* Color alchemy [3.5.2]

This text is based on Nephi's documentation of his color alchemy patch, including the changes done for UnNetHack.

The current system of alchemy based on potion type (e.g. healing + gain energy = extra healing) is changed to one based on color (e.g. sky blue + yellow = emerald). The advantage of this is that what potions you can get from alchemy change with each game, which contributes to each game's uniqueness.

Details
The potions are categorized by color and dark/light level:
|	|Dark	|Light|h
|Red 	|ruby 	|pink|
|Yellow	|golden |yellow|
|Blue 	|indigo |sky blue|
|Orange	|amber 	|orange|
|Green 	|dark green|emerald|
|Purple	|magenta|puce|
|Brown 	|brown 	|ochre|
|Black	|black  ||
|White	|white  ||
|Gray 	|silver ||

Non colors bubbly, cloudy, effervescent, fizzy, gooey, greasy, icy, luminescent, muddy, murky, milky, dark, slimy, smoky, sparkling, squishy, swirly, viscous

Combination rules: ~
Primary + Primary~
Red + Yellow = Orange~
Red + Blue = Purple~
Yellow + Blue = Green~
~
Secondary + Secondary~
Always yields Brown

In the above combinations, the light/dark level of the resulting potion will be the same as that of the input potions if they are the same, or randomly chosen if they are different. An exception to this rule is that if one input potion is diluted and the other isn't, the non-diluted potion passes its light/dark level to the resulting potion.

Black + White = Gray~
Black + light color = dark color~
White + dark color = light color~

Other combinations:~
1/2 evaporates, 1/4 sickness, 1/8 random potion, 1/8 water (Unchanged from Vanilla)

Exception~
Potion of polymorph always polymorphs the other potion instead of combining.

Examples~
yellow + sky blue = emerald~
ruby + golden = amber~
amber + dark green = brown~
indigo + pink = equal chance of magenta or puce~
diluted golden + sky blue = always emerald~
pink + black = ruby
amber + white = orange


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