expanded feedback for "in quiver" (trunk only)
Replace quiver with quiver/quiver pouch/at the ready as appropriate.
This commit is contained in:
@@ -540,7 +540,8 @@ E- - write in the dust with your fingers.
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.ei
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.ed
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.lp f
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Fire one of the objects placed in your quiver. You may select
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Fire one of the objects placed in your quiver (or quiver sack, or that you
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have at the ready). You may select
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ammunition with a previous `Q' command, or let the computer pick
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something appropriate if
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.op autoquiver
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@@ -578,7 +579,9 @@ The behavior can be varied via the msg_window option.
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.lp q
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Quaff (drink) something (potion, water, etc).
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.lp Q
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Select an object for your quiver. You can then throw this using
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Select an object for your quiver, quiver sack, or just generally at
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the ready (only one of these is available at a time). You can then throw
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this (or one of these) using
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the `f' command. (In versions prior to 3.3 this was the command to quit
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the game, which has now been moved to `#quit'.)
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.lp r
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@@ -1179,7 +1182,8 @@ have to specify which item to throw each time you use `f'. There is
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also an option,
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.op autoquiver,
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which has NetHack choose another item to automatically fill your
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quiver when the inventory slot used for `Q' runs out.
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quiver (or quiver sack, or have at the ready) when the inventory slot used
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for `Q' runs out.
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.pg
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Some characters have the ability to fire a volley of multiple items in a
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single turn. Knowing how to load several rounds of ammunition at
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@@ -1709,11 +1713,14 @@ See
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to refine the behavior.
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.lp "autoquiver "
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This option controls what happens when you attempt the `f' (fire)
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command with an empty quiver. When true, the computer will fill
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your quiver with some suitable weapon. Note that it will not take
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command with an empty quiver (or quiver sack or have nothing at the ready).
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When true, the computer will fill
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your quiver or quiver sack or make ready some suitable weapon. Note that it
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will not take
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into account the blessed/cursed status, enchantment, damage, or
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quality of the weapon; you are free to manually fill your quiver with
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the `Q' command instead. If no weapon is found or the option is
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quality of the weapon; you are free to manually fill your quiver or quiver sack
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or make ready
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with the `Q' command instead. If no weapon is found or the option is
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false, the `t' (throw) command is executed instead. (default false)
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.lp boulder
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Set the character used to display boulders (default is rock class symbol).
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@@ -33,7 +33,7 @@
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\begin{document}
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%
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% input file: guidebook.mn
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% $Revision: 1.106 $ $Date: 2007/05/25 02:02:43 $
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% $Revision: 1.107 $ $Date: 2007/05/26 02:36:38 $
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%
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%.ds h0 "
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%.ds h1 %.ds h2 \%
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@@ -726,7 +726,8 @@ of the game, so your version might not have it.)\\
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%.ed
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%.Ip
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\item[\tb{f}]
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Fire one of the objects placed in your quiver. You may select
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Fire one of the objects placed in your quiver (or quiver sack, or that you
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have at the ready). You may select
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ammunition with a previous `{\tt Q}' command, or let the computer pick
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something appropriate if {\it autoquiver\/} is true.
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%.lp
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@@ -771,7 +772,9 @@ The behavior can be varied via the msg_window option.
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Quaff (drink) something (potion, water, etc).
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%.lp
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\item[\tb{Q}]
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Select an object for your quiver. You can then throw this using
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Select an object for your quiver, quiver sack, or just generally at
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the ready (only one of these is available at a time). You can then throw
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this (or one of these) using
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the `f' command. (In versions prior to 3.3 this was the command to quit
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the game, which has now been moved to `{\tt \#quit}'.)
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%.lp
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@@ -1529,7 +1532,8 @@ have to specify which item to throw each time you use `{\tt f}'. There is
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also an option,
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{\it autoquiver},
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which has {\it NetHack\/} choose another item to automatically fill your
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quiver when the inventory slot used for `{\tt Q}' runs out.
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quiver (or quiver sack, or have at the ready) when the inventory slot used
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for `{\tt Q}' runs out.
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%.pg
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Some characters have the ability to fire a volley of multiple items in a
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@@ -2153,11 +2157,14 @@ See ``{\it pickup\_types\/}'' to refine the behavior.
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%.lp
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\item[\ib{autoquiver}]
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This option controls what happens when you attempt the `f' (fire)
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command with an empty quiver. When true, the computer will fill
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your quiver with some suitable weapon. Note that it will not take
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command with an empty quiver (or quiver sack or have nothing at the ready).
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When true, the computer will fill
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your quiver or quiver sack or make ready some suitable weapon. Note that it
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will not take
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into account the blessed/cursed status, enchantment, damage, or
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quality of the weapon; you are free to manually fill your quiver with
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the `Q' command instead. If no weapon is found or the option is
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quality of the weapon; you are free to manually fill your quiver or quiver sack
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or make ready
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with the `Q' command instead. If no weapon is found or the option is
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false, the `t' (throw) command is executed instead. (default false)
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%.lp
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\item[\ib{boulder}]
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32
src/objnam.c
32
src/objnam.c
@@ -877,7 +877,37 @@ ring:
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else
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Strcat(bp, " (alternate weapon; not wielded)");
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}
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if(obj->owornmask & W_QUIVER) Strcat(bp, " (in quiver)");
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if(obj->owornmask & W_QUIVER){
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switch(obj->oclass){
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case WEAPON_CLASS:
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if(is_ammo(obj)){
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if(objects[obj->otyp].oc_skill == -P_BOW){
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/* Ammo for a bow */
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Strcat(bp, " (in quiver)");
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break;
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} else {
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/* Ammo not for a bow */
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Strcat(bp, " (in quiver pouch)");
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break;
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}
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} else {
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/* Weapons not considered ammo */
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Strcat(bp, " (at the ready)");
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break;
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}
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/* Small things and ammo not for a bow */
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case RING_CLASS:
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case AMULET_CLASS:
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case WAND_CLASS:
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case COIN_CLASS:
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case GEM_CLASS:
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Strcat(bp, " (in quiver pouch)");
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break;
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default: /* odd things */
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Strcat(bp, " (at the ready)");
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}
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}
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if (!iflags.suppress_price && is_unpaid(obj)) {
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long quotedprice = unpaid_cost(obj, TRUE);
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