Guidebook.mn single quotes
Replace `C' and 'C' with \(oqC\(cq (open and close single quote).
For plain text output, the new form generates the first form. Most
single quotes were using that, but there was quite a bit of C-style
char quoting that was somewhat inconsisent.
There are several text changes too, mostly small. The few I can
remember are
replacing several ``#twoweapon'' with `X';
pets: change 'cat' to 'kitten' and mention that horses are
vegetartian where it claims that pets usually feed themselves;
NETHACKOPTIONS: add `bash' to the shells mentioned,
describe `NETHACKOPTIONS=@filename' better,
shorten the example (it's still too long for Guidebook.txt);
Configuring Status Hilites: expand the `behavior' descriptions
to mention the value limits for percentage and absolute, and
include post-3.6.1 '<=' and '>=' for them,
add omitted fields `hunger' and `title' to text match.
I also changed a bunch of examples in the option configuation section
from bold font to constant-width Roman which more closely resembles
the \tt font in TeX. Probably a whole bunch of other bold items
ought to follow suit.
Issues:
title for section 9.3 (NETHACKOPTIONS) is too close to the sample
config file at the end of section 9.2;
as mentioned above, the sample ``setenv NETHACKOPTIONS foo'' is
much too long for Guidebook.txt, and ``NETHACKOPTIONS=foo'' is
slightly too long; they're ok in Guidebook.ps (assuming default
page size);
does `WIZKIT=~/wizkit.txt' actually work? That's the example shown.
This commit is contained in:
1293
doc/Guidebook.mn
1293
doc/Guidebook.mn
File diff suppressed because it is too large
Load Diff
@@ -1149,8 +1149,9 @@ deciding whether to merge with the destination stack.
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\item[\tb{\#annotate}]
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Allows you to specify one line of text to associate with the current
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dungeon level. All levels with annotations are displayed by the
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``{\tt \#overview}'' command. Autocompletes. Default key is '{\tt M-A}',
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and '{\tt \^{}N}' if {\it number\verb+_+pad\/} is on.
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``{\tt \#overview}'' command. Autocompletes.
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Default key is '{\tt M-A}',
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and also '{\tt \^{}N}' if {\it number\verb+_+pad\/} is on.
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%.lp
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\item[\tb{\#apply}]
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Apply (use) a tool such as a pick-axe, a key, or a lamp.
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@@ -1165,7 +1166,7 @@ process. Confirmation is required.
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Show your attributes. Default key is '{\tt \^{}X}'.\\
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%.lp
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\item[\tb{\#autopickup}]
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Toggle the {\it autopickup\/} -option. Default key is '{\tt @}'.\\
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Toggle the {\it autopickup\/} option. Default key is '{\tt @}'.\\
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%.lp
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\item[\tb{\#call}]
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Call (name) a monster, or an object in inventory, on the floor,
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@@ -1223,7 +1224,9 @@ Force a lock. Autocompletes. Default key is '{\tt M-f}'.
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Show what type of thing a map symbol corresponds to. Default key is '{\tt ;}'.
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%.lp
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\item[\tb{\#help}]
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Show the help menu. Default key is '{\tt ?}', and '{\tt h}' if {\it number\verb+_+pad\/} is on.
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Show the help menu.
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Default key is '{\tt ?}',
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and also '{\tt h}' if {\it number\verb+_+pad\/} is on.
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%.lp
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\item[\tb{\#herecmdmenu}]
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Show a menu of possible actions in your current location.
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@@ -1241,10 +1244,14 @@ Inventory specific item types. Default key is '{\tt I}'.
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Invoke an object's special powers. Autocompletes. Default key is '{\tt M-i}'.
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%.lp
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\item[\tb{\#jump}]
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Jump to another location. Autocompletes. Default key is '{\tt M-j}', and '{\tt j}' if {\it number\verb+_+pad\/} is on.
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Jump to another location. Autocompletes.
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Default key is '{\tt M-j}',
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and also '{\tt j}' if {\it number\verb+_+pad\/} is on.
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%.lp
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\item[\tb{\#kick}]
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Kick something. Default key is '{\tt \^{}D}', and '{\tt k}' if {\it number\verb+_+pad\/} is on.
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Kick something.
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Default key is '{\tt \^{}D}',
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and also '{\tt k}' if {\it number\verb+_+pad\/} is on.
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%.lp
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\item[\tb{\#known}]
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Show what object types have been discovered.
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@@ -1270,7 +1277,8 @@ Look at what is here, under you. Default key is '{\tt :}'.
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\item[\tb{\#loot}]
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Loot a box or bag on the floor beneath you, or the saddle
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from a steed standing next to you. Autocompletes.
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Default key is '{\tt M-l}', and '{\tt l}' if {\it number\verb+_+pad\/} is on.
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Default key is '{\tt M-l}',
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and also '{\tt l}' if {\it number\verb+_+pad\/} is on.
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Precede with the `{\tt m}' prefix to skip containers at your location
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and go directly to removing a saddle.
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%.lp
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@@ -1279,8 +1287,10 @@ Use a monster's special ability (when polymorphed into monster form).
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Autocompletes. Default key is '{\tt M-m}'.
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%.lp
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\item[\tb{\#name}]
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Name a monster, an individual object, or a type of object. Same as `{\tt \#call}'.
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Autocompletes. Default keys are '{\tt N}', '{\tt M-n}', and '{\tt M-N}'.
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Name a monster, an individual object, or a type of object.
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Same as ``{\tt \#call}''.
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Autocompletes.
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Default keys are '{\tt N}', '{\tt M-n}', and '{\tt M-N}'.
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%.lp
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\item[\tb{\#offer}]
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Offer a sacrifice to the gods. Autocompletes. Default key is '{\tt M-o}'.\\
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@@ -1304,6 +1314,7 @@ If dungeon overview is chosen during end-of-game disclosure, every visited
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level will be included regardless of annotations. Autocompletes.
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Default keys are '{\tt \^{}O}', and '{\tt M-O}'.
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%.lp
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% DON'T PANIC!
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\item[\tb{\#panic}]
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Test the panic routine.
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Terminates the current game.
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@@ -1360,7 +1371,9 @@ Select ammunition for quiver. Default key is '{\tt Q}'.
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Read a scroll, a spellbook, or something else. Default key is '{\tt r}'.
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%.lp
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\item[\tb{\#redraw}]
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Redraw the screen. Default key is '{\tt \^{}R}', and '{\tt \^{}L}' if {\it number\verb+_+pad\/} is on.
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Redraw the screen.
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Default key is '{\tt \^{}R}',
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and also '{\tt \^{}L}' if {\it number\verb+_+pad\/} is on.
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%.lp
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\item[\tb{\#remove}]
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Remove an accessory (ring, amulet, etc). Default key is '{\tt R}'.
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@@ -1373,7 +1386,8 @@ Default key is '{\tt M-R}'.
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Rub a lamp or a stone. Autocompletes. Default key is '{\tt M-r}'.
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%.lp
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\item[\tb{\#save}]
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Save the game. Default key is '{\tt S}'.
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Save the game and exit the program.
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Default key is '{\tt S}'.
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%.lp
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\item[\tb{\#search}]
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Search for traps and secret doors around you. Default key is '{\tt s}'.
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@@ -1417,7 +1431,7 @@ Do a shell escape. Default key is '{\tt !}'.
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Sit down. Autocompletes. Default key is '{\tt M-s}'.
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%.lp
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\item[\tb{\#stats}]
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Show memory statistics.
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Show memory usage statistics.
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Autocompletes.
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Debug mode only.
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%.lp
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@@ -1457,25 +1471,29 @@ Autocompletes. Default key is '{\tt M-T}'.
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The `{\tt m}' prefix makes the command use a menu.
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%.lp
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\item[\tb{\#travel}]
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Travel to a specific location on the map. Default key is '{\tt _}'.
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Travel to a specific location on the map.
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Default key is '{\tt \verb+_+}'.
