Merge remote-tracking branch 'origin/NetHack-3.6.0'
This commit is contained in:
219
dat/opthelp
219
dat/opthelp
@@ -6,8 +6,8 @@ autodescribe describe the terrain under cursor [FALSE]
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autodig dig if moving and wielding digging tool [FALSE]
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autoopen walking into a door attempts to open it [TRUE]
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autopickup automatically pick up objects you move over [TRUE]
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autoquiver when firing with an empty quiver, select some
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suitable inventory weapon to fill the quiver [FALSE]
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autoquiver when firing with an empty quiver, select some [FALSE]
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suitable inventory weapon to fill the quiver
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BIOS allow the use of IBM ROM BIOS calls [FALSE]
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cmdassist give help for errors on direction & other commands [TRUE]
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confirm ask before hitting tame or peaceful monsters [TRUE]
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@@ -15,6 +15,8 @@ DECgraphics use DEC/VT line-drawing characters for the dungeon [FALSE]
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eight_bit_tty send 8-bit characters straight to terminal [FALSE]
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extmenu use a menu for selecting extended commands (#) [FALSE]
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fixinv try to retain the same letter for the same object [TRUE]
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goldX when filtering objects by bless/curse state, [FALSE]
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whether to classify gold as X (unknown) or U (uncursed)
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help print all available info when using the / command [TRUE]
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IBMgraphics use IBM extended characters for the dungeon [FALSE]
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ignintr ignore interrupt signal, including breaks [FALSE]
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@@ -29,8 +31,8 @@ null allow nulls to be sent to your terminal [TRUE]
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delay code) if moving objects seem to teleport across rooms
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perm_invent keep inventory in a permanent window [FALSE]
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pickup_thrown override pickup_types for thrown objects [TRUE]
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pushweapon when wielding a new weapon, put your previously
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wielded weapon into the secondary weapon slot [FALSE]
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pushweapon when wielding a new weapon, put your previously [FALSE]
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wielded weapon into the secondary weapon slot
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rawio allow the use of raw I/O [FALSE]
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rest_on_space count the space bar as a rest character [FALSE]
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safe_pet prevent you from (knowingly) attacking your pet(s) [TRUE]
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@@ -54,43 +56,41 @@ use_inverse display detected monsters in highlighted manner [FALSE]
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verbose print more commentary during the game [TRUE]
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There are further boolean options controlled by compilation flags.
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Boolean option if INSURANCE was set at compile time:
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checkpoint save game state after each level change, for possible [TRUE]
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recovery after program crash
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checkpoint save game state after each level change, for [TRUE]
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possible recovery after program crash
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Boolean option if NEWS was set at compile time:
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news print any news from game administrator on startup [TRUE]
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news print any news from game administrator on startup [TRUE]
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Boolean option if MFLOPPY was set at compile time:
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checkspace check free disk space before writing files to disk [TRUE]
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checkspace check free disk space before writing files to disk [TRUE]
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Boolean option if SCORE_ON_BOTL was set at compile time:
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showscore display your approximate accumulated score [FALSE]
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showscore display your approximate accumulated score [FALSE]
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Boolean options if TEXTCOLOR was set at compile time:
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color use different colors for objects on screen [TRUE for micros]
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hilite_pet display pets in a highlighted manner [FALSE]
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color use different colors for objects on screen [TRUE for micros]
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hilite_pet display pets in a highlighted manner [FALSE]
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Boolean option if TIMED_DELAY was set at compile time (tty interface only):
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timed_delay on unix and VMS, use a timer instead of sending
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timed_delay on unix and VMS, use a timer instead of sending [TRUE]
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extra screen output when attempting to pause for
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display effect. on MSDOS without the termcap
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lib, whether or not to pause for visual effect. [TRUE]
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lib, whether or not to pause for visual effect.
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Boolean option for Amiga, or for others if ALTMETA was set at compile time:
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altmeta For Amiga, treat Alt+key as Meta+key. [TRUE]
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altmeta For unix and VMS, treat two character sequence
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"ESC c" as M-c (Meta+c, 8th bit set) when nethack
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obtains a command from player's keyboard. [FALSE]
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"ESC c" as M-c (Meta+c, 8th bit set) when nethack [FALSE]
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obtains a command from player's keyboard.
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Boolean option if USE_TILES was set at compile time (MSDOS protected mode only):
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preload_tiles control whether tiles get pre-loaded into RAM at the
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start of the game. Doing so enhances performance
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of the tile graphics, but uses more memory. [TRUE]
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preload_tiles control whether tiles get pre-loaded into RAM at [TRUE]
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the start of the game. Doing so enhances performance
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of the tile graphics, but uses more memory.
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Any Boolean option can be negated by prefixing it with a '!' or 'no'.
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@@ -99,34 +99,45 @@ Compound options are written as option_name:option_value.
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Compound options which can be set during the game are:
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boulder override the default boulder symbol with another default: [`]
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disclose the types of information you want offered at the end of the
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game [ni na nv ng nc no]
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fruit the name of a fruit you enjoy eating [slime mold]
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boulder override the default boulder symbol [`]
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disclose the types of information you want [ni na nv ng nc no]
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offered at the end of the game
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(space separated list of two-character values;
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prefix: '+' always disclose, '-' never disclose,
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'n' prompt with default "no", 'y' prompt with default "yes",
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'a' prompt to select sorting order (for suffix 'v' only);
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suffix: 'i' inventory, 'a' attributes, 'v' vanquished
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monsters, 'g' genocided and extinct monsters, 'c' conduct,
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'o' dungeon overview)
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fruit the name of a fruit you enjoy eating [slime mold]
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(basically a whimsy which NetHack uses from time to time).
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menustyle user interface for selection of multiple objects:
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menustyle user interface for selection of multiple objects: [Full]
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Traditional -- prompt for classes of interest, then
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prompt item-by-item for those classes;
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Combination -- prompt for classes of interest, then
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use a menu for choosing items;
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Full -- menu for classes of interest, then item menu;
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Partial -- skip class filtering, use menu of all items;
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only the first letter ('T','C','P','F') matters; 'N' (None)
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is a synonym for 'T', as is boolean style negation [Full]
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number_pad alphabetic versus numeric control over movement:
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only the first letter ('T','C','F','P') matters
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(With Traditional, many actions allow pseudo-class 'm' to
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request a menu for choosing items: one-shot Combination.)
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number_pad alphabetic versus numeric control over movement: [0]
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0 -- traditional hjkl + yubn movement (default);
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1 -- digits control movement, for use with numeric keypad;
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2 -- same as 1, but '5' works as 'g' prefix rather than 'G';
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3 -- numeric for phone keypad (1,2,3 above, 7,8,9 below);
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4 -- phone keypad (3) combined with MSDOS compatibility (2);
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-1 -- alphabetic movement but 'z' swapped with 'y'. [0]
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packorder a list of default symbols for kinds of objects that gives the
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order in which your pack will be displayed [")[%?+!=/(*`0_]
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4 -- phone keypad (3) combined with '5' preference (2);
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-1 -- alphabetic movement but 'z' swapped with 'y'.
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Setting number_pad (to a positive value) affects how all
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digit keys are handled, not just those on numeric keypad.
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packorder a list of default symbols for kinds of [")[%?+!=/(*`0_]
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objects that gives the order in which your inventory (and
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some other things) gets shown if the 'sortpack' option is on
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(If you specify only some kinds of items, the others from the
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default order will be appended to the end.)
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paranoid_confirmation space separated list of situations where alternate
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prompting is desired [paranoid_confirmation:pray]
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Confirm -- when requiring yes, also require no to reject
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paranoid_confirmation space separated list [paranoid_confirmation:pray]
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of situations where alternate prompting is desired
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Confirm -- when requiring "yes", also require "no" to reject
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quit -- yes vs y to confirm quitting or to enter explore mode
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die -- yes vs y to confirm dying (for explore or debug mode)
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bones -- yes vs y to confirm saving bones data in debug mode
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@@ -134,87 +145,109 @@ paranoid_confirmation space separated list of situations where alternate
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pray -- y to confirm an attempt to pray; on by default
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Remove -- always pick from inventory for 'R' and 'T' even when
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wearing just one applicable item to remove or take off
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pickup_burden when you pick up an item that exceeds this encumberance
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pickup_burden when you pick up an item that exceeds this encumberance [S]
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level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
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or overLoaded), you will be asked if you want to continue. [S]
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pickup_types a list of default symbols for kinds of objects to autopickup
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when that option is on [all]
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pile_limit for feedback when walking across floor objects, threshold at
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which "there are many objects here" is displayed instead of
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listing the objects. (0 means "always list objects.") [5]
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runmode controls how often the map window is updated when performing
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or overLoaded), you will be asked if you want to continue.
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pickup_types a list of default symbols for kinds of objects to []
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autopickup when that option is on; empty list means "all"
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pile_limit for feedback when walking across floor objects, [5]
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threshold at which "there are objects here" is displayed
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instead of listing them. (0 means "always list objects.")
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runmode controls how often the map window is updated for [run]
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multi-step movement (various running modes or travel command):
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teleport -- don't update map until movement stops;
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run -- periodically update map (interval is seven steps);
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walk -- update map after every step;
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crawl -- like walk, but delay after making each step.
