Angband- and ToME-related stuff
This is stuff of mine related to the computer game
Angband, and to the Angband
variant ToME (Tales of Middle Earth).
The following patches are relative to the 2.3.5 release.
Older versions of these patches relative
to 2.2.x releases are also available.
v7: Implements the "Use special symbols for the player char
(player_symbols)" option for non-graphics mode. The player's symbol
and color are modified by the player's race and subrace. [New in v2: Also
use modified player symbol in cmovies and HTML screenshots.] [Changed in
v3: Updated for 2.2.0; changed Wood-elf symbol from default-color 'h' to
green 'h'.] [Changed in v4: Updated for 2.2.2.] [Changed in v5: Completed
coverage of races; fixed bug with Vampire characters.] [Changed in v6:
Updated for 2.3.1. Note that this patch has been adjusted to accommodate
an apparent bug in
the 2.3.1 release; if this bug is fixed in later releases, this patch will
have to be adjusted accordingly.] [Chanted in v7: Updated for 2.3.2, which
fixes the aforementioned bug. Users of versions 2.3.0 or 2.3.1 will need
to use this older version of
the patch, which accommodates said bug.] [NB: I
have deprecated this patch in favor of using preference files to achieve
the same effect; see my sample font.prf file
tome-charge.diff, v5: Adds a new
alchemy command Recharge Fully ('f') which adds charges to the chosen wand
or staff until it runs out of the necessary essences --- essentially a
"repeat until done" version of the Recharge command, as the Leech command
is for the Extract command. Also fixes a bug in
the release code when charging a stack of staffs that would cause one of
the staffs to be lost. [Changed in v2: Added command to the
on-screen command list, as per
suggestion from Jeff Epler. NB: In order to fit the
list on a single line, the [L]eech command is renamed Extract [A]ll, and
the [C]harge command is renamed Recharge [F]ully; for convenience, these
commands are also available via their original 'l' and 'c' bindings.]
[Changed in v3: Updated for 2.2.0 (not yet tested); deprecated the legacy
'c' binding for Recharge Fully.] [Changed in v4: Updated for 2.2.2.]
[Changed in v5: Updated for 2.3.1. No longer includes mentioned bugfix,
as that has now been fixed in the 2.3.x release. Oh, and now tested...]
tome-lockpval.diff, v5: Fixes
a bug in artifact
creation: under certain circumstances, the game would treat the pval
of a Becoming artifact as unchangeable when it shouldn't. Also adds a
related feature: when the player genuinely can't change the pval of a
Becoming artifact, be more explicit about why. [Changed in v2: Updated for
2.2.0 (not yet tested).] [Changed in v3: Updated for 2.2.2.] [Changed in
v4: Updated for 2.3.1] [Changed in v5: Updated for 2.3.3.]
tome-moreprf.diff, v2: Expand the
conditional expressions in
user pref files
to allow conditioning on abilities, and to add the new variables
$GOD and $MODULE. For instance:
# A macro for the Forge ammo ability.
?:[ABILITY "Ammo creation"]
# The Manwe prayer Listen to the Music.
?:[AND [EQU $GOD "Manwe Sulimo"] [GEQN [SKILL Prayer] 7] ]
# Jedi powers from FuryMod.
?:[AND [EQU $MODULE "Fury"] [GEQN [SKILL Jedi] 1] ]
[New in v2: added the $MODULE var.]
Adds two new automatizer clauses, <inventory> and
<equipment>, which are true if any object in your inventory
or equipment, respectively, matches the enclosed clause.
tome-fatepend.diff, v2: Adds the
line "You do not know all of your fate." to the known-fates list
(option '9' on the '~' menu) if you have any unchecked
fates. [Changed in v2: Updated for 2.3.1.]
tome-optshim.diff, v3: Allows more
fine-grained control of "shimmering" color effects, with four separate
options for multi-colored monsters, objects and terrain features and
"cloud" effects, respectively. Backward-compatible with existing
savefiles. [Changed in v2: Updated for 2.3.1.] [Changed in v3: Updated
tome-prcverb.diff, v2: A few tweaks
to the piercing-shots activation messages to make them more clear (like
actually telling you whether or not you just activated it). Also prevents
you from activating it if your skill level isn't high enough for it to have
an effect. [Changed in v2: Updated for 2.3.1.]
tome-atpower.diff: Enhances the
'U' race-power menu ('O' in roguelike mode), allowing you
to choose a power by name with the '@' selector the same way as in
the 'm' menu. Handy for macros. [NB:
I have deprecated this patch on the grounds that more or less equivalent
functionality can be achieved by using the '0' count prefix with
the 'U'/'O' command; see my sample
user.prf file for examples.]
tome-arenalite.diff: Fixes a
bug in generating arena levels which caused them never to be lit; restores
the original intended behavior that arena levels should be lit roughly 4/5
of the time, with decreasing probability as you go deeper.
[NB: As of v2.3.2, the never-lit behavior of
arena levels has been declared to be intended behavior; this patch is
tome-deathtxt.diff, v3: Fixes
the death message generated
from damaging terrain like lava; previously the message said you were
killed by the dungeon itself rather than the terrain. Also adds some
"color" text to death messages caused by dungeon-inherent damage; you can
now, for instance, be "killed by terminal exposure to cold on level 20
of The Helcaraxe". [Changed in v2: Updated for 2.3.1.] [Changed in
v3: The "color" text in d_info.txt is now optional, so that the
modified code can be successfully used with modules, which almost certainly
will not have such color text.]
