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This is a small silly patch that adds cartoony "sound effects"
to fist fights if you're hallucinating. I got the idea from
the idea&bug-file in the nethack cvs.


diff -Nurd --exclude-from=diff_ignore_files.txt nethack-3.4.3-orig/src/uhitm.c nethack-3.4.3-toonhit/src/uhitm.c
--- nethack-3.4.3-orig/src/uhitm.c 2003-12-08 01:39:13.000000000 +0200
+++ nethack-3.4.3-toonhit/src/uhitm.c 2005-03-05 02:20:49.000000000 +0200
@@ -971,6 +971,14 @@

/* VERY small chance of stunning opponent if unarmed. */
if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
+
+ if (Hallucination && rn2(3)) {
+ static const char *toonhits[5] = {
+ "Pow", "Wham", "Biff", "Sock", "Krak"
+ };
+ pline("%s!", toonhits[rn2(5)]);
+ }
+
if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) &&
!bigmonst(mdat) && !thick_skinned(mdat)) {
if (canspotmon(mon))


--
Pasi Kallinen
paxed@alt.org
 
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Pasi Kallinen <paxed@alt.org> wrote:
>
> This is a small silly patch that adds cartoony "sound effects"
> to fist fights if you're hallucinating. I got the idea from
> the idea&bug-file in the nethack cvs.

The patch is now up at http://cs.joensuu.fi/~pkalli/code/nh343-toonhits.diff
I also added some enthusiastic interjections.

--
Pasi Kallinen
paxed@alt.org
 
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Cool! Though I'm wondering, do these messages show up after every hit,
or just sometimes?

- John H.
 
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paxed@alt.org (Pasi Kallinen) wrote in message news:<d0av3q$eif$1@phys-news1.kolumbus.fi>...
> This is a small silly patch that adds cartoony "sound effects"
> to fist fights if you're hallucinating. I got the idea from
> the idea&bug-file in the nethack cvs.

ROTFL. This is a must for 3.5.0.

Malcolm
 

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Archived from groups: rec.games.roguelike.nethack (More info?)

Pasi Kallinen wrote:
> This is a small silly patch that adds cartoony "sound effects"
> to fist fights if you're hallucinating. I got the idea from
> the idea&bug-file in the nethack cvs.

http://cvs.sourceforge.net/viewcvs.py/nethack/nethack/doc/buglist?rev=1.19&view=auto

This is an interesting document. Quite out of date, but still, AFAIK,
the only insight we have into the mind of the DevTeam...

--
James
 
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John H. <JohnWH@gmail.com> wrote:
>
> Cool! Though I'm wondering, do these messages show up after every hit,
> or just sometimes?

You need to hit with bare hands, and only 66% of the time even then.

--
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paxed@alt.org
 
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On 7 Mar 2005 06:02:04 -0800, james@lab6.com wrote:

>> This is a small silly patch that adds cartoony "sound effects"
>> to fist fights if you're hallucinating. I got the idea from
>> the idea&bug-file in the nethack cvs.
>
>http://cvs.sourceforge.net/viewcvs.py/nethack/nethack/doc/buglist?rev=1.19&view=auto
>
>This is an interesting document. Quite out of date, but still, AFAIK,
>the only insight we have into the mind of the DevTeam...


Yes. Simple *communication* from the dev team would remove the need
for endless guesswork and mindreading.

Jim
 
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Jim Miller wrote:
> Yes. Simple *communication* from the
> dev team would remove the need
> for endless guesswork and mindreading.

Sure, and spoil all the fun.

Where's the win in that?

xanthian.
 
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Jakob Creutzig wrote:
> Great stuff. Should be implemented in the next version.
> Now, what to add as alternate messages for 'staggers from
> your powerful strike'?

"You see [stars|tweeting birds] circle the [monster]'s head."

(Giggling to myself now, because I have that first bit of "Who framed
Roger Rabbit" in my mind, where Roger repeatedly spangs himself on the
skull with a frying pan in order to get the appropriate effect above
his head. I love that film.)
 
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paxed@alt.org (Pasi Kallinen) writes:

> This is a small silly patch that adds cartoony "sound effects"
> to fist fights if you're hallucinating. I got the idea from
> the idea&bug-file in the nethack cvs.

Great stuff. Should be implemented in the next version.
Now, what to add as alternate messages for 'staggers from
your powerful strike'?

Best,
Jakob
 
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Jim Miller wrote:

> Yes. Simple *communication* from the dev team would remove the need
> for endless guesswork and mindreading.

What need?

Curiosity has nothing to do with need.

--
Boudewijn Waijers (kroisos at home.nl).

The garden of happiness is surrounded by a wall so low only children
can look over it. - "the Orphanage of Hits", former Dutch radio show.
 
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Jakob Creutzig wrote:
> Touch of death doesn't work. If I were to ascend without MR,
> I would try to get as much !ohallucination as possible, just
> for Death.

Unfortunately, that tactic doesn't work for Death, only the Touch of
Death spell. Check: http://www.steelypips.org/nethack/instadeath.html
 
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Roar Lauritzsen wrote:

> A whole lot of code has gone into making the game interesting while
> hallucinating. However, hallucination is not a nice state to be in.
> There is absolutely no *reason* to become hallucinated.

