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6 total messages Started by Jim Gath Mon, 29 Apr 1985 08:44
zap-happy hackers
#514
Author: Jim Gath
Date: Mon, 29 Apr 1985 08:44
10 lines
1038 bytes
I've added a little feature to discourage people from going zap
happy. Since people like to zap shop keepers, I added a wand of
genocide with a max of 3 charges (no need to make the guy too
studly) and a probability of .01 of find one. The monster just 
disappears with no message, much like a wand of teleport monster 
does. This tends to encourage the guy to use it on the next shop
keeper... Do you think this unbalances the game?

--Jim Gath
...ucbvax!ucdavis!minnie:ccrjimg
Re: Orphaned Response
#595
Author: mer
Date: Mon, 13 May 1985 14:12
7 lines
708 bytes
I heard that killing shopkeepers gives you bad luck/karma.  Not true?

meredith


{cca, wjh12, mit-eddie} !mirror!prism!mer
Re: Killing skopkeepers (SPOILLER)
#599
Author: Henry Chai
Date: Fri, 17 May 1985 21:31
19 lines
1403 bytes
In article <21200004@prism.UUCP> mer@prism.UUCP writes:
>
>I heard that killing shopkeepers gives you bad luck/karma.  Not true?
>meredith
>{cca, wjh12, mit-eddie} !mirror!prism!mer

True.  It decreases your luck points by two and 
TAKES AWAY TELEPORTATION ABILITIES!
Killing tamed or peaceful monsters takes away 1 luck point,
and killing a unicorn (definitely a no-no!) takes away another 5 luck points.
When your luck points are low, you fight less effectively and you would
be more likely to get nothing when you zap a wand of wishing. 
("Unfortunately, nothing happens.")
-- 
"Some say that knowledge is something that you'll never have"
				    - "Sat in your Lap" Kate Bush
Henry Chai 
Faculty of Library and Information Science, U of Toronto
{watmath,ihnp4,allegra}!utzoo!utflis!chai        
Re: Killing skopkeepers (SPOILER)
#600
Author: Ron Wessels
Date: Sat, 18 May 1985 21:16
20 lines
1418 bytes
> From: chai@utflis.UUCP (Henry Chai)
> Message-ID: <142@utflis.UUCP>
>
> True.  It decreases your luck points by two and 
> TAKES AWAY TELEPORTATION ABILITIES!

Not quite.  It takes away telepathic abilities, not teleportation
abilities.  Telepathy is when you get to see all the monsters on the
level when you are blind.

While I'm talking about it, there's a bug in that code, too.  If you
do anything that overlays the screen (like reading a scroll of gold
detection or taking inventory), only monsters that have moved are
redrawn.  I have sent my analysis and suggested fix to aeb@mcvax with
the request that a correct fix be posted.  Stay tuned, folks.
-- 
Ron Wessels	Computer Systems Research Institute	University of Toronto
UUCP:	{decvax,floyd,ihnp4,linus,utzoo,uw-beaver}!utcsri!ron
CSNET:	ron@Toronto
ARPA:	ron%Toronto@CSNet-Relay
Re: Orphaned Response
#617
Author: Jon Allingham
Date: Mon, 20 May 1985 12:26
13 lines
804 bytes
> 
> I heard that killing shopkeepers gives you bad luck/karma.  Not true?
> 
> meredith
> 
> 
> {cca, wjh12, mit-eddie} !mirror!prism!mer

TRUE
-- 
Jon M. Allingham	(201)386-3466	AT&T Bell Laboratories-WH

"Beam me up Scotty, no intelligent life down here!"
Re: Killing skopkeepers - actually two bug fixes
#649
Author: Andries Brouwer
Date: Wed, 22 May 1985 02:53
113 lines
4420 bytes
In article <207@uthub.UUCP> ron@uthub.UUCP (Ron Wessels) writes:
>While I'm talking about it, there's a bug in that code, too.  If you
>do anything that overlays the screen (like reading a scroll of gold
>detection or taking inventory), only monsters that have moved are
>redrawn.  I have sent my analysis and suggested fix to aeb@mcvax with
>the request that a correct fix be posted.  Stay tuned, folks.