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Using the ``request menu'' prefix shows a menu of interesting targets in sight
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without asking to move the cursor. When picking a target with cursor and
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the {\it autodescribe\/}-option is on, the top line will show "(no travel path)" if
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without asking to move the cursor.
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When picking a target with cursor and the {\it autodescribe\/}
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option is on, the top line will show ``(no travel path)'' if
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your character does not know of a path to that location.
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%.lp
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\item[\tb{\#turn}]
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Turn undead away. Autocompletes. Default key is '{\tt M-t}'.
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%.lp
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\item[\tb{\#twoweapon}]
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Toggle two-weapon combat on or off. Autocompletes. Default keys are '{\tt X}',
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and '{\tt M-2}'.
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Toggle two-weapon combat on or off. Autocompletes.
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Default key is '{\tt X}',
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and also '{\tt M-2}' if {\it number\verb+_+pad\/} is off.
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%.lp ""
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Note that you must
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use suitable weapons for this type of combat, or it will
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be automatically turned off.
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%.lp
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\item[\tb{\#untrap}]
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Untrap something (trap, door, or chest). Default key is '{\tt M-u}', and '{\tt u}' if {\it number\verb+_+pad\/} is on.
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Untrap something (trap, door, or chest).
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Default key is '{\tt M-u}', and '{\tt u}' if {\it number\verb+_+pad\/} is on.
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%.lp ""
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In some circumstances it can also be used to rescue trapped monsters.
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%.lp
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@@ -1931,13 +1949,15 @@ but want to try fighting anyway, you can use the `F' command.
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\subsection*{Your pet}
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%.pg
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You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'),
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You start the game with a little dog (`{\tt d}'), kitten (`{\tt f}'),
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or pony (`{\tt u}'), which follows
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you about the dungeon and fights monsters with you. Like you, your
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pet needs food to survive. It usually feeds itself on fresh carrion
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and other meats. If you're worried about it or want to train it, you
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can feed it, too, by throwing it food. A properly trained pet can be
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very useful under certain circumstances.
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you about the dungeon and fights monsters with you.
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Like you, your pet needs food to survive.
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Dogs and cats usually feed themselves on fresh carrion and other meats;
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horses need vegetarian food which is harder to come by.
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If you're worried about your pet or want to train it, you
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can feed it, too, by throwing it food.
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A properly trained pet can be very useful under certain circumstances.
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%.pg
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Your pet also gains experience from killing monsters, and can grow
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@@ -2039,9 +2059,11 @@ will get slower and you'll burn calories faster, requiring food more frequently
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to cope with it. Eventually, you'll be so overloaded that you'll either have
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to discard some of what you're carrying or collapse under its weight.
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%.pg
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{\it NetHack\/} will tell you how badly you have loaded yourself. The symbols
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`Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
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displayed on the bottom line display to indicate your condition.
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{\it NetHack\/} will tell you how badly you have loaded yourself.
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If you are encumbered, one of the conditions
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``{\it Burdened\/}'', ``{\it Stressed\/}'', ``{\it Strained\/}'',
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``{\it Overtaxed\/}'' or ``{\it Overloaded\/}'' will be
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shown on the bottom line status display.
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%.pg
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When you pick up an object, it is assigned an inventory letter. Many
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@@ -2115,10 +2137,12 @@ be displayed even when that can be deduced from other attributes.
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%.pg
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Given a chance, most monsters in the Mazes of Menace will gratuitously try to
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kill you. You need weapons for self-defense (killing them first). Without a
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kill you.
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You need weapons for self-defense (killing them first).
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Without a
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weapon, you do only 1--2 hit points of damage (plus bonuses, if any).
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Monk characters are an exception; they normally do much more damage with
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bare hands than they do with weapons.
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Monk characters are an exception; they normally do more damage with
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bare (or gloved) hands than they do with weapons.
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%.pg
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There are wielded weapons, like maces and swords, and thrown weapons,
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@@ -2153,8 +2177,8 @@ weapon ready to use by setting things up with the `{\tt x}' command, which
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exchanges your primary (the one being wielded) and alternate weapons.
