[net.games.hack] Hack modifications

pugh@cornell.UUCP (William Pugh) (05/14/85)

-------

	Here are some ideas for changes to Hack that I've made.  
1) Added an option called pickup (on by default).  When off,
	you do not automatically pick up objects when moving onto them;
	you have to use the ',' command to pick objects up.  I find this
	option is very useful when in shops or cleaned out zoos. 
2) Added a scroll of knowledge - it simply adds about 2D6 objects
	to your list of discovered items.
3) The program now stops you from attacking a tame dog by moving
	onto it (unless you are blind).

	Some other ideas I'm thinking about:
1) Making shopkeepers pay higher prices for valueble gems IF you have
	identified them.
2) Allowing you to find out the prices of items before you buy them
	(by extending the Ix command).  This would require some sort of fix
	to make prices consistent.
3) Add a ring of portage - when worn, it increases your carrying capacity.
	
	If I get requests, I'll post the changes, but they are not hard
to figure out.  What other changes are hack wizards out there implementing?

		Bill Pugh
		Cornell University

chuck@dartvax.UUCP (Chuck Simmons) (05/16/85)

> 2) Added a scroll of knowledge - it simply adds about 2D6 objects
> 	to your list of discovered items.
> 3) Add a ring of portage - when worn, it increases your carrying capacity.
> 
> 		Bill Pugh

Those sound like nice changes.  The game is too hard for me, and anything
to make it easier to win can't be all bad.  However, I suppose that to be
fair, one should also add items that make it harder to win.  For example,
a scroll of forgetfulness...

One feature that I'm particularly interested in:  in Rogue, a player was 
able to get a list of all magic items that they had identified.  This is 
very useful as then players don't have to write down all magic items 
they've seen on a piece of paper.  Any chance of getting this minor feature 
added to an already excellent Hack?

-- Chuck Simmons

pugh@cornell.UUCP (William Pugh) (05/16/85)

-----
	Here are the changes to keep you from attacking your dog.
It totally prevents you from attacking your dog, and if you attempt
to attack any peaceful creature, it verifies that you really want to attack.
You could just leave out the first part of these changes and the program would
simply verify that you wanted to attack your dog before allowing you to do it.
	Note that if you are blind or confused, you do not get this protection.

	I think the fflush will serve to flush any type-ahead, but I'm not
sure...

		Bill Pugh
		Cornell University


hack.fight.c, changes inserted at line 4:
#include "hack.h"
>#include <stdio.h>


hack.fight.c, changes inserted at line 259:

	if(mdat->mlet == 'L' && !mtmp->mfroz && !mtmp->msleep &&
	   !mtmp->mconf && mtmp->mcansee && !rn2(7) &&
	   (m_move(mtmp, 0) == 2 /* he died */ || /* he moved: */
		mtmp->mx != u.ux+u.dx || mtmp->my != u.uy+u.dy))
		return(FALSE);

>	/*  changes by wwp 5/16/85 */
>	if (!Blind && Confusion == 0 && mdat->mlet == 'd' && mtmp->mtame) {
>		mtmp->mflee = 1;			
>		mtmp->mfleetim = rnd(6);
>		pline("You stop to avoid hitting your dog");
>		return(TRUE);
>	}
>	if (!Blind && Confusion == 0 && (mtmp->mpeaceful || mtmp->mtame)) {
>		(void) fflush(stdin);
>		pline("Really attack?");
>		(void) fflush(stdout);
>		if (readchar() != 'y') return(TRUE);
>		}
	
	if(mtmp->mimic){
		if(!u.ustuck && !mtmp->mflee) u.ustuck = mtmp;
		switch(levl[u.ux+u.dx][u.uy+u.dy].scrsym){

chuck@dartvax.UUCP (Chuck Simmons) (05/17/85)

> One feature that I'm particularly interested in:  in Rogue, a player was 
> able to get a list of all magic items that they had identified.  This is 
> very useful as then players don't have to write down all magic items 
> they've seen on a piece of paper.  Any chance of getting this minor feature 
> added to an already excellent Hack?
> -- Chuck Simmons

One of the folk here points out that this feature already exists in Hack.
Type "\".  What can I say?  Oh foolish me.

-- Chuck Simmons

ccs020@ucdavis.UUCP (ccs020 -- Kevin Chu) (05/17/85)

> 
> One feature that I'm particularly interested in:  in Rogue, a player was 
> able to get a list of all magic items that they had identified.  This is 
> very useful as then players don't have to write down all magic items 
> they've seen on a piece of paper.  Any chance of getting this minor feature 
> added to an already excellent Hack?
> 
> -- Chuck Simmons

  Our version of hack 1.0.2 came with this command.  It is the '\' chacter.
  It lists any discoveries you have made, and items that you have named.

  Kevin Chu
  ucbvax!ucdavis!vega!ccs020

/ex

ee163acp@sdcc13.UUCP (DARIN JOHNSON) (05/29/85)

Could someone out there send me a list of all the changes to hack 
that have been posted.  I haven't been saving them, and now I wish I
had.

Darin Johnson
{sdcsvax}!sdcc13!ee163acp