Mushroom changes patch

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  • HallucinationMushroom
    replied
    Originally posted by Sirridan
    To make a monster drop mushrooms, just add DROP_SHROOM to it.
    Now when I see monsters with big saucers for pupils I'll know that they are on something strange.

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  • Sirridan
    replied
    New patch, now mushrooms and molds drop item Mushrooms! Not quite sure if monster lore works though, but besides that it does well

    Bug: Death molds drop money and shrooms, I think it has to do with the DROP_4 flag.

    To make a monster drop mushrooms, just add DROP_SHROOM to it, however this blocks regular item drops.
    Attached Files

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  • d_m
    replied
    Originally posted by ZenDragon
    How does one go about applying the patch. I'm kind of new to this.
    This should work on Linux:

    Code:
    cd angband-trunk
    patch -p0 < PATCHFILE-PATH
    You can create a patch after modifying the files in angband-trunk this way:

    Code:
    cd angband-trunk
    svn diff -x -w > NEW-PATCHFILE
    The -x -w makes sure to leave out random whitespace changes you might have made.

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  • ZenDragon
    replied
    How does one go about applying the patch. I'm kind of new to this.

    Leave a comment:


  • d_m
    replied
    I will definitely try this out... I've been meaning to make mushrooms more interesting/useful for awhile.

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  • Sirridan
    started a topic Mushroom changes patch

    Mushroom changes patch

    I made some changes to mushrooms for fun, anyone want to test or mess around?

    Added a new one, and changed some existing mushrooms:

    1. Added Mushroom of Weal and Woe, randomly increments or decrements each stat permanently. So at best its an !aug, at worst it's a !ruin.

    2. Clear mind and debility merged, no longer drains stats. So now it's useful for warriors, a little anyway.

    3. Second sight has longer telepathy, and also acts as an !enlight

    4. Fast recovery acts like !heal

    5. Stoneskin no longer reduces speed by 5, and now gives temp resist to elec and shards.

    6. Turbulence has been implemented, and allows you to fire a gravity beam for 150 points of damage.

    7. Emergency is now truly for emergencies. It gives resistance to fire, cold, elec, acid, poison, and confusion for a short time. Cures confusion, blindness, cuts, poison, and hallucinations. Heals you for 200. A short time after all these effects wear off, you are knocked out. (Stun counter set to 200)

    Enjoy

    EDIT:

    There are some more changes I wanted to make, but I figured I'd post my WIP.
    Attached Files
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