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