Yes - below a diff that probably fixes this and some other problem
with the display when you are blind.
{ Throw a tripe ration at your dog while blind & 'telepathic'; now the 'd'
  disappears. }
Of course this is not the right fix - all display routines should
be rewritten - but it improves things a tiny little bit again.

The second diff fixes a small problem in mklev: it was possible to have
secret doors that had a '+' on the level map; now one could not enter
this position until after some searching.

As a final remark: since the distribution of 1.0.2 people have reported
a relatively large number of bugs/fixes/enhancements (perhaps some 20?)
and I plan to send out an ed script that converts 1.0.2 into 1.0.3.
Thus, 1.0.3 will be essentially identical to 1.0.2 - no new features,
but it will contain a System V version of hack.tty.c.
The ed script will be about 40K. I hope people have preserved an
unadulterated copy of the 1.0.2 distribution.
I'll be abroad for three weeks and will need another week to catch up
reading mail & news, so you should expect this posting about a month
from now.

And now for the fixes.
hack.pri.c:
187a188
> 	register struct monst *mtmp;
194c195,197
< 	if(!Invis){
---
> 
> /* Some ridiculous code to get display of @ and monsters (almost) right */
> 	if(!Invis || See_invisible) {
200,202c203
< #ifdef RIDICULOUS_CODE
< 	/* %% - is this really necessary? - it causes bugs when Blind */
< 	/* declare mtmp */
---
> 	seemons();	/* reset old positions */
204,207c205,207
< 		if(mtmp->mdispl && !(room = &levl[mtmp->mx][mtmp->my])->new &&
< 		   !room->seen)
< 			mtmp->mdispl = 0;
< #endif RIDICULOUS_CODE
---
> 		mtmp->mdispl = 0;
> 	seemons();	/* force new positions to be shown */
> /* This nonsense should disappear soon --------------------------------- */
225a226,227
> 	register struct monst *mtmp;
> 
229a232,238
> 
> 	seemons();	/* reset old positions */
> 	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
> 	    if(mtmp->mx >= xmin && mtmp->my < ymax)
> 		mtmp->mdispl = 0;
> 	seemons();	/* force new positions to be shown */
> 
385d393
< 	register struct monst *mtmp = m_at(x,y);
389,392c397
< 	if(x == u.ux && y == u.uy && !Invis)
< 		return;
< 	if(!mtmp || (mtmp->minvis && !See_invisible) ||
< 		    (mtmp->mhide && o_at(x,y))){
---
> 	if(!vism_at(x,y)) {
462,468c467,476
< vism_at(x,y) register x,y; {
< register struct monst *mtmp;
< register int csi = (See_invisible != 0);
< 	return((x == u.ux && y == u.uy && (!Invis || csi)) ? 1 :
< 		((mtmp = m_at(x,y)) && (!mtmp->minvis || csi) &&
< 			(!mtmp->mhide || !o_at(mtmp->mx,mtmp->my)))
< 		? cansee(x,y) : 0);
---
> vism_at(x,y)
> register x,y;
> {
> 	register struct monst *mtmp;
> 
> 	return((x == u.ux && y == u.uy && (!Invis || See_invisible))
> 			? 1 :
> 	       (mtmp = m_at(x,y))
> 			? ((Blind && Telepat) || canseemon(mtmp)) :
> 		0);

hack.mklev.c
***************
*** 341,346
  	register struct mkroom *broom;
  	register tmp;
  
  	levl[x][y].typ = type;
  	if(type == DOOR)
  		levl[x][y].scrsym ='+';

--- 343,350 -----
  	register struct mkroom *broom;
  	register tmp;
  
+ 	if(!IS_WALL(levl[x][y].typ))	/* avoid SDOORs with '+' as scrsym */
+ 		type = DOOR;
  	levl[x][y].typ = type;
  	if(type == DOOR)
  		levl[x][y].scrsym = '+';
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