yet another Guidebook update

A couple of \e to \\ changes, a whole bunch of ^ to \(ha changes
(similar character but bigger so easier to see), ~ to \(ti (ditto),
and - to \- (first is a hyphen, second is a minus sign which is
bigger; see the difference for "- and | The walls of a room...").

As well as horizontal walls, open doors, top and bottom of swallow
and explode octagons, I changed command line switches -s, -X, and -D
to use minus sign.  I was unsure whether the umpteen M-C should be
changed too.  Since it was less work to leave them as-is, that's
what I did.  I also left ^C with smaller circumflex punctation
instead of changing to bigger circumflex character for same reason.

The [much smaller] Guidebook.tex changes need testing.

Not fixed:
I think the sentence "you can type 'nethack -s all' on most versions"
is very misleading.  Using 'versions' to refer to the various ports
rather than different releases is iffy, but my complaint is that
"typing something" sounds like an action you would perform while in
the game.  Access to a command line and figuring out how to invoke
nethack from there is probably not something where "most versions"
applies any more.  But I don't know how to rephrase that succinctly.
If I did, I would have just changed it....
This commit is contained in:
PatR
2018-04-20 00:20:31 -07:00
parent 12e65cde47
commit 01abfa8c3d
2 changed files with 95 additions and 68 deletions
+80 -64
View File
@@ -1,4 +1,4 @@
.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.258 $ $NHDT-Date: 1524190235 2018/04/20 02:10:35 $ .\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.259 $ $NHDT-Date: 1524208826 2018/04/20 07:20:26 $
.\" .\"
.\" This is an excerpt from the 'roff' man page from the 'groff' package. .\" This is an excerpt from the 'roff' man page from the 'groff' package.
.\" NetHack's Guidebook.mn currently does *not* adhere to these guidelines. .\" NetHack's Guidebook.mn currently does *not* adhere to these guidelines.
@@ -84,6 +84,14 @@
.\} .\}
.. ..
. .
.\" A note on some special characters:
.\" \(dq = double quote character
.\" - = hyphen \- = minus sign
.\" \(em = M-sized dash
.\" ^ = small circumflex punctuation \(ha = larger circumflex character
.\" ~ = small tilde punctuation \(ti = larger tilde character
.
.
.\" finally, start the actual Guidebook... .\" finally, start the actual Guidebook...
. .
.mt .mt
@@ -410,7 +418,7 @@ The message line (top)
.pg .pg
The top line of the screen is reserved for messages that describe The top line of the screen is reserved for messages that describe
things that are impossible to represent visually. If you see a things that are impossible to represent visually. If you see a
``\fB--More--\fP'' on the top line, this means that NetHack has ``\fB\-\-More\-\-\fP'' on the top line, this means that NetHack has
another message to display on the screen, but it wants to make certain another message to display on the screen, but it wants to make certain
that you've read the one that is there first. To read the next message, that you've read the one that is there first. To read the next message,
just press the space bar. just press the space bar.
@@ -427,7 +435,7 @@ so far. Each symbol on the screen represents something. You can set
various graphics options to change some of the symbols the game uses; various graphics options to change some of the symbols the game uses;
otherwise, the game will use default symbols. Here is a list of what the otherwise, the game will use default symbols. Here is a list of what the
default symbols mean: default symbols mean:
.lp "- and | " .lp "\\- and | "
The walls of a room, or an open door. Or a grave (|). The walls of a room, or an open door. Or a grave (|).
.lp . .lp .
The floor of a room, ice, or a doorless doorway. The floor of a room, ice, or a doorless doorway.
@@ -444,7 +452,7 @@ A closed door, or a spellbook containing a spell you may be able to learn.
Your character or a human. Your character or a human.
.lp $ .lp $
A pile of gold. A pile of gold.
.lp ^ .lp \(ha \" ^
A trap (once you have detected it). A trap (once you have detected it).
.lp ) .lp )
A weapon. A weapon.
