<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to patches</title><link>https://sourceforge.net/p/patchhack/patches/</link><description>Recent changes to patches</description><atom:link href="https://sourceforge.net/p/patchhack/patches/feed.rss" rel="self"/><language>en</language><lastBuildDate>Wed, 07 Nov 2001 10:49:17 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/patchhack/patches/feed.rss" rel="self" type="application/rss+xml"/><item><title>autodig</title><link>https://sourceforge.net/p/patchhack/patches/5/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Actually, I tried Mike's patch and was disappointed. It&lt;br /&gt;
only saved one&lt;br /&gt;
keystroke. So I took it upon myself to write my own.&lt;/p&gt;
&lt;p&gt;The patch below adds an &amp;amp;quot;autodig&amp;amp;quot; option to the game.&lt;br /&gt;
If &amp;amp;quot;autodig&amp;amp;quot; is &lt;br /&gt;
true and you are wielding a pick-axe or mattock then&lt;br /&gt;
moving towards a &lt;br /&gt;
wall will automatically start digging in that&lt;br /&gt;
direction. Boulders,&lt;br /&gt;
statues and the like are unaffected.&lt;/p&gt;
&lt;p&gt;This patch can also be obtained from:&lt;/p&gt;
&lt;p&gt;ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/autodig.patch&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jason Dorje Short</dc:creator><pubDate>Wed, 07 Nov 2001 10:49:17 -0000</pubDate><guid>https://sourceforge.net445a8bc19acd7aa370e114443cd4977b0d0d973d</guid></item><item><title>eucalyptus leaf whistles</title><link>https://sourceforge.net/p/patchhack/patches/4/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;-------- Original Message --------&lt;br /&gt;
From: malcolmr.google@cse.unsw.edu.au (Malcolm Ryan)&lt;br /&gt;
Subject: [Patch] Eucalyptus leaf whistles&lt;br /&gt;
Newsgroups: rec.games.roguelike.nethack&lt;/p&gt;
&lt;p&gt;When I first discovered a eucalyptus leaf in nh3.3.1 my&lt;br /&gt;
first instinct&lt;br /&gt;
was&lt;br /&gt;
to try to apply it. Every Australian knows that the&lt;br /&gt;
proper use of a&lt;br /&gt;
eucalyptus&lt;br /&gt;
leaf is as a whistle with which to summon your pet&lt;br /&gt;
kangaroo named&lt;br /&gt;
Skippy.&lt;/p&gt;
&lt;p&gt;Imagine my surprise when I found this didn't work.&lt;br /&gt;
Imagine my further&lt;br /&gt;
surprise&lt;br /&gt;
when I discovered you were supposed to _eat_ the leaf!&lt;br /&gt;
Have any of the&lt;br /&gt;
DevTeam&lt;br /&gt;
actually tried this? Blurgh! &lt;/p&gt;
&lt;p&gt;So I wrote this patch to allow eucalyptus leaves to be&lt;br /&gt;
put to their&lt;br /&gt;
proper&lt;br /&gt;
use. I decided that blessed leaves should act as magic&lt;br /&gt;
whistles and&lt;br /&gt;
others &lt;br /&gt;
just as ordinary whistles. &lt;/p&gt;
&lt;p&gt;This patch can also be downloaded from:&lt;br /&gt;
ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/eucalyptus-patch.diff&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jason Dorje Short</dc:creator><pubDate>Wed, 07 Nov 2001 10:47:52 -0000</pubDate><guid>https://sourceforge.netafbd8b943e8f3862227391321e49143655df022e</guid></item><item><title>Torches</title><link>https://sourceforge.net/p/patchhack/patches/3/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;-------- Original Message --------&lt;br /&gt;
From: malcolmr.google@cse.unsw.edu.au (Malcolm Ryan)&lt;br /&gt;
Subject: [PATCH] Torches&lt;br /&gt;
Newsgroups: rec.games.roguelike.nethack&lt;/p&gt;
&lt;p&gt;I have created a new patch which adds a torch object to&lt;br /&gt;
the game.&lt;br /&gt;
Torches are an alternative light source. They are&lt;br /&gt;
cheaper than lamps&lt;br /&gt;
but have greater limitations. A lit torch must be&lt;br /&gt;
carried in one of&lt;br /&gt;
your weapon slots. To make up for this inconvenience,&lt;br /&gt;
it can be used as&lt;br /&gt;
