Thread View: net.games.hack
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Started by barbay
Wed, 23 Jan 1985 00:13
Ghosts and rabid dogs...
Author: barbay
Date: Wed, 23 Jan 1985 00:13
Date: Wed, 23 Jan 1985 00:13
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*** NUKE THIS LINE WITH YOUR MESSAGE *** Could somebody answer the following questions on hack: 1) What determines is a ghost is created from your character? Is it an unusually violent death? 2) What determines if a rabid dog from a previous character stays in the game? Do all abandoned dogs stick around? Can anybody answer these questions? Can anybody answer the question of life? Your friend and mine, Chris Barbay
Re: Ghosts and rabid dogs... (spoiler)
Author: Robert Viduya
Date: Fri, 25 Jan 1985 11:22
Date: Fri, 25 Jan 1985 11:22
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> 1) What determines is a ghost is created from your character? Is it
> an unusually violent death?
Nope. If you're killed, or starve to death or choke, a ghost is always
created. The seeming randomness occurs later when you (or someone else)
starts another game. Whenever they go down a level, there's a one in
three chance that the level they end up on has a ghost (assume that someone
died on that level previously). There are a other modifiers, like no
ghosts are saved on the earlier levels and things like that.
>
> 2) What determines if a rabid dog from a previous character stays
> in the game? Do all abandoned dogs stick around?
>
Dogs are saved with their ghosts (assuming the deceased had a dog).
robert
--
Robert Viduya
Office of Computing Services
Georgia Institute of Technology, Atlanta GA 30332
Phone: (404) 894-4669
...!{akgua,allegra,amd,hplabs,ihnp4,masscomp,ut-ngp}!gatech!gitpyr!robert
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Re: Ghosts and rabid dogs... (spoiler)
Author: Alien Wells
Date: Mon, 28 Jan 1985 17:30
Date: Mon, 28 Jan 1985 17:30
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In article <63@gitpyr.UUCP> robert@gitpyr.UUCP (Robert Viduya) writes: > If you're killed, or starve to death or choke, a ghost is always >created. The seeming randomness occurs later when you (or someone else) >starts another game. Whenever they go down a level, there's a one in >three chance that the level they end up on has a ghost (assume that someone >died on that level previously). There are a other modifiers, like no >ghosts are saved on the earlier levels and things like that. Wrong. All ghosts are saved in files of the form /usr/games/bin/tmp/bones*. I have a macro called 'ghosts' which lists them. The creator is the player that was playing the character turned into a ghost. I have experimented a lot with ghost creation, and I know for sure that most games to not create a ghost. It also does not have any correlation (that I can see) to you hearing the 'Wail of the Banshee' or Carol-Ann either (:-)). I suspect that it is probabilistic, as is whether you get a level with the ghost or not. You can have a ghost on any level starting with 2, though the earlier ghosts tend to get cleaned out more often. You can have more than one ghost on a level (I have had up to three). This is caused by someone dying on a level that they are sharing with a ghost. It is good to play a variety of characters, so you will have a variety of items you can get from ghosts. The best character is a caveman with a wizards elven cloak, a knights armor, and a tourists camera. (Though beware, items a ghost has are typically cursed.) Note that the state of the entire level is saved with a ghost. If you go down a level and see unusual monster activity right away, chances are you are on a ghost level. The best way to take ghosts out are either the tourists camera (I had two ghosts blinded once, as I calmly plundered their hordes) or wands (polymorph is especially good, striking is virtually useless). Alien
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