I agree that hallucination should be *slightly* more positive, though I
don't have any ideas ready as to how this should be done. (I also
think that unicorn horns are overpowered, so what do I know?)

- John H.
 
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Pasi Kallinen wrote:
> This is a small silly patch that adds cartoony "sound effects"
> to fist fights if you're hallucinating.

A whole lot of code has gone into making the game interesting while
hallucinating. However, hallucination is not a nice state to be in.
There is absolutely no *reason* to become hallucinated. I take care to
avoid hallucination as much as possible, in fact I am almost never
hallucinating, and a whole lot of hallucination code goes unused (and
unappreciated). Is there *anything* positive that happens while
hallucinating? According to the same kind of logic as "reading a cursed
scroll of destroy armor while confused", there should be _some_ positive
effect that can _only_ be achieved while hallucinating. Since it is
easy to become hallucinating in the early game but difficult to get rid
of it, I think more players would voluntarily hallucinate if there was
some positive effect to come from it. I also think that a "Total
Perspective Vortex" should be a hallucinated monster name.
 
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Roar Lauritzsen <roarl@pvv.RemoveThis.org> writes:

> Pasi Kallinen wrote:
> > This is a small silly patch that adds cartoony "sound effects"
> > to fist fights if you're hallucinating.
>
> A whole lot of code has gone into making the game interesting while
> hallucinating. However, hallucination is not a nice state to be in.
> There is absolutely no *reason* to become hallucinated.

There is a simple one: Fun. Additionally, it is not always
avoidable, and then the messages keep the annoyance level down.

> I take care to
> avoid hallucination as much as possible, in fact I am almost never
> hallucinating, and a whole lot of hallucination code goes unused (and
> unappreciated). Is there *anything* positive that happens while
> hallucinating?

Touch of death doesn't work. If I were to ascend without MR,
I would try to get as much !ohallucination as possible, just
for Death.

Best,
Jakob
 
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John H. wrote:
> Roar Lauritzsen wrote:
>
>>A whole lot of code has gone into making the game interesting while
>>hallucinating. However, hallucination is not a nice state to be in.
>>There is absolutely no *reason* to become hallucinated.
>
> I agree that hallucination should be *slightly* more positive, though I
> don't have any ideas ready as to how this should be done.

I think it is too easy to kill your pet. As it is now, hallucination is
just another kind of blindness. Instead of hitting it, you should get a
message like "You sense the love from this Ravenous Bugblatter Beast of
Traal", and your turn is spent. After all, hallucination is all about
make love not war.
Also, since hallucination messes with your vision, all kinds of gaze
attacks (floating eye, pyrolisk, umber hulk, Archon, Medusa, Baalzebub)
should be replaced by appropriately funny vision effects. That way in
the early game you can kill the floating eye to clear the way or get the
intrinsic. This would be enough for me.
 
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Roar Lauritzsen wrote:
> John H. wrote:

>> I agree that hallucination should be *slightly* more positive,
>> though I don't have any ideas ready as to how this should be done.

> I think it is too easy to kill your pet. As it is now, hallucination
> is just another kind of blindness. Instead of hitting it, you should
> get a message like "You sense the love from this Ravenous Bugblatter
> Beast of Traal", and your turn is spent. After all, hallucination is
> all about make love not war.

If this reasoning was extrapolated, *no* attack would work anymore. You
wouldn't want that, would you?

I don't think this should change. If you cannot discern your pet from
the other monsters anymore, you just shouldn't attack something you're
not sure about. And note that you do get a warning in the sense of "the
microscopic space fleet whines", or something like that.

> Also, since hallucination messes with your vision, all kinds of gaze
> attacks (floating eye, pyrolisk, umber hulk, Archon, Medusa,
> Baalzebub) should be replaced by appropriately funny vision effects.
> That way in the early game you can kill the floating eye to clear the
> way or get the intrinsic. This would be enough for me.

I do like this idea. It follows the reasoning behind the touch of death
attack. The attack never changes, but the effects are void because in
the eye of the beholder, it looks differently.

--
Boudewijn Waijers (kroisos at home.nl).

The garden of happiness is surrounded by a wall so low only children
can look over it. - "the Orphanage of Hits", former Dutch radio show.
 
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Roar Lauritzsen <roarl@pvv.RemoveThis.org> wrote:
>I think it is too easy to kill your pet. As it is now, hallucination is
>just another kind of blindness. Instead of hitting it, you should get a
>message like "You sense the love from this Ravenous Bugblatter Beast of
>Traal", and your turn is spent. After all, hallucination is all about
>make love not war.

Depends. I understand that ergot and henbane both produce pretty
unpleasant hallucinations... and so do LSD and psilocybin, if the user is
unlucky or incautious. Taking psychedelics in a dungeon complex full of
monsters sounds like a recipe for a *really* bad trip.
--
Martin Read - my opinions are my own. share them if you wish.
My roguelike games page (including my BSD-licenced roguelike) can be found at:
http://www.chiark.greenend.org.uk/~mpread/roguelikes.html
NP: