[net.games.rogue] hp for version 5.3

donohoe@unmvax.UUCP (07/15/84)

I am a great fan of rogue.  My question is how does the computer determine
the number of gained HP upon entering a new level in EXP???  Sometimes
I gain 12, other times 1.  Also how can I help to control this???  Thanks...

dan@idis.UUCP (07/18/84)

By how much is the hit point max increased when a new level
of experience is achieved?

Each new level is worth between 1 and 10 hit points, with all
possibilities apparently equally probable (average = 5.5).
I have attempted (without success) to find some connection between
hit point increases and things like strength, inventory, current
hit points, time of day, humidity, and the ratio of republicans
to democrats in congress.  It seems to be totally a matter of luck.

Question: In versions of rogue older than 5.2, the transition to
experience level N always seemed to occur at (2^(N-2))*10 experience
points.  In version 5.3, new levels of experience seem to require
somewhat more experience points than this, especially at higher
levels (the old rule seems to hold at the lower levels).  Has anyone
figured out the new rule yet?

			Dan Strick
			(aka: Lord Dan, the emu slayer
			  (until I win my first 5.3 game))

bcase@uiucdcs.UUCP (07/18/84)

#R:unmvax:-37000:uiucdcs:34500021:000:191
uiucdcs!bcase    Jul 18 12:01:00 1984

Well, the number of hit points you get when gaining an experience level
is determined by a pseudo-random number generator, and there is (therefore)
no way to control its behavior.

    bcase

ab3@pucc-h (Rsk the Wombat) (07/18/84)

	You gain 1d10 in HP each time you gain an experience level,
and there's nothing you can do about it, as far as I know.
-- 
Rsk the Wombat
UUCP: { decvax, icalqa, ihnp4, inuxc, sequent, uiucdcs  } !pur-ee!rsk
      { decwrl, hplabs, icase, psuvax1, siemens, ucbvax } !purdue!rsk

"Now wher're you boys goin' with all that beer?"

wws@whuxle.UUCP (Stoll H William) (07/20/84)

Yes, the experience required to go up in 5.3 is different.
Here is a table of the required values (from E_levels -- I
used adb to get these)

Level	Experience	Level	Experience	Level	Experience
-----	----------	-----	----------	-----	----------
1	0		8	640		15	100000
2	10		9	1300		16	200000
3	20		10	2600		17	400000
4	40		11	5200		18	800000
5	80		12	13000		19	2000000
6	160		13	26000		20	4000000
7	320		14	50000		21	8000000

If you go over level 20, however, weird things can happen.
Probably has something to do with the fact that the next entry
in E_levels (corresponding to level 22) is zero.

Bill Stoll

kel@ea.UUCP (07/22/84)

#R:unmvax:-37000:ea:3900006:000:297
ea!kel    Jul 21 16:05:00 1984



I've heard that you get 1d10 of hit points when stepping up a level,
and I've also heard that the number of HP for new levels is related
to the percentage of your current potential HP you have left.  Take
your pick, I don't really know, but I can do better than "pseudo-
random number".

			Ken

dave@uwvax.ARPA (07/23/84)

> Each new level is worth between 1 and 10 hit points, with all
> possibilities apparently equally probable (average = 5.5).
> I have attempted (without success) to find some connection between
> hit point increases and things like strength, inventory, current
> hit points, time of day, humidity, and the ratio of republicans
> to democrats in congress.  It seems to be totally a matter of luck.

Yup.  I think its totally a matter of luck.  It all depends on the
time you started, your pid, and everything that happened since the
game started.  It's just a pseudo-random number generator.

-- 
Dave Cohrs @ wisconsin
...!{allegra,heurikon,ihnp4,seismo,ucbvax,uwm-evax}!uwvax!dave
dave@wisc-rsch.arpa