ComputerScienceHouse / bingehack4

A replacement for bingehack. For information about in-game features and changes:
https://github.com/ComputerScienceHouse/bingehack4/wiki
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Drunken Boxing #12

Closed eatnumber1 closed 11 years ago

eatnumber1 commented 11 years ago

This patch introduces drunken boxing. The drunken throw effect is broken and had to be removed. Also, drunken boxing is now enabled via a birth option rather than at compile time.

What follows is the original drunken boxing description taken from it's authors website: http://nethack.atarininja.org/~wxs/patches/nethack/nethack-343-drunkenboxing.txt

Drunken Boxing spec

Purpose Make the weaponless Monk a more interesting and capable endgame character without upsetting game balance. This is accomplished by introducing a new ability at a certain level similar to the Drunken Boxing style of fighting depicted in numerous places (to spectacular effect in the Jackie Chan film Drunken Master).

Requirements

Behavior The general idea is to introduce special effect attacks that occur during motion in an unintended direction (as when confused or stunned). Attacks that occur during this time will have a relatively high chance of producing a 'special effect' attack with resulting bonus damage. Additional effects would be a bonus to dodge / dodging related stats during unintended motion, as well as a slightly higher chance of moving in the intended direction when confused/stunned. Each effect should be preceded by a regular attack, with damage applied prior to the effect taking place.

Effects

- throw - knockback effect and falling damage
  the user displaces the monster, only works if free space
  opposite player to displace monster into "You stumble, grappling
  with %m and throwing it to the ground!"

- theft - an attempt at stealing an item
  "Siezing an opportunity, you rifle through %m's pack!"

- blinding - uhh, blinding effect
  "You poke %m in the eye for good measure."

- entanglement - disrobe monster and paralyze it for 2-5 turns
while it disentangles itself
  monster must be wearing armor, armor is removed immediately
  "You pull %m's (armor) (up/down) around its (body part)!"

- roll - skirt past the monster to its opposite side inflicting
some damage as you pass
  space opposite player-monster should be free for player to
  move into "You tumble past %m!"

- corpse as weapon - if the monster is killed, you automatically
wield its body as a weapon
  only works if you are unencumbered and the added weight would
  not encumber you small (very small) bonus chance for this to
  work against 'trices, because that would be bad ass user moves
  into space monster occupied "You catch and wield %m as it
  falls!"

STATUS: The following effects have been implemented in a patch available at http://www.nethacks.org...

clockfort commented 11 years ago

I still need to do some cockatrice-related drunken boxing testing, but in the meantime you should also fix this:

/home/clockfort/bingehack4/libnethack/src/options.c:188:5: warning: initialization makes pointer from integer without a cast [enabled by default]
/home/clockfort/bingehack4/libnethack/src/options.c:188:5: warning: (near initialization for ‘const_birth_options[6].value.s’) [enabled by default]

(the line being: {"drunkbox", "grand master martial artists can drunken box", OPTTYPE_BOOL, {TRUE}})

eatnumber1 commented 11 years ago

Fixed

clockfort commented 11 years ago

This will probably make fighting engulfing monsters as a monk really, really easy, as you can't possibly miss even in a drunken state and will still be doing 2-4x damage. That said, there are already ways you can completely bypass engulfing monsters (knock, (bell of) opening, wand of digging, etc) if you have The Right Stuff, so I don't see why adding potions of confusion to that list of The Right Stuff to kick the crap out of (pun intended) engulfing monsters would be too bad; especially considering there are obvious downsides to being confused after you extricate yourself from said monster.

eatnumber1 commented 11 years ago

I don't think so. There's only a 1/4 chance of doing drunken actions, and in my play testing it sure felt like less often than 1/4 of the time.