Alternatively, I also have a smaller
patch that just fixes the bug, without the extra feature.
tome-dodgemsg.diff: Fixes the
message for successfully dodging a monster's attack via the Dodging skill,
from "You dodge the Wolf attack!" and "You dodge it
attack!" to "You dodge the Wolf's attack!" resp. "You
dodge something's attack!"
tome-stabmsg.diff: Fixes the
backstab message, "You cruelly stab the sleeping, helpless a Snaga!", by
removing the superfluous article.
tome-sartcre.diff: Fixes the
artifact-name prompt for Scrolls of Artifact Creation to use the same logic
as the artifact-name prompt for Alchemy artifact creation: names beginning
with "of" or quoted in single quotes don't get the "called" prefix.
tome-cmpnlist.diff: Adds a list
of the player's current companion monsters to the character sheet.
tome-cmpnspl.diff: Fixes a minor
bug that would cause some spell effects, like the healing effect of
Necromancy's Raise Dead power, to look like they weren't affecting
companion monsters when they actually were.
tome-bldrdesc.diff: Expands the
"(I)nspect" description of boulders to report their breakage change, thrown
damage and throwing range.
Some earlier patches of mine have been
incorporated into (or otherwise rendered moot by) the release version of
ToME; they are listed separately and retained solely for historical
The (Not Yet) Comprehensive ToME Skill Spoiler, for
Been wondering whether increasing your Weaponmastery skill actually does
you any good? Read here and find out.
The (Not Yet) Comprehensive ToME Spell Spoiler, for
A spinoff from the above skill spoiler, this describes
the effects of various spells and how they change with your skill levels.
The (Not Yet) Comprehensive ToME God Spoiler, for
v2.2.x and v2.3.x.
A spinoff of sorts from the above spell spoiler, this
describes what the various in-game ToME gods will do for you (or to you)
and how you can get on their good sides (or piss them off).
tomespoil.pl: Based on
angspoil.pl, this Perl script interactively parses and queries the
game's *_info.txt files and prints human-readable descriptions of
monsters, objects, ego items, artifacts, alchemist recipes and player
races, subraces and classes, via a command-line or Tk interface.
JToMESPoiler: A Java
reimplementation of the preceding, for those who don't have Perl installed.
Also includes a relic quest finder, a skill point planner, and an equipment
planner. To run it, double-click on the .jar file, or type
"java -jar tomespoiler.jar" at the command line.
A modified version of Neil Stevens'
full map of the ToME
2.2.x/2.3.x wilderness, with labels added to the various towns and
uses an XML-based language to define rules for automatically destroying or
picking up certain types of objects under certain conditions (sort of a
more powerful version of the "auto-squelch" functionality in other Angband
variants). The XML rules aren't terribly human-readable, though, which is
why I wrote this Perl script to translate between the XML form and a more
easily understandable (and writable) form. I've also included an
example rules file written in
autoparse's rules language. Requires the XML::Parser
Perl module, which can be had from CPAN
if you don't already have it.
auto.lua: An alternative to the above Perl
script. This is a drop-in replacement for the game's original
auto.lua script, which can parse both original XML rules files and
autoparse rules generated by the above script. It includes the
<inventory> and <equipment> clauses from the
tome-autoinv.diff patch, and adds a
utility to test automatizer rules against items in your inventory,
accessible as a power under the 'U' menu.
tomeopteq.pl: An interactive equipment
optimizer for ToME; it reads and parses a ToME character dump and allows
you to experiment with various combinations of the equipment described
therein, displaying updated information about the slays, resists and other
bonuses provided by each combination. [Note: This program is still under
development, and may have bugs.]
cmovplayer.pl: A curses-based
cmovie player. Handy for
those of us who don't have (or don't want) a Java plugin for their browser;
just download the cmovie and play it in your xterm (or on your
VT100, depending on how retro you are...)
tome-skiller.pl: An interactive
skill-point allocation tester. Wondering whether you can afford to max
Swordmastery and Prayer and still get Mindcraft up to level 40? This tool
will help you to find out. It can read skill levels from a character dump
file, or it can set up a fresh starting skill template for the
race/subrace/class combo you specify.
tome-find-quest.pl: A Perl/TK
utility for finding all possible map locations for a relic quest temple,
based on your god's directions when you received the quest.
My ToME characters on the
- Zizzo IX,
the Yeek Hermit Sorceror. Sadly deceased.
- Zizzo XXV,
the Yeek Hermit Sorceror. I'm not doing very well with these...
- Zizzo XLVI,
the Yeek Hermit Sorceror. I'm nothing if not persistent...
(aka Bob), the DeathMold LostSoul Possessor. Retired; the ironman-rooms
option wwas just too annoying.
- Lillela II,
the Dark-Elf Alchemist, and my first winner. Yes, she's an Alchemist;
what's your point? ;)
the Ent Symbiant. Done Mordor and the Maeglin quest; currently pushing
through Dol Guldur.
the Beorning Warper. Dead and retired, but man, it was a fun
ride—both of them. ;) You can read all about it on the
the Dwarf Druid. Yes, it's just wrong; that's the point. ;)
Doing very well with this girl; all five relic quests complete,
Prayer is maxed, even survived a death fate.
The rest of my characters are on my ToME Stepladder,
powered by The ToME Stepladder Project.
All patches are relative to v2.9.1, unless otherwise indicated.