|
|
|
|
@@ -45,7 +45,7 @@
|
|
|
|
|
%.au
|
|
|
|
|
\author{Original version - Eric S. Raymond\\
|
|
|
|
|
(Edited and expanded for 3.6 by Mike Stephenson and others)}
|
|
|
|
|
\date{October 22, 2019}
|
|
|
|
|
\date{October 31, 2019}
|
|
|
|
|
|
|
|
|
|
\maketitle
|
|
|
|
|
|
|
|
|
|
@@ -1130,7 +1130,7 @@ slot to another so that it has a letter which is more meaningful for you
|
|
|
|
|
or that it will appear in a particular location when inventory listings
|
|
|
|
|
are displayed.
|
|
|
|
|
You can move to a currently empty slot, or if the destination is
|
|
|
|
|
occupied--and won't merge--the item there will swap slots with the one
|
|
|
|
|
occupied---and won't merge---the item there will swap slots with the one
|
|
|
|
|
being moved.
|
|
|
|
|
``{\tt \#adjust}'' can also be used to split a stack of objects; when
|
|
|
|
|
choosing the item to adjust, enter a count prior to its letter.\\
|
|
|
|
|
@@ -2044,9 +2044,9 @@ will result in it disappearing from your map, similarly if it is the
|
|
|
|
|
one who moved rather than you.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
However, if you encounter a monster which you can't see or sense--
|
|
|
|
|
perhaps it is invisible and has just tapped you on the noggin--
|
|
|
|
|
a special ``remembered, unseen monster'' marker will be displayed at
|
|
|
|
|
However, if you encounter a monster which you can't see or
|
|
|
|
|
sense---perhaps it is invisible and has just tapped you on the
|
|
|
|
|
noggin---a special ``remembered, unseen monster'' marker will be displayed at
|
|
|
|
|
the location where you think it is.
|
|
|
|
|
That will persist until you have
|
|
|
|
|
proven that there is no monster there, even if the unseen monster
|
|
|
|
|
@@ -2326,7 +2326,7 @@ But first you need to have a weapon in each hand.
|
|
|
|
|
(Note that your two weapons are not fully equal; the one in the
|
|
|
|
|
hand you normally wield with is considered primary and the other
|
|
|
|
|
one is considered secondary. The most noticeable difference is
|
|
|
|
|
after you stop--or before you begin, for that matter--wielding
|
|
|
|
|
after you stop---or before you begin, for that matter---wielding
|
|
|
|
|
two weapons at once. The primary is your wielded weapon and the
|
|
|
|
|
secondary is just an item in your inventory that's been designated
|
|
|
|
|
as alternate weapon.)
|
|
|
|
|
@@ -2558,7 +2558,7 @@ The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
|
|
|
|
|
%.pg
|
|
|
|
|
Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read)
|
|
|
|
|
command, they transfer to the reader the knowledge of a spell (and
|
|
|
|
|
therefore eventually become unreadable) --- unless the attempt backfires.
|
|
|
|
|
therefore eventually become unreadable)---unless the attempt backfires.
|
|
|
|
|
Reading a cursed spellbook or one with mystic runes beyond
|
|
|
|
|
your ken can be harmful to your health!
|
|
|
|
|
|
|
|
|
|
@@ -2701,9 +2701,9 @@ you are carrying (shopkeepers aside).
|
|
|
|
|
Normally, if you have seen an object at a particular map location and
|
|
|
|
|
move to another location where you can't directly see that object any
|
|
|
|
|
more, if will continue to be displayed on your map.
|
|
|
|
|
That remains the case even if it is not actually there any more--
|
|
|
|
|
perhaps a monster has picked it up or it has rotted away--
|
|
|
|
|
until you can see or feel that location again.
|
|
|
|
|
That remains the case even if it is not actually there any
|
|
|
|
|
more---perhaps a monster has picked it up or it has rotted
|
|
|
|
|
away---until you can see or feel that location again.
|
|
|
|
|
One notable exception is that if the object gets covered by the
|
|
|
|
|
``remembered, unseen monster'' marker.
|
|
|
|
|
When that marker is later removed
|
|
|
|
|
@@ -2895,9 +2895,13 @@ Section names are case insensitive.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
You can use different configuration statements in the file, some
|
|
|
|
|
of which can be used multiple times. In general, the statements are
|
|
|
|
|
of which can be used multiple times.
|
|
|
|
|
In general, the statements are
|
|
|
|
|
written in capital letters, followed by an equals sign, followed by
|
|
|
|
|
settings particular to that statement. Here is a list of allowed statements:
|
|
|
|
|
settings particular to that statement.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
Here is a list of allowed statements:
|
|
|
|
|
|
|
|
|
|
%.lp
|
|
|
|
|
\blist{}
|
|
|
|
|
@@ -2912,7 +2916,7 @@ You can specify multiple OPTIONS statements, and multiple options
|
|
|
|
|
separated by commas in a single OPTIONS statement.
|
|
|
|
|
(Comma separated options are processed from right to left.)