a moderately good beginning weapon, as it acts like a&lt;br /&gt;
club with extra&lt;br /&gt;
fire damage to non-resistant monsters. &lt;/p&gt;
&lt;p&gt;The patch is rather large (I had to modify a fair&lt;br /&gt;
number of files to &lt;br /&gt;
force the 'wield-when-lit' behaviour) so I won't post&lt;br /&gt;
it here, but you&lt;br /&gt;
can download it from:&lt;/p&gt;
&lt;p&gt;ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/torch-patch.diff&lt;/p&gt;
&lt;p&gt;Let me know if you have any problems with this, or can&lt;br /&gt;
think of any&lt;br /&gt;
improvements.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jason Dorje Short</dc:creator><pubDate>Wed, 07 Nov 2001 10:41:23 -0000</pubDate><guid>https://sourceforge.net306aa2a4b9ef1b876c69f03257f35084684b13df</guid></item><item><title>Things growing in the dungeon</title><link>https://sourceforge.net/p/patchhack/patches/2/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;What this patch does:&lt;br /&gt;
Makes the dungeons feel a bit more living; herbs&lt;br /&gt;
grow on the&lt;br /&gt;
ground, water has currents that move items, trees&lt;br /&gt;
grow into&lt;br /&gt;
forests and spontaneously drop overripe fruits, with&lt;br /&gt;
appropriate&lt;br /&gt;
rainforesty sounds. :)&lt;/p&gt;
&lt;p&gt;Possible problems:&lt;br /&gt;
o  src/hack.c is probably not the best place for this&lt;br /&gt;
code.&lt;br /&gt;
o  Currently the growths are not limited in any way.&lt;br /&gt;
The growths are quite slow, so I don't think this&lt;br /&gt;
will be&lt;br /&gt;
a big problem in a normal game.&lt;br /&gt;
One solution would be to keep a counter for each&lt;br /&gt;
dungeonlevel, &lt;br /&gt;
how many ground-herbs, water-herbs, and trees&lt;br /&gt;
have been made, &lt;br /&gt;
and make the chances of new ones decrease the&lt;br /&gt;
more there has&lt;br /&gt;
been made before. &lt;br /&gt;
o  Catching up with the growths after the hero has&lt;br /&gt;
been away&lt;br /&gt;
can take a noticeable time on a slow computer.&lt;br /&gt;
The same happens when saving a game.&lt;br /&gt;
Solution: ???&lt;/p&gt;
&lt;p&gt;Bugs:&lt;br /&gt;
o  I tested the patch with several wizardmode games,&lt;br /&gt;
with&lt;br /&gt;
over 1 million turns each, and nothing obvious&lt;br /&gt;
popped.&lt;/p&gt;
&lt;p&gt;You can also find the patch at&lt;br /&gt;
&lt;a href="http://cs.joensuu.fi/~pkalli/code/nh331-dgn" rel="nofollow"&gt;http://cs.joensuu.fi/~pkalli/code/nh331-dgn&lt;/a&gt;_growths.diff&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jason Dorje Short</dc:creator><pubDate>Wed, 07 Nov 2001 10:39:58 -0000</pubDate><guid>https://sourceforge.netd7c38128a396b168fd970c03e284553cb5e57629</guid></item><item><title>wizmode #rmobj and #genoall</title><link>https://sourceforge.net/p/patchhack/patches/1/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;-------- Original Message --------&lt;br /&gt;
From: Pasi Kallinen &amp;amp;lt;pkalli@cs.joensuu.fi&amp;amp;gt;&lt;br /&gt;
Subject: [PATCH] wizmode #rmobj and #genoall&lt;br /&gt;
Newsgroups: rec.games.roguelike.nethack&lt;/p&gt;
&lt;p&gt;Hello,&lt;br /&gt;
I finally got bored enough when testing some patches,&lt;br /&gt;
so I made&lt;br /&gt;
couple wizard-mode-only extended commands:&lt;br /&gt;
#genoall  - genocide (or ungenocide) all monsters, and&lt;br /&gt;
#rmobj    - delete all objects on the floor of the&lt;br /&gt;
dungeon level.&lt;/p&gt;
&lt;p&gt;You can also find the patch at&lt;br /&gt;
&lt;a href="http://cs.joensuu.fi/~pkalli/code/nh331-wiz" rel="nofollow"&gt;http://cs.joensuu.fi/~pkalli/code/nh331-wiz&lt;/a&gt;_rmobj_genoall.diff&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jason Dorje Short</dc:creator><pubDate>Wed, 07 Nov 2001 10:37:49 -0000</pubDate><guid>https://sourceforge.net67a721f0156f7375091aa7732725a0f2885c47c8</guid></item></channel></rss>