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And if you have proficiency in the ``two weapon combat'' skill, you
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may wield both weapons simultaneously as primary and secondary; use the
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``{\tt \#twoweapon}'' extended command to engage or disengage that. Only
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some types of characters (barbarians, for instance) have the necessary
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`{\tt X}' command to engage or disengage that.
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Only some types of characters (barbarians, for instance) have the necessary
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skill available. Even with that skill, using two weapons at once incurs
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a penalty in the chance to hit your target compared to using just one
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weapon at a time.
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@@ -2174,8 +2198,8 @@ in an appendix to {\it Unearthed Arcana}, an AD\&D supplement.
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%.pg
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The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw),
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`{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver),
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`{\tt x}' (exchange), ``{\tt \#twoweapon}'', and ``{\tt \#enhance}''
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`{\tt f}' (fire, an alternate way of throwing), `{\tt Q}' (quiver),
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`{\tt x}' (exchange), `{\tt X}' (twoweapon), and ``{\tt \#enhance}''
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(see below).
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%.hn 3
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@@ -2290,12 +2314,14 @@ as alternate weapon.)
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%.pg
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If your primary weapon is wielded but your off hand is empty or has
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the wrong weapon, use the sequence `{\tt x}', `{\tt w}', `{\tt x}' to first swap your
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the wrong weapon, use the sequence `{\tt x}', `{\tt w}', `{\tt x}' to
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first swap your
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primary into your off hand, wield whatever you want as secondary
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||||
weapon, then swap them both back into the intended hands.
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If your secondary or alternate weapon is correct but your primary
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one is not, simply use `{\tt w}' to wield the primary.
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Lastly, if neither hand holds the correct weapon, use `{\tt w}', `{\tt x}', `{\tt w}'
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Lastly, if neither hand holds the correct weapon,
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use `{\tt w}', `{\tt x}', `{\tt w}'
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to first wield the intended secondary, swap it to off hand, and then
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wield the primary.
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@@ -2309,8 +2335,9 @@ intend to be secondary, and then wield the one you want as primary
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which will push the first into secondary position.
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%.pg
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When in two-weapon combat mode, using the ``{\tt \#twoweapon}'' command
|
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toggles back to single-weapon mode. Throwing or dropping either of the
|
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When in two-weapon combat mode, using the `{\tt X}' command
|
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toggles back to single-weapon mode.
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||||
Throwing or dropping either of the
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||||
weapons or having one of them be stolen or destroyed will also make you
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revert to single-weapon combat.
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@@ -2993,7 +3020,7 @@ Here is a short example of config file contents:
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# Set your character's role, race, gender, and alignment.
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OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
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# Turn on autopickup, and set automatically picked up object types
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||||
# Turn on autopickup, set automatically picked up object types
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||||
OPTIONS=autopickup,pickup_types:$"=/!?+
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# Show colored text if possible
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OPTIONS=color
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@@ -3019,29 +3046,33 @@ the option name, a colon or equals sign, and then the value of the string.
|
||||
The value is terminated by the next comma or the end of string.
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||||
|
||||
%.pg
|
||||
For example, to set up an environment variable so that {\it autoquiver\/}
|
||||
For example, to set up an environment variable so that {\it color\/}
|
||||
is on, {\it autopickup\/} is off, the {\it name\/} is set to ``Blue Meanie'',
|
||||
and the {\it fruit\/} is set to ``papaya'', you would enter the command
|
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%.sd
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\begin{verbatim}
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setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
|
||||
setenv NETHACKOPTIONS "color,\!autopickup,name:Blue Meanie,fruit:papaya"
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||||
\end{verbatim}
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||||
%.ed
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||||
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||||
\nd in {\it csh}
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||||
(note the need to escape the ! since it's special to the shell), or
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||||
(note the need to escape the `!' since it's special to the shell), or
|
||||
%.sd
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||||
\begin{verbatim}
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||||
NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
|
||||
NETHACKOPTIONS="color,!autopickup,name:Blue Meanie,fruit:papaya"
|
||||
export NETHACKOPTIONS
|
||||
\end{verbatim}
|
||||
%.ed
|
||||
|
||||
\nd in {\it sh\/} or {\it ksh}.
