Make worm teeth and crysknives be stackable. Positively enchanting
a stack of multiple worm teeth produces a single crysknife, negatively
enchanting a stack of multiple crysknives produces a single worm tooth.
A dropped stack of N fixed crysknives has 90% of remaining N crysknives,
10% of becoming a stack of N worm teeth, rather than produce an average
of 0.9*N crysknives and 0.1*N worm teeth. (The code which handles that
transformation operates on loose objects so cannot handle stack splitting
because it wouldn't have any idea of what to do with extra objects.)
Terminate multi-shot volley throwing of boomerangs if one comes back
and isn't caught. The sequence throw-catch-throw-catch is odd, but would
take a substantial amount of code and effort to be changed to the more
intuitive (for rapid volley throwing) throw-throw-catch-catch. Even if
feasible, doing that for underused boomerangs would be a waste of effort.
Part of "multi-shot throwing proposal" last January. Unfortunately
some of the bits that I had implemented back then have vanished, so I'm
doing it over from scratch. There were three main parts:
1) allow multi-shot volley throwing for all stackable weapons (affects
knives, javelins, spears, and boomerangs; other weapons either don't
stack or are already multi-shot);
2) make worm teeth and crysknives be stackable like ordinary knives;
3) merge spear and javelin skills, so that allocating skill points to
their use becomes more attractive and they might get used more.
This patch only does #3.
Since the monk skill set shrinks by more than any of the other roles,
I bumped max skill for escape spells (haste self, invisibility, jumping,
levitation, and teleport away) from basic to skilled; that's the only
skill adjustment included here. For the couple of roles had different
max values for spear and javelin skill; this keeps the higher of the two.
Change the description of leather spellbook to leathery. Eating it
does not violate vegan or vegetarian conduct. [By shear coincidence, I got
``Blecch! Rotten paper!'' for it while testing this.]
Back in 2000 "Pat Rankin" wrote:
> From a user (in a message which had several unrelated things):
>
> > I think the colour of silver dragon scales / scale mail should not be
> > SILVER (which is not a colour), but HI_SILVER. Of course the colour of
> > silver dragons would have to be adjusted to match this.
>
> I don't normally have access to a color display, so I hadn't noticed
> that silver dragons are CLR_BRIGHT_CYAN. It is pure coincidence
> that material SILVER happens to have the same numeric value as that.
> Is bright cyan intentional, to make them distinguishable from gray
> dragons (since color HI_SILVER is defined to be the same as CLR_GRAY)?
> Or was it done for the monsters just because the corresponding objects
> accidentally had the wrong value? It seems to me that they ought to
> be the same shade of silver (ie, gray) as other silver things, even
> if that makes them look identical to gray dragons.
Using the material value SILVER in the "color"
field was wrong, no matter what the reason. I
suspect it was probably a mistake originally.
This patch does not alter the displayed colour for the
bug-fix release, but does correct the misuse of the
material.
This reclassifies dragon scale mail as magic and leaves dragon
scales as non-magic. Changing the latter would make it be easier
to obtain magic armor via polymorph; just kill some dragons and toss
their scales on the pile. Unfortunately the logic used suggests that
unicorn horns ought to be non-magic too, but I left them as magic.
(Making them become non-magic would actually be a good idea as far
as balancing polypiling goes, but it's awfully hard to justify when
they produce should a wide-ranging magical effect when applied.)
in the objects[] array to allow inclusion of touchstone
when wishing for gray stone.
The patch increments editlevel and invalidates bones
and save files.
to make that field unconditional, otherwise
NetHack won't compile without TEXTCOLOR defined.
Also provides at least an interim solution for the has_color()
problem that Warwick pointed out.
Lastly, Archeologists know touchstones.