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:
PatR
2018-10-17 05:22:36 -07:00
parent ebc89522ae
commit 4cd983cb6f
2 changed files with 875 additions and 615 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -1149,8 +1149,9 @@ deciding whether to merge with the destination stack.
\item[\tb{\#annotate}]
Allows you to specify one line of text to associate with the current
dungeon level. All levels with annotations are displayed by the
``{\tt \#overview}'' command. Autocompletes. Default key is '{\tt M-A}',
and '{\tt \^{}N}' if {\it number\verb+_+pad\/} is on.
``{\tt \#overview}'' command. Autocompletes.
Default key is '{\tt M-A}',
and also '{\tt \^{}N}' if {\it number\verb+_+pad\/} is on.
%.lp
\item[\tb{\#apply}]
Apply (use) a tool such as a pick-axe, a key, or a lamp.
@@ -1165,7 +1166,7 @@ process. Confirmation is required.
Show your attributes. Default key is '{\tt \^{}X}'.\\
%.lp
\item[\tb{\#autopickup}]
Toggle the {\it autopickup\/} -option. Default key is '{\tt @}'.\\
Toggle the {\it autopickup\/} option. Default key is '{\tt @}'.\\
%.lp
\item[\tb{\#call}]
Call (name) a monster, or an object in inventory, on the floor,
@@ -1223,7 +1224,9 @@ Force a lock. Autocompletes. Default key is '{\tt M-f}'.
Show what type of thing a map symbol corresponds to. Default key is '{\tt ;}'.
%.lp
\item[\tb{\#help}]
Show the help menu. Default key is '{\tt ?}', and '{\tt h}' if {\it number\verb+_+pad\/} is on.
Show the help menu.
Default key is '{\tt ?}',
and also '{\tt h}' if {\it number\verb+_+pad\/} is on.
%.lp
\item[\tb{\#herecmdmenu}]
Show a menu of possible actions in your current location.
@@ -1241,10 +1244,14 @@ Inventory specific item types. Default key is '{\tt I}'.
Invoke an object's special powers. Autocompletes. Default key is '{\tt M-i}'.
%.lp
\item[\tb{\#jump}]
Jump to another location. Autocompletes. Default key is '{\tt M-j}', and '{\tt j}' if {\it number\verb+_+pad\/} is on.
Jump to another location. Autocompletes.
Default key is '{\tt M-j}',
and also '{\tt j}' if {\it number\verb+_+pad\/} is on.
%.lp
\item[\tb{\#kick}]
Kick something. Default key is '{\tt \^{}D}', and '{\tt k}' if {\it number\verb+_+pad\/} is on.
Kick something.
Default key is '{\tt \^{}D}',
and also '{\tt k}' if {\it number\verb+_+pad\/} is on.
%.lp
\item[\tb{\#known}]
Show what object types have been discovered.
@@ -1270,7 +1277,8 @@ Look at what is here, under you. Default key is '{\tt :}'.
\item[\tb{\#loot}]
Loot a box or bag on the floor beneath you, or the saddle
from a steed standing next to you. Autocompletes.
Default key is '{\tt M-l}', and '{\tt l}' if {\it number\verb+_+pad\/} is on.
Default key is '{\tt M-l}',
and also '{\tt l}' if {\it number\verb+_+pad\/} is on.
Precede with the `{\tt m}' prefix to skip containers at your location
and go directly to removing a saddle.
%.lp
@@ -1279,8 +1287,10 @@ Use a monster's special ability (when polymorphed into monster form).
Autocompletes. Default key is '{\tt M-m}'.
%.lp
\item[\tb{\#name}]
Name a monster, an individual object, or a type of object. Same as `{\tt \#call}'.
Autocompletes. Default keys are '{\tt N}', '{\tt M-n}', and '{\tt M-N}'.
Name a monster, an individual object, or a type of object.
Same as ``{\tt \#call}''.
Autocompletes.
Default keys are '{\tt N}', '{\tt M-n}', and '{\tt M-N}'.
%.lp
\item[\tb{\#offer}]
Offer a sacrifice to the gods. Autocompletes. Default key is '{\tt M-o}'.\\
@@ -1304,6 +1314,7 @@ If dungeon overview is chosen during end-of-game disclosure, every visited
level will be included regardless of annotations. Autocompletes.
Default keys are '{\tt \^{}O}', and '{\tt M-O}'.
%.lp
% DON'T PANIC!
