The obvious solution, it seems, would be to have Fungal Growth use its own regeration-like effect that doesn't block the usual regeneration effect. To that end, I offer my new Fungal Growth addon.
The new Fungal Regeneration effect triggered by Fungal Growth stacks normally with other regeneration effects; since it's usually a pretty small effect (notably because it isn't [and wasn't] enhanced by Wild Growth), I figure that's not a huge power boost. If the assembled commentariat disagrees, then a later version we can always have Fungal Regeneration auto-cancel itself when a Regeneration effect is active.
[Implementation notes:]
Code: Select all
Hooks:
ToME:load [to load our Fungal Regeneration effect and install our callbackOnHeal on Wild Growth]
Superload:
mod.class.Actor:
setEffect() [to block Fungal Growth's Regeneration effect in favor of ours]