I did make the game bloodier, so here is a short how to:
I assume you are on windows.
Do the first two steps from install.txt, Building on Windows(Mingw) part.(download msys, install it and open it)
Msys is here:http://msysgit.github.io/ don't click the blue download button, scroll down the page and click the silver Download msysGit.
After you open msysgit, do this:
1.type git clone
git://gitorious.org/crawl/crawl.git2.type cd crawl
3.type git submodule update --init
Now we have source code, it's time to edit it and compile. Don't close msysgit.
Crawl source code should be in C:\msysgit\crawl\crawl-ref\source.
Open bloodspatter.cc in your favourite text editor. If you don't have a favourite text editor, open it in notepad.
Find this block of code:
- Code:
static void _maybe_bloodify_square(const coord_def& where, int amount,
bool spatter = false,
bool smell_alert = true,
const coord_def& from = INVALID_COORD,
const bool old_blood = false)
{
if (amount < 1)
return;
bool may_bleed = allow_bleeding_on_square(where);
bool ignite_blood = player_mutation_level(MUT_IGNITE_BLOOD)
&& you.see_cell(where);
if (ignite_blood)
amount *= 2;
if (x_chance_in_y(amount, 20))
{
dprf("might bleed now; square: (%d, %d); amount = %d",
where.x, where.y, amount);
if (may_bleed)
{
env.pgrid(where) |= FPROP_BLOODY;
_orient_wall_blood(where, from, old_blood);
if (ignite_blood
&& !cell_is_solid(where)
&& env.cgrid(where) == EMPTY_CLOUD)
{
place_cloud(CLOUD_FIRE, where, 5 + random2(6), &you);
}
}
// The blood spilled can be detected via blood scent even if the
// spot it would fall is prevented from becoming bloodied (for
// example, because it is water)
if (smell_alert && in_bounds(where))
blood_smell(12, where);
if (spatter)
{
// Smaller chance of spattering surrounding squares.
for (adjacent_iterator ai(where); ai; ++ai)
{
_maybe_bloodify_square(*ai, amount/15, false, true, from,
old_blood);
}
}
}
}
And edit it to this:
- Code:
static void _maybe_bloodify_square(const coord_def& where, int amount,
bool spatter = false,
bool smell_alert = true,
const coord_def& from = INVALID_COORD,
const bool old_blood = false)
{
if (amount < 1)
return;
bool may_bleed = allow_bleeding_on_square(where);
bool ignite_blood = player_mutation_level(MUT_IGNITE_BLOOD)
&& you.see_cell(where);
amount*=100;
if (ignite_blood)
amount *= 2;
if (x_chance_in_y(amount, 5))
{
dprf("might bleed now; square: (%d, %d); amount = %d",
where.x, where.y, amount);
if (may_bleed)
{
env.pgrid(where) |= FPROP_BLOODY;
_orient_wall_blood(where, from, old_blood);
if (ignite_blood
&& !cell_is_solid(where)
&& env.cgrid(where) == EMPTY_CLOUD)
{
place_cloud(CLOUD_FIRE, where, 5 + random2(6), &you);
}
}
// The blood spilled can be detected via blood scent even if the
// spot it would fall is prevented from becoming bloodied (for
// example, because it is water)
if (smell_alert && in_bounds(where))
blood_smell(12, where);
if (spatter)
{
// Smaller chance of spattering surrounding squares.
for (adjacent_iterator ai(where); ai; ++ai)
{
_maybe_bloodify_square(*ai, amount/15, false, true, from,
old_blood);
}
}
}
}
There are only two changes: I added this line amount*=100; and changed
if (x_chance_in_y(amount, 20))
to if (x_chance_in_y(amount, 5)).
Save modified bloodspatter.cc
Now get back to msys.
1.type cd crawl-ref
2.type cd source
3.type make build-windows
4.wait
5.in C:\msysgit\crawl\crawl-ref\source\build-win is your bloodier crawl.
To get more blood experiment a bit, try amount*=1000 for example. If you have any more problems, ask.