@@ -507,8 +515,8 @@ you are presented with will depend chiefly on how you have set the
option. option.
.pg .pg
For example, a common question, in the form ``What do you want to For example, a common question, in the form ``What do you want to
use?\ [a-zA-Z\ ?*]'', asks you to choose an object you are carrying. use?\ [a\-zA\-Z\ ?*]'', asks you to choose an object you are carrying.
Here, ``a-zA-Z'' are the inventory letters of your possible choices. Here, ``a\-zA\-Z'' are the inventory letters of your possible choices.
Typing `?' gives you an inventory list of these items, so you can see Typing `?' gives you an inventory list of these items, so you can see
what each letter refers to. In this example, there is also a `*' what each letter refers to. In this example, there is also a `*'
indicating that you may choose an object not on the list, if you indicating that you may choose an object not on the list, if you
@@ -927,8 +935,8 @@ May be preceded by `m' to force a selection menu.
Toggle the Toggle the
.op autopickup .op autopickup
option on and off. option on and off.
.lp ^ .lp \(ha \" ^
Ask for the type of a trap you found earlier. Ask for the type of an adjacent trap you found earlier.
.lp ) .lp )
Tell what weapon you are wielding. Tell what weapon you are wielding.
.lp [ .lp [
@@ -1203,7 +1211,8 @@ List and reorder known spells. Default key is '+'.
.lp #seetools .lp #seetools
Show the tools currently in use. Default key is '('. Show the tools currently in use. Default key is '('.
.lp #seetrap .lp #seetrap
Show the type of a trap near you. Default key is '^'. Show the type of an adjacent trap.
Default key is '\(ha'.
.lp #seeweapon .lp #seeweapon
Show the weapon currently wielded. Default key is ')'. Show the weapon currently wielded. Default key is ')'.
.lp #shell .lp #shell
@@ -1438,7 +1447,7 @@ doors).
Secret doors are hidden. You can find them with the `s' (search) Secret doors are hidden. You can find them with the `s' (search)
command. Once found they are in all ways equivalent to normal doors. command. Once found they are in all ways equivalent to normal doors.
.hn 2 .hn 2
Traps (`^') Traps (`\(ha')
.pg .pg
There are traps throughout the dungeon to snare the unwary delver. There are traps throughout the dungeon to snare the unwary delver.
For example, you may suddenly fall into a pit and be stuck for a few For example, you may suddenly fall into a pit and be stuck for a few
@@ -2431,7 +2440,7 @@ by the function that handles wishing.
.pg .pg
Example: Example:
.sd .sd
\fBWIZKIT=~/wizkit.txt\fP \fBWIZKIT=\(ti/wizkit.txt\fP \" \(ti == '~'
.ed .ed
.lp SOUNDDIR .lp SOUNDDIR
Define the directory that contains the sound files. Define the directory that contains the sound files.
@@ -2741,11 +2750,11 @@ Default '-'.
.lp menu_deselect_page .lp menu_deselect_page
Menu character accelerator to deselect all items on this page of a menu. Menu character accelerator to deselect all items on this page of a menu.
Implemented by the Amiga, Gem and tty ports. Implemented by the Amiga, Gem and tty ports.
Default '\e'. Default '\\'.
.lp menu_first_page .lp menu_first_page
Menu character accelerator to jump to the first page in a menu. Menu character accelerator to jump to the first page in a menu.
Implemented by the Amiga, Gem and tty ports. Implemented by the Amiga, Gem and tty ports.
Default '^'. Default '\(ha'.
.lp menu_headings .lp menu_headings
Controls how the headings in a menu are highlighted. Controls how the headings in a menu are highlighted.
Values are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'. Values are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
@@ -2757,7 +2766,7 @@ Default '@'.
.lp menu_invert_page .lp menu_invert_page
Menu character accelerator to invert all items on this page of a menu. Menu character accelerator to invert all items on this page of a menu.
