long dash formatting in the Guidebook
Guidebook.mn had a mixture of literal "--" and \(em to insert an
M-sized dash. The literal was poor usage but the 'em' directives
were using " \(em " for source readability. Unfortunately those
spaces ended up being included in the output where a long dash
shouldn't be surrounded by such. This changes both to be
|start\(emmiddle\(emend
for proper usage without unwanted spaces. The 'roff source becomes
harder to read so such phrases have been moved onto separate lines
instead of just staying within the flow of words. (I tried
|start
|\(em
|middle
|\(em
|end
but the newlines became unwanted spaces in the output.)
Guidebook.tex incorrectly had a numeric range dash ("--") instead
of long dash punctuation ("---") in the places where the 'roff
version had literal "--". I also moved the quite readable
|start---middle---end
phrases and a handful of whole sentences to separate lines to match
the Guidebook.mn source more closely.
One trivial text change is "you will forget" to "you will have
forgotten" in the bit about what happens to remembered objects
when the "remembered, unseen monster" glyph is taken off the map
since forgetting happens when that glyph is put on.
This commit is contained in:
@@ -1177,8 +1177,8 @@ slot to another so that it has a letter which is more meaningful for you
|
||||
or that it will appear in a particular location when inventory listings
|
||||
are displayed.
|
||||
You can move to a currently empty slot, or if the destination is
|
||||
occupied---and won't merge---the item there will swap slots with the one
|
||||
being moved.
|
||||
occupied---and won't merge---the
|
||||
item there will swap slots with the one being moved.
|
||||
``{\tt \#adjust}'' can also be used to split a stack of objects; when
|
||||
choosing the item to adjust, enter a count prior to its letter.\\
|
||||
%.lp ""
|
||||
@@ -2014,17 +2014,18 @@ Shops do not get restocked with new items, regardless of inventory depletion.
|
||||
\subsubsection*{Movement feedback}
|
||||
|
||||
%.pg
|
||||
Moving around the map usually provides no feedback--other than drawing the
|
||||
hero at the new location--unless you step on an object or pile of objects,
|
||||
Moving around the map usually provides no
|
||||
feedback---other than drawing the hero at the new location---unless
|
||||
you step on an object or pile of objects,
|
||||
or on a trap, or attempt to move onto a spot where a monster is located.
|
||||
There are several options which can be used to augment the normal feedback.
|
||||
|
||||
%.pg
|
||||
The
|
||||
{\it pile\verb+_+limit\/}
|
||||
option controls how many objects can be in a pile--sharing the same map
|
||||
location--for the game to state ``there are objects here''
|
||||
instead of listing them.
|
||||
option controls how many objects can be in a
|
||||
pile---sharing the same map location---for
|
||||
the game to state ``there are objects here'' instead of listing them.
|
||||
The default is {\tt 5}.
|
||||
Setting it to {\tt 1} would always give that message instead of listing
|
||||
any objects.
|
||||
@@ -2228,8 +2229,8 @@ one who moved rather than you.
|
||||
|
||||
%.pg
|
||||
However, if you encounter a monster which you can't see or
|
||||
sense---perhaps it is invisible and has just tapped you on the
|
||||
noggin---a special ``remembered, unseen monster'' marker will be displayed at
|
||||
sense---perhaps it is invisible and has just tapped you on the noggin---a
|
||||
special ``remembered, unseen monster'' marker will be displayed at
|
||||
the location where you think it is.
|
||||
That will persist until you have
|
||||
proven that there is no monster there, even if the unseen monster
|
||||
@@ -2367,8 +2368,9 @@ The chance that an attack will successfully hit a monster, and the amount
|
||||
of damage such a hit will do, depends upon many factors. Among them are:
|
||||
type of weapon, quality of weapon (enchantment and/or erosion), experience
|
||||
level, strength, dexterity, encumbrance, and proficiency (see below). The
|
||||
monster's armor class---a general defense rating, not necessarily due to
|
||||
wearing of armor---is a factor too; also, some monsters are particularly
|
||||
monster's armor
|
||||
class---a general defense rating, not necessarily due to wearing of armor---is
|
||||
a factor too; also, some monsters are particularly
|
||||
vulnerable to certain types of weapons.
|
||||
|
||||
%.pg
|
||||
@@ -2432,8 +2434,9 @@ for `{\tt Q}' runs out.
