Difference between revisions of "Object materials"

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(add splicehack and todo about this only describing GruntHack obj materials)
(Consolidate todos, start on adding not!Grunt info)
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'''Object materials''' is a system that allows various objects to generate as a different material from their ordinary base material. It was first introduced by [[NetHack brass]], and L later made it into a [[patch]]. Variants that incorporate some kind of object materials include [[GruntHack]], [[dNetHack]], [[xNetHack]], [[SpliceHack]], and [[EvilHack]].  
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'''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].
  
The information on this page is taken from GruntHack's version of object materials.
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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 version of the object materials patch (different from GruntHack's implementation) can be found [http://l.j-factor.com/nethack/material.diff here].
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{{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.}}
  
{{todo|Add a section describing what unusual properties might come from different-material objects. For example, flesh objects can be eaten.}}
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==Monsters==
{{todo|All the variants that implement object materials do them slightly differently. This page only describes GruntHack's implementation.}}
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In games with some form of object materials included (typically variants), monsters also have various interactions with each type of object.
  
== Generation ==
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===Material hatred===
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'''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.
  
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===Golems===
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[[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.
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===Leprechauns===
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[[Leprechaun]]s in games with object materials are usually given the ability to steal items made of [[gold]] as well as [[zorkmids]].
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===Croesus===
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Many variants with object materials give [[Croesus]] golden weapons and/or armor.
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==GruntHack==
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===Item generation===
 
{|class="wikitable"
 
{|class="wikitable"
 
!Base objects
 
!Base objects
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== Weights of different materials ==
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===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 ==
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===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 ==
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===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."

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