Implemented by the Amiga, Gem and tty ports. Implemented by the Amiga, Gem and tty ports.
Default '~'. Default '\(ti'. \" ~
.lp menu_last_page .lp menu_last_page
Menu character accelerator to jump to the last page in a menu. Menu character accelerator to jump to the last page in a menu.
Implemented by the Amiga, Gem and tty ports. Implemented by the Amiga, Gem and tty ports.
@@ -2810,9 +2819,9 @@ defaults to `full'), or it can be negated (which defaults to `single').
Set your character's name (defaults to your user name). You can also Set your character's name (defaults to your user name). You can also
set your character's role by appending a dash and one or more letters of set your character's role by appending a dash and one or more letters of
the role (that is, by suffixing one of the role (that is, by suffixing one of
.op "-A -B -C -H -K -M -P -Ra -Ro -S -T -V -W" ). .op "\-A \-B \-C \-H \-K \-M \-P \-Ra \-Ro \-S \-T \-V \-W" ).
If If
.op "-@" .op "\-@"
is used for the role, then a random one will be automatically chosen. is used for the role, then a random one will be automatically chosen.
Cannot be set with the `O' command. Cannot be set with the `O' command.
.lp "news " .lp "news "
@@ -3033,7 +3042,7 @@ Persistent.
Display a sparkly effect when a monster (including yourself) is hit by an Display a sparkly effect when a monster (including yourself) is hit by an
attack to which it is resistant (default on). Persistent. attack to which it is resistant (default on). Persistent.
.lp standout .lp standout
Boldface monsters and ``\fB--More--\fP'' (default off). Persistent. Boldface monsters and ``\fB\-\-More\-\-\fP'' (default off). Persistent.
.lp statushilites .lp statushilites
Controls how many turns status hilite behaviors highlight Controls how many turns status hilite behaviors highlight
the field. If negated or set to zero, disables status hiliting. the field. If negated or set to zero, disables status hiliting.
@@ -3785,14 +3794,14 @@ Set the name of the symbol set that you want to load for display
on the rogue level. on the rogue level.
.pg .pg
You can also override one or more symbols using the SYMBOLS config You can also override one or more symbols using the SYMBOLS config
file option. Symbols are specified as name:value pairs. Note that file option. Symbols are specified as name:value pairs.
Note that
NetHack escape-processes the value string in conventional C fashion. NetHack escape-processes the value string in conventional C fashion.
This means that \e is a prefix to take the following character literally. Thus This means that \\ is a prefix to take the following character literally.
\e needs to be represented as \e\e. Thus \\ needs to be represented as \\\\.
The special escape form The special prefix form \\m switches on the meta bit in the symbol value,
\em switches on the meta bit in the symbol value, and the \e^ prefix causes the and the \(ha prefix causes the following character to be treated as a
following character to be treated as a control control character.
character.
