Difference between revisions of "Object materials"
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− | '''Object materials''' is a system that allows various objects to generate | + | '''Object materials''' is the name of a system that allows various objects to generate made of something different from their ordinary base material. It was first introduced in [[NetHack brass]], and L later made it into a standalone [[patch]] that can be found [http://l.j-factor.com/nethack/material.diff here]. |
− | + | Variants that incorporate some kind of object materials include [[GruntHack]], [[dNetHack]], [[xNetHack]], [[SpliceHack]], and [[EvilHack]]; GruntHack's implementation is much different from that of L's patch, and thus different from other variant implementations. | |
− | + | {{todo|All the variants that implement object materials do them slightly differently, and should be noted - per the above, only GruntHack is listed currently. Also, add a section describing what unusual properties might come from different-material objects. For example, flesh objects can be eaten.}} | |
− | + | ==Monsters== | |
− | + | In games with some form of object materials included (typically variants), monsters also have various interactions with each type of object. | |
− | == | + | ===Material hatred=== |
+ | '''Material hatred''' is used to refer to any particular material that deals extra damage to a certain type of monster, much like the vanilla interactions between [[werecreature]]s and [[silver]]. For example, [[Elf (monster attribute)|elves]] may have an aversion to [[iron]] weapons, and leprechauns may be able to steal anything made of gold. | ||
+ | ===Golems=== | ||
+ | [[Golem]]s that are generated randomly or via [[polypiling]] in games with object materials will [[death drop]] items made of that material in addition to the standard "corpse" of objects they leave behind. | ||
+ | |||
+ | ===Leprechauns=== | ||
+ | [[Leprechaun]]s in games with object materials are usually given the ability to steal items made of [[gold]] as well as [[zorkmids]]. | ||
+ | |||
+ | ===Croesus=== | ||
+ | Many variants with object materials give [[Croesus]] golden weapons and/or armor. | ||
+ | |||
+ | ==GruntHack== | ||
+ | ===Item generation=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Base objects | !Base objects | ||
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|} | |} | ||
− | == Weights of different materials == | + | ===Weights of different materials=== |
When calculating an object's base weight, its weight is multiplied by a factor of <code>current material multiplier / base object material multiplier</code>, where the multipliers are: | When calculating an object's base weight, its weight is multiplied by a factor of <code>current material multiplier / base object material multiplier</code>, where the multipliers are: | ||
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|} | |} | ||
− | == Effect on AC == | + | ===Effect on AC=== |
When calculating a piece of armor's total AC, a material bonus is calculated, which is usually <code>current material AC - base armor material AC</code>. If this material bonus is negative, it will decrease the base AC of the armor, to a minimum of 0. Thus, higher material AC is better. The material AC values are: | When calculating a piece of armor's total AC, a material bonus is calculated, which is usually <code>current material AC - base armor material AC</code>. If this material bonus is negative, it will decrease the base AC of the armor, to a minimum of 0. Thus, higher material AC is better. The material AC values are: | ||
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|} | |} | ||
− | == Cost == | + | ===Cost=== |
When calculating the base cost of an object, the cost is multiplied by a factor of <code>current material cost multiplier / base object material cost multiplier</code>. The multipliers are: | When calculating the base cost of an object, the cost is multiplied by a factor of <code>current material cost multiplier / base object material cost multiplier</code>. The multipliers are: | ||
Revision as of 02:46, 6 May 2021
Object materials is the name of a system that allows various objects to generate made of something different from their ordinary base material. It was first introduced in NetHack brass, and L later made it into a standalone patch that can be found here.
Variants that incorporate some kind of object materials include GruntHack, dNetHack, xNetHack, SpliceHack, and EvilHack; GruntHack's implementation is much different from that of L's patch, and thus different from other variant implementations.
A user has suggested improving this page or section as follows:
"All the variants that implement object materials do them slightly differently, and should be noted - per the above, only GruntHack is listed currently. Also, add a section describing what unusual properties might come from different-material objects. For example, flesh objects can be eaten."
Contents
Monsters
In games with some form of object materials included (typically variants), monsters also have various interactions with each type of object.