|
||||
%.pg
|
||||
Some characters have the ability to fire a volley of multiple items in a
|
||||
single turn. Knowing how to load several rounds of ammunition at
|
||||
once---or hold several missiles in your hand---and still hit a
|
||||
target is not an easy task. Rangers are among those who are adept
|
||||
once---or hold several missiles in your hand---and
|
||||
still hit a target is not an easy task.
|
||||
Rangers are among those who are adept
|
||||
at this task, as are those with a high level of proficiency in the
|
||||
relevant weapon skill (in bow skill if you're wielding one to
|
||||
shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
|
||||
@@ -2508,9 +2511,11 @@ To wield two weapons, you need to use the ``{\tt \#twoweapon}'' command.
|
||||
But first you need to have a weapon in each hand.
|
||||
(Note that your two weapons are not fully equal; the one in the
|
||||
hand you normally wield with is considered primary and the other
|
||||
one is considered secondary. The most noticeable difference is
|
||||
after you stop---or before you begin, for that matter---wielding
|
||||
two weapons at once. The primary is your wielded weapon and the
|
||||
one is considered secondary.
|
||||
The most noticeable difference is after you
|
||||
stop---or before you begin, for that matter---wielding
|
||||
two weapons at once.
|
||||
The primary is your wielded weapon and the
|
||||
secondary is just an item in your inventory that's been designated
|
||||
as alternate weapon.)
|
||||
|
||||
@@ -2769,7 +2774,8 @@ The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
|
||||
%.pg
|
||||
Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read)
|
||||
command, they transfer to the reader the knowledge of a spell (and
|
||||
therefore eventually become unreadable)---unless the attempt backfires.
|
||||
therefore eventually become
|
||||
unreadable)---unless the attempt backfires.
|
||||
Reading a cursed spellbook or one with mystic runes beyond
|
||||
your ken can be harmful to your health!
|
||||
|
||||
@@ -2957,12 +2963,12 @@ Normally, if you have seen an object at a particular map location and
|
||||
move to another location where you can't directly see that object any
|
||||
more, it will continue to be displayed on your map.
|
||||
That remains the case even if it is not actually there any
|
||||
more---perhaps a monster has picked it up or it has rotted
|
||||
away---until you can see or feel that location again.
|
||||
more---perhaps a monster has picked it up or it has rotted away---until
|
||||
you can see or feel that location again.
|
||||
One notable exception is that if the object gets covered by the
|
||||
``remembered, unseen monster'' marker.
|
||||
When that marker is later removed
|
||||
after you've verified that no monster is there, you will forget that
|
||||
after you've verified that no monster is there, you will have forgotten that
|
||||
there was any object there regardless of whether the unseen monster
|
||||
actually took the object.
|
||||
If the object is still there, then once you see or feel that location
|
||||
@@ -4340,9 +4346,10 @@ The possible settings are:
|
||||
%.ei
|
||||
%.ed
|
||||
%.lp ""
|
||||
The area-filter tries to be slightly predictive -- if you're standing
|
||||
on a doorway, it will consider the area on the side of the door you
|
||||
were last moving towards.\\
|
||||
The area-filter tries to be slightly
|
||||
predictive---if
|
||||
you're standing on a doorway, it will consider the area on the side of
|
||||
the door you were last moving towards.\\
|
||||
%.lp ""
|
||||
Filtering can also be changed when getting a location with
|
||||
the ``getpos.filter'' key.
|
||||
@@ -4612,10 +4619,12 @@ ESC into a meta-shifted version of the second character (default off).
|
||||
This conversion is only done for commands, not for other input prompts.
|
||||
Note that typing one or more digits as a count prefix prior to a
|
||||
command---preceded by {\tt n} if the {\it number\verb+_+pad\/}
|
||||
option is set---is also subject to this conversion, so attempting to
|
||||
option is set---is
|
||||
also subject to this conversion, so attempting to
|
||||
abort the count by typing ESC will leave {\it NetHack\/} waiting for another
|
||||
character to complete the two character sequence. Type a second ESC to
|
||||
finish cancelling such a count. At other prompts a single ESC suffices.
|
||||
character to complete the two character sequence.
|
||||
Type a second ESC to finish cancelling such a count.
|
||||
At other prompts a single ESC suffices.
|
||||
%.lp
|
||||
\item[\ib{BIOS}]
|
||||
Use BIOS calls to update the screen display quickly and to read the keyboard
|
||||
|
||||
Reference in New Issue
Block a user