.pg .pg
.TS S .TS S
center; center;
@@ -3810,30 +3819,30 @@ Default Symbol Name Description
\(dq S_amulet (amulet) \(dq S_amulet (amulet)
A S_angel (angelic being) A S_angel (angelic being)
a S_ant (ant or other insect) a S_ant (ant or other insect)
^ S_anti_magic_trap (anti-magic field) \(ha S_anti_magic_trap (anti-magic field)
[ S_armor (suit or piece of armor) [ S_armor (suit or piece of armor)
[ S_armour (suit or piece of armor) [ S_armour (suit or piece of armor)
^ S_arrow_trap (arrow trap) \(ha S_arrow_trap (arrow trap)
0 S_ball (iron ball) 0 S_ball (iron ball)
# S_bars (iron bars) # S_bars (iron bars)
B S_bat (bat or bird) B S_bat (bat or bird)
^ S_bear_trap (bear trap) \(ha S_bear_trap (bear trap)
- S_blcorn (bottom left corner) \- S_blcorn (bottom left corner)
b S_blob (blob) b S_blob (blob)
+ S_book (spellbook) + S_book (spellbook)
) S_boomleft (boomerang open left) ) S_boomleft (boomerang open left)
( S_boomright (boomerang open right) ( S_boomright (boomerang open right)
\` S_boulder (boulder) \` S_boulder (boulder)
- S_brcorn (bottom right corner) \- S_brcorn (bottom right corner)
C S_centaur (centaur) C S_centaur (centaur)
\&_ S_chain (iron chain) \&_ S_chain (iron chain)
# S_cloud (cloud) # S_cloud (cloud)
c S_cockatrice (cockatrice) c S_cockatrice (cockatrice)
$ S_coin (pile of coins) $ S_coin (pile of coins)
# S_corr (corridor) # S_corr (corridor)
- S_crwall (wall) \- S_crwall (wall)
# S_darkroom (dark room) # S_darkroom (dark room)
^ S_dart_trap (dart trap) \(ha S_dart_trap (dart trap)
& S_demon (major demon) & S_demon (major demon)
* S_digbeam (dig beam) * S_digbeam (dig beam)
> S_dnladder (ladder down) > S_dnladder (ladder down)
@@ -3843,18 +3852,18 @@ D S_dragon (dragon)
; S_eel (sea monster) ; S_eel (sea monster)
E S_elemental (elemental) E S_elemental (elemental)
/ S_explode1 (explosion top left) / S_explode1 (explosion top left)
- S_explode2 (explosion top center) \- S_explode2 (explosion top center)
\\ S_explode3 (explosion top right) \\ S_explode3 (explosion top right)
| S_explode4 (explosion middle left) | S_explode4 (explosion middle left)
\ S_explode5 (explosion middle center) \ S_explode5 (explosion middle center)
| S_explode6 (explosion middle right) | S_explode6 (explosion middle right)
\\ S_explode7 (explosion bottom left) \\ S_explode7 (explosion bottom left)
- S_explode8 (explosion bottom center) \- S_explode8 (explosion bottom center)
/ S_explode9 (explosion bottom right) / S_explode9 (explosion bottom right)
e S_eye (eye or sphere) e S_eye (eye or sphere)
^ S_falling_rock_trap (falling rock trap) \(ha S_falling_rock_trap (falling rock trap)
f S_feline (cat or other feline) f S_feline (cat or other feline)
^ S_fire_trap (fire trap) \(ha S_fire_trap (fire trap)
! S_flashbeam (flash beam) ! S_flashbeam (flash beam)
% S_food (piece of food) % S_food (piece of food)
{ S_fountain (fountain) { S_fountain (fountain)
@@ -3866,15 +3875,15 @@ G S_gnome (gnome)
' S_golem (golem) ' S_golem (golem)
| S_grave (grave) | S_grave (grave)
g S_gremlin (gremlin) g S_gremlin (gremlin)
- S_hbeam (horizontal beam [zap animation]) \- S_hbeam (horizontal beam [zap animation])
# S_hcdbridge (horizontal raised drawbridge) # S_hcdbridge (horizontal raised drawbridge)
+ S_hcdoor (closed door in horizontal wall) + S_hcdoor (closed door in horizontal wall)
\. S_hodbridge (horizontal lowered drawbridge) \. S_hodbridge (horizontal lowered drawbridge)
| S_hodoor (open door in horizontal wall) | S_hodoor (open door in horizontal wall)
^ S_hole (hole) \(ha S_hole (hole)
@ S_human (human or elf) @ S_human (human or elf)
h S_humanoid (humanoid) h S_humanoid (humanoid)
- S_hwall (horizontal wall) \- S_hwall (horizontal wall)
\. S_ice (ice) \. S_ice (ice)
i S_imp (imp or minor demon) i S_imp (imp or minor demon)