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||||
\nd in {\it sh\/}, {\it ksh}, or {\it bash}.
|
||||
|
||||
%.pg
|
||||
NETHACKOPTIONS can also be set to the full name of a configuration file you
|
||||
want to use (possibly preceded by an `{\tt @}').
|
||||
Instead of a comma-separated list of options,
|
||||
NETHACKOPTIONS can be set to the full name of a configuration file you
|
||||
want to use.
|
||||
If that full name doesn't start with a slash, precede it with `{\tt @}'
|
||||
(at-sign) to let NetHack know that the rest is intended as a file name.
|
||||
If it does start with `{\tt /}', the at-sign is optional.
|
||||
|
||||
%.hn 2
|
||||
\subsection*{Customization options}
|
||||
@@ -3090,21 +3121,22 @@ See ``{\it pickup\verb+_+types\/}'' to refine the behavior.
|
||||
%.lp
|
||||
\item[\ib{autoquiver}]
|
||||
This option controls what happens when you attempt the `f' (fire)
|
||||
command with an empty quiver (or quiver sack or have nothing at the ready).
|
||||
command when nothing is quivered or readied (default false).
|
||||
When true, the computer will fill
|
||||
your quiver or quiver sack or make ready some suitable weapon. Note that it
|
||||
will not take
|
||||
your quiver or quiver sack or make ready some suitable weapon.
|
||||
Note that it will not take
|
||||
into account the blessed/cursed status, enchantment, damage, or
|
||||
quality of the weapon; you are free to manually fill your quiver or quiver sack
|
||||
or make ready
|
||||
with the `Q' command instead. If no weapon is found or the option is
|
||||
false, the `t' (throw) command is executed instead. Persistent. (default false)
|
||||
quality of the weapon; you are free to manually fill your quiver
|
||||
or quiver sack or make ready
|
||||
with the `Q' command instead.
|
||||
If no weapon is found or the option is
|
||||
false, the `t' (throw) command is executed instead. Persistent.
|
||||
%.lp
|
||||
\item[\ib{blind}]
|
||||
Start the character permanently blind. Persistent. (default false)
|
||||
Start the character permanently blind (default false). Persistent.
|
||||
%.lp
|
||||
\item[\ib{bones}]
|
||||
Allow saving and loading bones files. Persistent. (default true)
|
||||
Allow saving and loading bones files (default true). Persistent.
|
||||
%.lp
|
||||
\item[\ib{boulder}]
|
||||
Set the character used to display boulders (default is the ``large rock''
|
||||
@@ -3303,8 +3335,9 @@ Show corridor squares seen by night vision or a light source held by your
|
||||
character as lit (default off). Persistent.
|
||||
%.lp
|
||||
\item[\ib{lootabc}]
|
||||
Use the old `{\tt a}', `{\tt b}', and `{\tt c}' keyboard shortcuts when
|
||||
looting, rather than the mnemonics `{\tt o}', `{\tt i}', and `{\tt b}' (default off).
|
||||
When using a menu to interact with a container,
|
||||
use the old `{\tt a}', `{\tt b}', and `{\tt c}' keyboard shortcuts
|
||||
rather than the mnemonics `{\tt o}', `{\tt i}', and `{\tt b}' (default off).
|
||||
Persistent.
|
||||
%.lp
|
||||
\item[\ib{mail}]
|
||||
@@ -3406,8 +3439,9 @@ Prompt for new form whenever any monster changes shape (default off).
|
||||
Debug mode only.
|
||||
%.lp
|
||||
\item[\ib{msghistory}]
|
||||
The number of top line messages to save (and recall with `{\tt \^{}P}')
|
||||
(default 20). Cannot be set with the `{\tt O}' command.
|
||||
The number of top line messages to save (and be able to recall
|
||||
with `{\tt \^{}P}') (default 20).
|
||||
Cannot be set with the `{\tt O}' command.
|
||||
%.lp
|
||||
\item[\ib{msg\verb+_+window}]
|
||||
Allows you to change the way recalled messages are displayed.