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(This only affects screen display, not actual movement.) [run]
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scores the parts of the score list you wish to see when the game ends
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You choose a combination of top scores, scores around the top
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scores, and all of your own scores. [!own/3 top/2 around]
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suppress_alert disable various version-specific warnings about changes
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(This only affects screen display, not actual movement.)
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scores the parts of the score list you wish [!own/3 top/2 around]
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to see when the game ends. You choose a combination of
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top scores, scores around the top scores, and all of your
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own scores.
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suppress_alert disable various version-specific warnings about changes []
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in game play or the user interface, such as notification given
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for the 'Q' command that quitting is now done via #quit
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(e.g., use suppress_alert:3.3.1 to stop that and any other
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notifications added in that version or earlier) default: [(none)]
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whatis_coord controls whether to include map coordinates when autodescribe
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is active for the '/' and ';' commands. Value is the first
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letter of one of
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compass -- ('east' or '3s' or '2n,4w')
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map -- <x,y> (map column x=0 is not used)
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screen -- [row,column] (row is offset to match tty usage)
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none -- no coordinates shown; default: [n]
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notifications added in that version or earlier)
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whatis_coord controls whether to include map coordinates when [n]
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autodescribe is active for the '/' and ';' commands.
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Value is the first letter of one of
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compass -- (relative to you; 'east' or '3s' or '2n,4w')
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full compass -- ('east' or '3south' or '2north,4west')
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map -- <x,y> (map column x=0 is not used)
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screen -- [row,column] (row is offset to match tty usage)
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none -- no coordinates shown.
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Compound options which may be set only on startup are:
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align Your starting alignment (align:lawful, align:neutral,
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or align:chaotic). You may specify just the first letter. [RANDOM]
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catname the name of your first cat [NONE]
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dogname the name of your first dog [NONE]
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gender Your starting gender (gender:male or gender:female).
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align Your starting alignment (lawful, neutral, chaotic, [random]
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or random). Many roles restrict the choice to a subset.
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You may specify just the first letter.
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catname the name of your first cat [none]
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dogname the name of your first dog [none]
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Several roles who start with a dog have one whose name is
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pre-set (for example, "Hachi" for Samurai), but that name
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will be overridden if you specify dogname.
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gender Your starting gender (male, female, or random). [random]
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You may specify just the first letter. Although you can
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still denote your gender using the "male" and "female"
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options, the "gender" option will take precedence. [RANDOM]
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horsename the name of your first horse [NONE]
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menu_* create single character accelerators for menu commands. Below
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is a list of all commands. Each is followed by a list of window-
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ports that implement them: 'x' is X11, 't' is tty, 'g' is Gem,
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'a' is Amiga.
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menu_deselect_all deselect all items in a menu [-](gxta)
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menu_deselect_page deselect all items on this menu page [\](gta)
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menu_first_page jump to the first page in a menu [^](gta)
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menu_invert_all invert all items in a menu [@](gxta)
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menu_invert_page invert all items on this menu page [~](gta)
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menu_last_page jump to the last page in a menu [|](gta)
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menu_next_page goto the next menu page [>](gta)
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menu_previous_page goto the previous menu page [<](gta)
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menu_search search for a menu item [:](gxta)
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menu_select_all select all items in a menu [.](gxta)
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menu_select_page select all items on this menu page [,](gta)
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msghistory number of top line messages to save [20]
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name the name of your character [obtained by asking the system or
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the player]
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pettype your preferred type of pet (cat or dog), if your character
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class uses both types; or none for no pet [RANDOM]
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playmode normal play or non-scoring explore mode or debug mode [normal]
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race Your starting race (e.g., race:Human, race:Elf). [RANDOM]
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role Your starting role (e.g., role:Barbarian, role:Valk).
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still denote your gender using the old "male" and "female"
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boolean options, the "gender" option will take precedence.
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horsename the name of your first horse [none]
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menu_* specify single character accelerators for menu commands.
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Here is a list of all commands with their default keystroke
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followed by a list of window-ports that implement them:
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'x' is X11, 't' is tty, 'g' is Gem, 'a' is Amiga.
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menu_deselect_all deselect all items in a menu [-](xtga)
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menu_deselect_page deselect all items on this menu page [\](tga)
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menu_first_page jump to the first page in a menu [^](tga)
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menu_invert_all invert all items in a menu [@](xtga)
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menu_invert_page invert all items on this menu page [~](tga)
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menu_last_page jump to the last page in a menu [|](tga)
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menu_next_page goto the next menu page [>](tga)
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menu_previous_page goto the previous menu page [<](tga)
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menu_search search for a menu item [:](xtga)
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menu_select_all select all items in a menu [.](xtga)
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menu_select_page select all items on this menu page [,](tga)
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msghistory number of top line messages to save [20]
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name the name of your character [defaults to username on multi-
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user systems, asks "who are you?" on single-user systems or if
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the username is classified as generic like "games"]
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MS Windows is treated as single-user even though it supports
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usernames. If character name is specified on the command
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line (typically via 'nethack -u myname' depending upon type
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of system and method of access to it), that name overrides
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'name' from your options.