I S_invisible (invisible monster) I S_invisible (invisible monster)
@@ -3882,17 +3891,17 @@ J S_jabberwock (jabberwock)
j S_jelly (jelly) j S_jelly (jelly)
k S_kobold (kobold) k S_kobold (kobold)
K S_kop (Keystone Kop) K S_kop (Keystone Kop)
^ S_land_mine (land mine) \(ha S_land_mine (land mine)
} S_lava (molten lava) } S_lava (molten lava)
l S_leprechaun (leprechaun) l S_leprechaun (leprechaun)
^ S_level_teleporter (level teleporter) \(ha S_level_teleporter (level teleporter)
L S_lich (lich) L S_lich (lich)
y S_light (light) y S_light (light)
# S_litcorr (lit corridor) # S_litcorr (lit corridor)
: S_lizard (lizard) : S_lizard (lizard)
\\ S_lslant (diagonal beam [zap animation]) \\ S_lslant (diagonal beam [zap animation])
^ S_magic_portal (magic portal) \(ha S_magic_portal (magic portal)
^ S_magic_trap (magic trap) \(ha S_magic_trap (magic trap)
m S_mimic (mimic) m S_mimic (mimic)
] S_mimic_def (mimic) ] S_mimic_def (mimic)
M S_mummy (mummy) M S_mummy (mummy)
@@ -3902,9 +3911,9 @@ n S_nymph (nymph)
O S_ogre (ogre) O S_ogre (ogre)
o S_orc (orc) o S_orc (orc)
p S_piercer (piercer) p S_piercer (piercer)
^ S_pit (pit) \(ha S_pit (pit)
# S_poisoncloud (poison cloud) # S_poisoncloud (poison cloud)
^ S_polymorph_trap (polymorph trap) \(ha S_polymorph_trap (polymorph trap)
} S_pool (water) } S_pool (water)
! S_potion (potion) ! S_potion (potion)
P S_pudding (pudding or ooze) P S_pudding (pudding or ooze)
@@ -3913,46 +3922,46 @@ Q S_quantmech (quantum mechanic)
\&= S_ring (ring) \&= S_ring (ring)
\` S_rock (boulder or statue) \` S_rock (boulder or statue)
r S_rodent (rodent) r S_rodent (rodent)
^ S_rolling_boulder_trap (rolling boulder trap) \(ha S_rolling_boulder_trap (rolling boulder trap)
\. S_room (floor of a room) \. S_room (floor of a room)
/ S_rslant (diagonal beam [zap animation]) / S_rslant (diagonal beam [zap animation])
^ S_rust_trap (rust trap) \(ha S_rust_trap (rust trap)
R S_rustmonst (rust monster or disenchanter) R S_rustmonst (rust monster or disenchanter)
? S_scroll (scroll) ? S_scroll (scroll)
# S_sink (sink) # S_sink (sink)
^ S_sleeping_gas_trap (sleeping gas trap) \(ha S_sleeping_gas_trap (sleeping gas trap)
S S_snake (snake) S S_snake (snake)
s S_spider (arachnid or centipede) s S_spider (arachnid or centipede)
^ S_spiked_pit (spiked pit) \(ha S_spiked_pit (spiked pit)
^ S_squeaky_board (squeaky board) \(ha S_squeaky_board (squeaky board)
0 S_ss1 (magic shield 1 of 4) 0 S_ss1 (magic shield 1 of 4)
# S_ss2 (magic shield 2 of 4) # S_ss2 (magic shield 2 of 4)
@ S_ss3 (magic shield 3 of 4) @ S_ss3 (magic shield 3 of 4)
* S_ss4 (magic shield 4 of 4) * S_ss4 (magic shield 4 of 4)
^ S_statue_trap (statue trap) \(ha S_statue_trap (statue trap)
\ S_stone (dark part of a room) \ S_stone (dark part of a room)
] S_strange_obj (strange object) ] S_strange_obj (strange object)
- S_sw_bc (swallow bottom center) \- S_sw_bc (swallow bottom center)
\\ S_sw_bl (swallow bottom left) \\ S_sw_bl (swallow bottom left)
/ S_sw_br (swallow bottom right) / S_sw_br (swallow bottom right)
| S_sw_ml (swallow middle left) | S_sw_ml (swallow middle left)
| S_sw_mr (swallow middle right) | S_sw_mr (swallow middle right)
- S_sw_tc (swallow top center) \- S_sw_tc (swallow top center)
/ S_sw_tl (swallow top left) / S_sw_tl (swallow top left)
\\ S_sw_tr (swallow top right) \\ S_sw_tr (swallow top right)
- S_tdwall (wall) \- S_tdwall (wall)
^ S_teleportation_trap (teleportation trap) \(ha S_teleportation_trap (teleportation trap)
\\ S_throne (opulent throne) \\ S_throne (opulent throne)
- S_tlcorn (top left corner) \- S_tlcorn (top left corner)
| S_tlwall (wall) | S_tlwall (wall)
( S_tool (useful item (pick-axe\, key\, lamp...)) ( S_tool (useful item (pick-axe\, key\, lamp...))
