Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site clyde.UUCP Path: utzoo!watmath!clyde!jona From: jona@clyde.UUCP (Jon Allingham) Newsgroups: net.games.hack Subject: Re: Hack comments + questions (SPOILER) Message-ID: <764@clyde.UUCP> Date: Wed, 23-Jan-85 07:45:53 EST Article-I.D.: clyde.764 Posted: Wed Jan 23 07:45:53 1985 Date-Received: Thu, 24-Jan-85 05:45:02 EST References: <181@CS-Mordred> <3@gitpyr.UUCP> <204@masscomp.UUCP> Organization: AT&T Bell Laboratories, Whippany NJ Lines: 25 > In article <3@gitpyr.UUCP> robert@gitpyr.UUCP (Robert Viduya) writes: > >> And once on a deep level I quaffed monster detection and saw a segment > >> of the dungeon absolutely congested with monsters > >Monster congestion like that is called a 'zoo'. I think some machine-run > >person in the dungeon named 'David' handles all the zoos. > > Unless your friendly implementor changes the code, only login id's called > "david" ever see treasure zoos. This is not exactly correct. I know that when playing as wizard ( -w option ) there are treasure zoos. What happens is the wizard gets a zoo part of the time, and a shop ( for normal players ) is determined by: if( level > 1 && level < 20 && rn2( level ) < 2 ) mkshop(); It's sort of a pity that normal people don't see treasure zoo's, maybe the code should be changed to give a ( very ) small chance of getting one -- of course you wouldn't live through one unless you were pretty good since you get hit from 3 sides when standing in a doorway. With a ring of conflict you might just make it though. -- Jon M. Allingham (201)386-3466 AT&T Bell Laboratories-WH "Beam me up Scotty, no intelligent life down here!"