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pettype your preferred type of pet (cat, dog, horse, random, [random]
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or none), if your role allows more than one type (or if you
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want to avoid a starting pet). Most roles allow dog or cat
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but not horse. For roles which force a particular type,
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pettype is ignored unless it specifies 'none'.
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playmode normal play or non-scoring explore mode or debug mode [normal]
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race Your starting race (e.g., race:Human, race:Elf). [random]
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Most roles restrict race choice to a subset.
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role Your starting role (e.g., role:Barbarian, role:Valk). [random]
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Although you can specify just the first letter(s), it will
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choose only the first role it finds that matches; thus, it
|
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is recommended that you spell out as much of the role name
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as possible. You can also still denote your role by
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appending it to the "name" option (e.g., name:Vic-V), but the
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"role" option will take precedence. [RANDOM]
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windowtype windowing system to be used [depends on operating system]
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appending it to the "name" option (e.g., name:Vic-V), but
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the "role" option will take precedence.
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windowtype windowing system to be used [depends on operating system and
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compile-time setup] if more than one choice is available.
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Most instances of the program support only one window-type;
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when that is the case, you don't need to specify anything.
|
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The list of supported window-types in your program can be
|
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seen while the program is running by using the #version
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command or from outside the program by examining the text file
|
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named 'options' which is generated when building it.
|
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Compound option if TTY_GRAPHICS was set at compile time:
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msg_window the type of message window to use:
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msg_window the type of message window to use: [single]
|
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single -- One message at a time
|
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full -- Full window with all saved top line messages
|
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reverse -- Same as full, but messages printed most-recent-first
|
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combination -- Two single messages, then as full
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default: single
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Some sample options lists are:
|
||||
!autopickup,!tombstone,name:Gandalf,scores:own/3 top/2 around
|
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47
dat/wizhelp
47
dat/wizhelp
@@ -1,28 +1,29 @@
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Debug-Mode Quick Reference:
|
||||
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^E == detect secret doors and traps.
|
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^F == map level; reveals traps and secret corridors but not secret doors.
|
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^G == create monster by name or class.
|
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^I == identify items in pack.
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^O == tell locations of special levels.
|
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^T == do intra-level teleport.
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^V == do trans-level teleport.
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^W == make a wish for an item or a trap or a limited subset of terrain.
|
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^X == show attributes including intrinsic attributes.
|
||||
^E == detect secret doors and traps
|
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^F == map level; reveals traps and secret corridors but not secret doors
|
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^G == create monster by name or class
|
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^I == identify items in pack
|
||||
^T == do intra-level teleport
|
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^V == do trans-level teleport; '?' yields menu of special destinations
|
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^W == make a wish for an item or a trap or a limited subset of terrain
|
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^X == show status, attributes, and characteristics (extended enlightenment)
|
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|
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#levelchange == change experience level
|
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#lightsources == show mobile light sources
|
||||
#levelchange == set hero's experience level
|
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#lightsources == show mobile light sources
|
||||
#monpolycontrol == control monster polymorphs
|
||||
#panic == panic test
|
||||
#polyself == polymorph self
|
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#seenv == show seen vectors
|
||||
#stats == show memory statistics
|
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#timeout == look at timeout queue
|
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#vision == show vision array
|
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#vanquished == disclose counts of dead monsters
|
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#wizmakemap == recreate the current level
|
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#wizsmell == smell a monster
|
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#wizintrinsic == set selected intrinsic timeouts
|
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#wizrumorcheck == validate first and last rumor for true and false set
|
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#wmode == show wall modes
|
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#panic == panic test (warning: current game will be terminated)
|
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#polyself == polymorph self
|
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#seenv == show seen vectors
|
||||
#stats == show memory statistics
|
||||
#terrain == show current level (more options than in normal play)
|
||||
#timeout == look at timeout queue and hero's timed intrinsics
|
||||
#vanquished == disclose counts of dead monsters sorted in various ways
|
||||
#vision == show vision array
|
||||
#wizintrinsic == set selected intrinsic timeouts
|
||||
#wizmakemap == recreate the current dungeon level
|
||||
#wizrumorcheck == validate first and last rumor for true and false set
|
||||
#wizsmell == smell a monster
|
||||
#wizwhere == show dungeon placement of all special levels
|
||||
#wmode == show wall modes
|
||||
|
||||
|
||||
Reference in New Issue
Block a user