^ S_trap_door (trap door) \(ha S_trap_door (trap door)
t S_trapper (trapper or lurker above) t S_trapper (trapper or lurker above)
- S_trcorn (top right corner) \- S_trcorn (top right corner)
# S_tree (tree) # S_tree (tree)
T S_troll (troll) T S_troll (troll)
| S_trwall (wall) | S_trwall (wall)
- S_tuwall (wall) \- S_tuwall (wall)
U S_umber (umber hulk) U S_umber (umber hulk)
u S_unicorn (unicorn or horse) u S_unicorn (unicorn or horse)
< S_upladder (ladder up) < S_upladder (ladder up)
@@ -3962,9 +3971,9 @@ V S_vampire (vampire)
# S_vcdbridge (vertical raised drawbridge) # S_vcdbridge (vertical raised drawbridge)
+ S_vcdoor (closed door in vertical wall) + S_vcdoor (closed door in vertical wall)
\. S_venom (splash of venom) \. S_venom (splash of venom)
^ S_vibrating_square (vibrating square) \(ha S_vibrating_square (vibrating square)
\. S_vodbridge (vertical lowered drawbridge) \. S_vodbridge (vertical lowered drawbridge)
- S_vodoor (open door in vertical wall) \- S_vodoor (open door in vertical wall)
v S_vortex (vortex) v S_vortex (vortex)
| S_vwall (vertical wall) | S_vwall (vertical wall)
/ S_wand (wand) / S_wand (wand)
@@ -3972,7 +3981,7 @@ v S_vortex (vortex)
) S_weapon (weapon) ) S_weapon (weapon)
\(dq S_web (web) \(dq S_web (web)
w S_worm (worm) w S_worm (worm)
~ S_worm_tail (long worm tail) \(ti S_worm_tail (long worm tail)
W S_wraith (wraith) W S_wraith (wraith)
x S_xan (xan or other mythical/fantastic insect) x S_xan (xan or other mythical/fantastic insect)
X S_xorn (xorn) X S_xorn (xorn)
@@ -3982,6 +3991,13 @@ z S_zruty (zruty)
.\"TABLE_END Do not delete this line. .\"TABLE_END Do not delete this line.
.TE .TE
.pg .pg
There is one additional class of object, described as ``strange object'',
which will occasionally be the shape taken on by mimics and shown as `]'
for maps displayed as text characters.
Although the displayed character is the same as the default value for
`S_mimic_def', it is a different symbol and there is no corresponding
`S_strange_object' symbol nor any way to assign an alternate value for it.
.pg
.hn 2 .hn 2
Configuring NetHack for Play by the Blind Configuring NetHack for Play by the Blind
.pg .pg
@@ -4162,7 +4178,7 @@ live, or quit and stop with whatever you have. If you quit, you keep
all your gold, but if you swing and live, you might find more. all your gold, but if you swing and live, you might find more.
.pg .pg
If you just want to see what the current top players/games list is, you If you just want to see what the current top players/games list is, you
can type \fBnethack -s all\fP on most versions. can type \fBnethack \-s all\fP on most versions.