Material hatred
Material hatred is used to refer to any particular material that deals extra damage to a certain type of monster, much like the vanilla interactions between werecreatures and silver. For example, elves may have an aversion to iron weapons, and leprechauns may be able to steal anything made of gold.
Golems
Golems that are generated randomly or via polypiling in games with object materials will death drop items made of that material in addition to the standard "corpse" of objects they leave behind.
Leprechauns
Leprechauns in games with object materials are usually given the ability to steal items made of gold as well as zorkmids.
Croesus
Many variants with object materials give Croesus golden weapons and/or armor.
GruntHack
Item generation
Base objects | Converts to | Probability (%) |
---|---|---|
Iron non-dwarvish weapons, weapon-tools, and armor | Iron | 80 |
Wood | 5 | |
Silver | 5 | |
Copper | 3 | |
Mithril | 3 | |
Gold | 1 | |
Bone | 1 | |
Glass | 1 | |
Plastic | 1 | |
Wooden non-elven non-dwarvish weapons, weapon-tools, armor, chests, and large boxes | Wood | 80 |
Stone | 10 | |
Iron | 5 | |
Bone | 3 | |
Copper | 1 | |
Silver | 1 | |
Cloth or leather armor | Cloth | 60 |
Leather | 33 | |
Paper | 6 | |
Flesh | 1 | |
Dwarvish armor: dwarvish helms, chain mails, cloaks, and roundshields; and weapons: dwarvish spears, short swords, and mattocks | Iron | 85 |
Mithril | 10 | |
Copper | 2 | |
Silver | 1 | |
Gold | 1 | |
Platinum | 1 | |
Elven weapons and elven shields | Wood | 80 |
Copper | 10 | |
Mithril | 5 | |
Silver | 3 | |
Gold | 2 | |
Elven chain mails and helms | Copper | 80 |
Mithril | 20 |
Weights of different materials
When calculating an object's base weight, its weight is multiplied by a factor of current material multiplier / base object material multiplier
, where the multipliers are:
Material | Multiplier |
---|---|
Liquid | 1 |
Wax | 1 |
Veggy | 1 |
Flesh | 1 |
Paper | 1 |
Cloth | 2 |
Leather | 3 |
Wood | 4 |
Bone | 5 |
Dragonhide | 2 |
Iron | 12 |
Metal | 12 |
Copper | 10 |
Silver | 12 |
Gold | 14 |
Platinum | 10 |
Mithril | 6 |
Plastic | 3 |
Glass | 5 |
Gemstone | 16 |
Mineral | 14 |
Effect on AC
When calculating a piece of armor's total AC, a material bonus is calculated, which is usually current material AC - base armor material AC
. If this material bonus is negative, it will decrease the base AC of the armor, to a minimum of 0. Thus, higher material AC is better. The material AC values are:
Material | Material AC |
---|---|
Liquid | -5 |
Wax | -4 |
Veggy | -4 |
Flesh | -2 |
Paper | -4 |
Cloth | -3 |
Leather | -2 |
Wood | -1 |
Bone | +1 |
Dragonhide | +5 |
Iron | 0 |
Metal | 0 |
Copper | -1 |
Silver | 0 |
Gold | -2 |
Platinum | -1 |
Mithril | 0 |
Plastic | -2 |
Glass | 0 |
Gemstone | +2 |
Mineral | +3 |
Cost
When calculating the base cost of an object, the cost is multiplied by a factor of current material cost multiplier / base object material cost multiplier
. The multipliers are:
Material | Multiplier |
---|---|
Liquid | 1 |
Wax | 1 |
Veggy | 1 |
Flesh | 3 |
Paper | 2 |
Cloth | 3 |
Leather | 5 |
Wood | 8 |
Bone | 20 |
Dragonhide | 200 |
Iron | 10 |
Metal | 10 |
Copper | 10 |
Silver | 30 |
Gold | 30 |
Platinum | 30 |
Mithril | 32 |
Plastic | 10 |
Glass | 20 |
Gemstone | 500 |
Mineral | 10 |