Closed eatnumber1 closed 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}}
)
Fixed
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.
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.
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
STATUS: The following effects have been implemented in a patch available at http://www.nethacks.org...