. .
.hn 1 .hn 1
Explore mode Explore mode
@@ -4175,7 +4191,7 @@ paltry cost of not getting on the high score list.
.pg .pg
There are two ways of enabling explore mode. One is to start the game There are two ways of enabling explore mode. One is to start the game
with the with the
.op -X .op \-X
command-line switch or with the command-line switch or with the
.op playmode:explore .op playmode:explore
option. The other is to issue the ``#exploremode'' extended command while option. The other is to issue the ``#exploremode'' extended command while
@@ -4192,7 +4208,7 @@ brief description. It is intended for tracking down problems within the
program rather than to provide god-like powers to your character, and program rather than to provide god-like powers to your character, and
players who attempt debugging are expected to figure out how to use it players who attempt debugging are expected to figure out how to use it
themselves. It is initiated by starting the game with the themselves. It is initiated by starting the game with the
.op -D .op \-D
command-line switch or with the command-line switch or with the
.op playmode:debug .op playmode:debug
option. option.
+15 -4
View File
@@ -1028,7 +1028,7 @@ May be preceded by `{\tt m}' to force a selection menu.
Toggle the {\it autopickup\/} option on and off. Toggle the {\it autopickup\/} option on and off.
%.lp %.lp
\item[\tb{\^{}}] \item[\tb{\^{}}]
Ask for the type of a trap you found earlier. Ask for the type of an adjacent trap you found earlier.
%.lp %.lp
\item[\tb{)}] \item[\tb{)}]
Tell what weapon you are wielding. Tell what weapon you are wielding.
@@ -1364,7 +1364,7 @@ List and reorder known spells. Default key is '{\tt +}'.
Show the tools currently in use. Default key is '{\tt (}'. Show the tools currently in use. Default key is '{\tt (}'.
%.lp %.lp
\item[\tb{\#seetrap}] \item[\tb{\#seetrap}]
Show the type of a trap near you. Default key is '{\tt \^{}}'. Show the type of an adjacent trap. Default key is '{\tt \^{}}'.
%.lp %.lp
\item[\tb{\#seeweapon}] \item[\tb{\#seeweapon}]
Show the weapon currently wielded. Default key is '{\tt )}'. Show the weapon currently wielded. Default key is '{\tt )}'.
@@ -4443,7 +4443,7 @@ file option. Symbols are specified as {\it name:value\/} pairs. Note that
{\it NetHack\/} escape-processes the {\it value\/} string in conventional C {\it NetHack\/} escape-processes the {\it value\/} string in conventional C
fashion. This means that `\verb+\+' is a prefix to take the following fashion. This means that `\verb+\+' is a prefix to take the following
character literally. Thus `\verb+\+' needs to be represented as `\verb+\\+'. character literally. Thus `\verb+\+' needs to be represented as `\verb+\\+'.
The special escape form The special prefix
`\verb+\m+' switches on the meta bit in the symbol value, and the `\verb+\m+' switches on the meta bit in the symbol value, and the
`{\tt \^{}}' prefix causes the following character to be treated as a control `{\tt \^{}}' prefix causes the following character to be treated as a control
character. character.
@@ -4632,7 +4632,18 @@ Default & Symbol Name & Description\\
\end{longtable}% \end{longtable}%
} }
%.lp %.pg
There is one additional class of object, described as ``strange object'',
which will occasionally be the shape taken on by mimics and shown as
`{\tt \verb+]+}'
for maps displayed as text characters.
Although the displayed character is the same as the default value for
`S\verb+_+mimic\verb+_+def', it is a different symbol and there is no
corresponding
`S\verb+_\+strange\verb+_+object' symbol nor any way to assign an
alternate value for it.
%.pg
%.hn 2 %.hn 2
\subsection*{Configuring {\it NetHack\/} for Play by the Blind} \subsection*{Configuring {\it NetHack\/} for Play by the Blind}