|
||||
@@ -4522,32 +4556,49 @@ percentage or absolute number threshold, or a text to match against.
|
||||
\blist{}
|
||||
%.lp "*"
|
||||
\item{\bb{}}
|
||||
"always" will set the default attributes for that field.
|
||||
``{\tt always}'' will set the default attributes for that field.
|
||||
%.lp "*"
|
||||
\item{\bb{}}
|
||||
"up" and "down" set the field attributes for when the field
|
||||
``{\tt up}'' and ``(\tt down}'' set the field attributes for when the field
|
||||
value changes upwards or downwards. This attribute times out after
|
||||
statushilites turns.
|
||||
{\tt statushilites} turns.
|
||||
%.lp "*"
|
||||
\item{\bb{}}
|
||||
"changed" sets the field attribute for when the field value
|
||||
changes. This attribute times out after statushilites turns.
|
||||
``{\tt changed}'' sets the field attribute for when the field value
|
||||
changes. This attribute times out after {\tt statushilites} turns.
|
||||
(If a field has both a ``changed'' rule and an ``up'' or ``down''
|
||||
rule which matches a change in the field's value,
|
||||
the ``up'' or ``down'' one takes precedence.)
|
||||
%.lp "*"
|
||||
\item{\bb{}}
|
||||
percentage sets the field attribute when the field value
|
||||
matches the percentage. If the percentage is prefixed with `{\tt <}'
|
||||
or `{\tt >}', it also matches when value is below or above the percentage.
|
||||
Only valid for `power' and `hitpoints' fields.
|
||||
matches the percentage.
|
||||
It is specified as a number between 0 and 100, followed by `{\tt \%}'
|
||||
(percent sign).
|
||||
If the percentage is prefixed with `{\tt <=}' or `{\tt >=}',
|
||||
it also matches when value is below or above the percentage.
|
||||
Use prefix `{\tt <}' or `{\tt >}' to match when strictly below or above.
|
||||
(The numeric limit is relaxed slightly for those: {\tt >-1\%}
|
||||
and {\tt <101\%} are allowed.)
|
||||
Only valid for ``{\it power\/}'' and ``{\it hitpoints\/}'' fields.
|
||||
%.lp "*"
|
||||
\item{\bb{}}
|
||||
absolute value sets the attribute when the field value
|
||||
matches that number. If the number is prefixed with `{\tt <}'
|
||||
or `{\tt >}', it also matches when value is below or above.
|
||||
matches that number.
|
||||
The number must be 0 or higher, except for ``{\it armor-class\/} which
|
||||
allows negative values.
|
||||
If the number is prefixed with `{\tt <=}' or `{\tt >=}',
|
||||
it also matches when value is below or above.
|
||||
If the prefix is `{\tt <}' or `{\tt >}', only match when strictly
|
||||
above or below.
|
||||
%.lp "*"
|
||||
\item{\bb{}}
|
||||
text match sets the attribute when the field value
|
||||
matches the text. Text matches can only be used for `alignment',
|
||||
`carrying-capacity', and `dungeon-level'.
|
||||
text match sets the attribute when the field value matches the text.
|
||||
Text matches can only be used for ``{\it alignment\/}'',
|
||||
``{\it carrying-capacity\/}'', ``{\it hunger\/}'', ``{\it dungeon-level\/}'',
|
||||
and ``{\it title\/}''.
|
||||
For title, only the role's rank title
|
||||
is tested; the character's name is ignored.
|
||||
%.ei
|
||||
\elist
|
||||
|
||||
@@ -5228,7 +5279,7 @@ casting system with the Wizard Patch.
|
||||
%.pg
|
||||
\medskip
|
||||
{\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
|
||||
to produce {\it Slash'em\/}, and
|
||||
to produce {\it Slash'EM\/}, and
|
||||
with the help of {\it Kevin Hugo}, added more features.
|
||||
Kevin later joined the
|
||||
DevTeam and incorporated the best of these ideas into {\it NetHack\/} 3.3.
|
||||
|
||||
Reference in New Issue
Block a user