\item[\tb{\#panic}]
Test the panic routine.
Terminates the current game.
@@ -1360,7 +1371,9 @@ Select ammunition for quiver. Default key is '{\tt Q}'.
Read a scroll, a spellbook, or something else. Default key is '{\tt r}'.
%.lp
\item[\tb{\#redraw}]
Redraw the screen. Default key is '{\tt \^{}R}', and '{\tt \^{}L}' if {\it number\verb+_+pad\/} is on.
Redraw the screen.
Default key is '{\tt \^{}R}',
and also '{\tt \^{}L}' if {\it number\verb+_+pad\/} is on.
%.lp
\item[\tb{\#remove}]
Remove an accessory (ring, amulet, etc). Default key is '{\tt R}'.
@@ -1373,7 +1386,8 @@ Default key is '{\tt M-R}'.
Rub a lamp or a stone. Autocompletes. Default key is '{\tt M-r}'.
%.lp
\item[\tb{\#save}]
Save the game. Default key is '{\tt S}'.
Save the game and exit the program.
Default key is '{\tt S}'.
%.lp
\item[\tb{\#search}]
Search for traps and secret doors around you. Default key is '{\tt s}'.
@@ -1417,7 +1431,7 @@ Do a shell escape. Default key is '{\tt !}'.
Sit down. Autocompletes. Default key is '{\tt M-s}'.
%.lp
\item[\tb{\#stats}]
Show memory statistics.
Show memory usage statistics.
Autocompletes.
Debug mode only.
%.lp
@@ -1457,25 +1471,29 @@ Autocompletes. Default key is '{\tt M-T}'.
The `{\tt m}' prefix makes the command use a menu.
%.lp
\item[\tb{\#travel}]
Travel to a specific location on the map. Default key is '{\tt _}'.
Travel to a specific location on the map.
Default key is '{\tt \verb+_+}'.
Using the ``request menu'' prefix shows a menu of interesting targets in sight
without asking to move the cursor. When picking a target with cursor and
the {\it autodescribe\/}-option is on, the top line will show "(no travel path)" if
without asking to move the cursor.
When picking a target with cursor and the {\it autodescribe\/}
option is on, the top line will show ``(no travel path)'' if
your character does not know of a path to that location.
%.lp
\item[\tb{\#turn}]
Turn undead away. Autocompletes. Default key is '{\tt M-t}'.
%.lp
\item[\tb{\#twoweapon}]
Toggle two-weapon combat on or off. Autocompletes. Default keys are '{\tt X}',
and '{\tt M-2}'.
Toggle two-weapon combat on or off. Autocompletes.
Default key is '{\tt X}',
and also '{\tt M-2}' if {\it number\verb+_+pad\/} is off.
%.lp ""
Note that you must
use suitable weapons for this type of combat, or it will
be automatically turned off.
%.lp
\item[\tb{\#untrap}]
Untrap something (trap, door, or chest). Default key is '{\tt M-u}', and '{\tt u}' if {\it number\verb+_+pad\/} is on.
Untrap something (trap, door, or chest).
Default key is '{\tt M-u}', and '{\tt u}' if {\it number\verb+_+pad\/} is on.
%.lp ""
In some circumstances it can also be used to rescue trapped monsters.
%.lp
@@ -1931,13 +1949,15 @@ but want to try fighting anyway, you can use the `F' command.
\subsection*{Your pet}
%.pg
You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'),
You start the game with a little dog (`{\tt d}'), kitten (`{\tt f}'),
or pony (`{\tt u}'), which follows
you about the dungeon and fights monsters with you. Like you, your
pet needs food to survive. It usually feeds itself on fresh carrion
and other meats. If you're worried about it or want to train it, you
can feed it, too, by throwing it food. A properly trained pet can be
very useful under certain circumstances.
you about the dungeon and fights monsters with you.
Like you, your pet needs food to survive.
Dogs and cats usually feed themselves on fresh carrion and other meats;
horses need vegetarian food which is harder to come by.
If you're worried about your pet or want to train it, you
can feed it, too, by throwing it food.
A properly trained pet can be very useful under certain circumstances.
%.pg
Your pet also gains experience from killing monsters, and can grow
@@ -2039,9 +2059,11 @@ will get slower and you'll burn calories faster, requiring food more frequently
to cope with it. Eventually, you'll be so overloaded that you'll either have
to discard some of what you're carrying or collapse under its weight.
%.pg
{\it NetHack\/} will tell you how badly you have loaded yourself. The symbols
`Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
displayed on the bottom line display to indicate your condition.
{\it NetHack\/} will tell you how badly you have loaded yourself.
If you are encumbered, one of the conditions
``{\it Burdened\/}'', ``{\it Stressed\/}'', ``{\it Strained\/}'',
``{\it Overtaxed\/}'' or ``{\it Overloaded\/}'' will be
shown on the bottom line status display.
%.pg
When you pick up an object, it is assigned an inventory letter. Many
@@ -2115,10 +2137,12 @@ be displayed even when that can be deduced from other attributes.
%.pg
Given a chance, most monsters in the Mazes of Menace will gratuitously try to
kill you. You need weapons for self-defense (killing them first). Without a
kill you.
You need weapons for self-defense (killing them first).
Without a
weapon, you do only 1--2 hit points of damage (plus bonuses, if any).
Monk characters are an exception; they normally do much more damage with
bare hands than they do with weapons.
Monk characters are an exception; they normally do more damage with
bare (or gloved) hands than they do with weapons.
%.pg
There are wielded weapons, like maces and swords, and thrown weapons,
@@ -2153,8 +2177,8 @@ weapon ready to use by setting things up with the `{\tt x}' command, which
exchanges your primary (the one being wielded) and alternate weapons.
And if you have proficiency in the ``two weapon combat'' skill, you
may wield both weapons simultaneously as primary and secondary; use the
``{\tt \#twoweapon}'' extended command to engage or disengage that. Only
some types of characters (barbarians, for instance) have the necessary
`{\tt X}' command to engage or disengage that.
Only some types of characters (barbarians, for instance) have the necessary
skill available. Even with that skill, using two weapons at once incurs
a penalty in the chance to hit your target compared to using just one
weapon at a time.
@@ -2174,8 +2198,8 @@ in an appendix to {\it Unearthed Arcana}, an AD\&D supplement.
%.pg
The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw),
`{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver),
`{\tt x}' (exchange), ``{\tt \#twoweapon}'', and ``{\tt \#enhance}''
`{\tt f}' (fire, an alternate way of throwing), `{\tt Q}' (quiver),
`{\tt x}' (exchange), `{\tt X}' (twoweapon), and ``{\tt \#enhance}''
(see below).
%.hn 3
@@ -2290,12 +2314,14 @@ as alternate weapon.)
%.pg
If your primary weapon is wielded but your off hand is empty or has
the wrong weapon, use the sequence `{\tt x}', `{\tt w}', `{\tt x}' to first swap your
the wrong weapon, use the sequence `{\tt x}', `{\tt w}', `{\tt x}' to
first swap your
primary into your off hand, wield whatever you want as secondary
weapon, then swap them both back into the intended hands.
If your secondary or alternate weapon is correct but your primary
one is not, simply use `{\tt w}' to wield the primary.
Lastly, if neither hand holds the correct weapon, use `{\tt w}', `{\tt x}', `{\tt w}'
Lastly, if neither hand holds the correct weapon,
use `{\tt w}', `{\tt x}', `{\tt w}'
to first wield the intended secondary, swap it to off hand, and then
wield the primary.
@@ -2309,8 +2335,9 @@ intend to be secondary, and then wield the one you want as primary
which will push the first into secondary position.
%.pg
When in two-weapon combat mode, using the ``{\tt \#twoweapon}'' command
toggles back to single-weapon mode. Throwing or dropping either of the
When in two-weapon combat mode, using the `{\tt X}' command
toggles back to single-weapon mode.
Throwing or dropping either of the
weapons or having one of them be stolen or destroyed will also make you
revert to single-weapon combat.
@@ -2993,7 +3020,7 @@ Here is a short example of config file contents:
# Set your character's role, race, gender, and alignment.
OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
# Turn on autopickup, and set automatically picked up object types
# Turn on autopickup, set automatically picked up object types
OPTIONS=autopickup,pickup_types:$"=/!?+
# Show colored text if possible
OPTIONS=color
@@ -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.
%.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
%.sd
\begin{verbatim}
setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
setenv NETHACKOPTIONS "color,\!autopickup,name:Blue Meanie,fruit:papaya"
\end{verbatim}
%.ed
\nd in {\it csh}
(note the need to escape the ! since it's special to the shell), or
(note the need to escape the `!' since it's special to the shell), or
%.sd
\begin{verbatim}
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}.
\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.