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
%.lp ""
|
|
|
|
|
Example:
|
|
|
|
|
%.sd
|
|
|
|
|
\begin{verbatim}
|
|
|
|
|
@@ -2946,6 +2950,9 @@ HACKDIR, must be writable.
|
|
|
|
|
\item[\bb{TROUBLEDIR}]
|
|
|
|
|
The location that a record of game aborts and self-diagnosed game problems
|
|
|
|
|
is kept. Defaults to HACKDIR, must be writable.
|
|
|
|
|
%
|
|
|
|
|
% config file entries beyond this point are shown alphabetically
|
|
|
|
|
%
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{AUTOCOMPLETE}]
|
|
|
|
|
Enable or disable an extended command autocompletion.
|
|
|
|
|
@@ -2955,11 +2962,11 @@ autocompletion, list the extended command. Prefix the
|
|
|
|
|
command with ``{{\tt !}}'' to disable the autocompletion
|
|
|
|
|
for that command.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
%.lp ""
|
|
|
|
|
Example:
|
|
|
|
|
%.sd
|
|
|
|
|
\begin{verbatim}
|
|
|
|
|
AUTOCOMPLETE=zap,!annotate
|
|
|
|
|
AUTOCOMPLETE=zap,!annotate
|
|
|
|
|
\end{verbatim}
|
|
|
|
|
%.ed
|
|
|
|
|
|
|
|
|
|
@@ -2974,7 +2981,7 @@ extended commands. You can specify multiple bindings. Format is key
|
|
|
|
|
followed by the command, separated by a colon.
|
|
|
|
|
See the ``Changing Key Bindings`` section for more information.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
%.lp ""
|
|
|
|
|
Example:
|
|
|
|
|
%.sd
|
|
|
|
|
\begin{verbatim}
|
|
|
|
|
@@ -2987,7 +2994,7 @@ Example:
|
|
|
|
|
Chooses at random one of the comma-separated parameters as an active
|
|
|
|
|
section name. Lines in other sections are ignored.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
%.lp ""
|
|
|
|
|
Example:
|
|
|
|
|
%.sd
|
|
|
|
|
\begin{verbatim}
|
|
|
|
|
@@ -3000,23 +3007,39 @@ Example:
|
|
|
|
|
\end{verbatim}
|
|
|
|
|
%.ed
|
|
|
|
|
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{MSGTYPE}]
|
|
|
|
|
Change the way messages are shown in the top status line.
|
|
|
|
|
See the ``Configuring Message Types`` section.
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{MENUCOLOR}]
|
|
|
|
|
Highlight menu lines with different colors.
|
|
|
|
|
See the ``Configuring Menu Colors`` section.
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{SYMBOLS},\bb{ROGUESYMBOLS}]
|
|
|
|
|
Override one or more symbols in the symbols files.
|
|
|
|
|
\item[\bb{MSGTYPE}]
|
|
|
|
|
Change the way messages are shown in the top status line.
|
|
|
|
|
See the ``Configuring Message Types`` section.
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{ROGUESYMBOLS}]
|
|
|
|
|
Custom symbols for for the rogue level's symbol set.
|
|
|
|
|
See {\it SYMBOLS} below.
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{SOUND}]
|
|
|
|
|
Define a sound mapping.
|
|
|
|
|
See the ``Configuring User Sounds'' section.
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{SOUNDDIR}]
|
|
|
|
|
Define the directory that contains the sound files.
|
|
|
|
|
See the ``Configuring User Sounds'' section.
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{SYMBOLS}]
|
|
|
|
|
Override one or more symbols in the symbol set used for all dungeon
|
|
|
|
|
levels except for the special rogue level.
|
|
|
|
|
See the ``Modifying {\it NetHack\/} Symbols'' section.
|
|
|
|
|
%.pg
|
|
|
|
|
|
|
|
|
|
%.lp ""
|
|
|
|
|
Example:
|
|
|
|
|
%.sd
|
|
|
|
|
\begin{verbatim}
|
|
|
|
|
SYMBOLS=S_boulder:0
|
|
|
|
|
# replace small punctuation (tick marks) with digits
|
|
|
|
|
SYMBOLS=S_boulder:0,S_golem:7
|
|
|
|
|
\end{verbatim}
|
|
|
|
|
%.ed
|
|
|
|
|
|
|
|
|
|
@@ -3026,22 +3049,17 @@ Debug mode only: extra items to add to initial inventory.
|
|
|
|
|
Value is the name of a text file containing a list of item names,
|
|
|
|
|
one per line, up to a maximum of 128 lines.
|
|
|
|
|
Each line is processed by the function that handles wishing.
|
|
|
|
|
%.pg
|
|
|
|
|
|
|
|
|
|
%.lp ""
|
|
|
|
|
Example:
|
|
|
|
|
%.sd
|
|
|
|
|
\begin{verbatim}
|
|
|
|
|
WIZKIT=~/wizkit.txt
|
|
|
|
|
WIZKIT=~/wizkit.txt
|
|
|
|
|
\end{verbatim}
|
|
|
|
|
%.ed
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{SOUNDDIR}]
|
|
|
|
|
Define the directory that contains the sound files.
|
|
|
|
|
See the ``Configuring User Sounds'' section.
|
|
|
|
|
%.lp
|
|
|
|
|
\item[\bb{SOUND}]
|
|
|
|
|
Define a sound mapping. See the ``Configuring User Sounds'' section.
|
|
|
|
|
\elist
|
|
|
|
|
|
|
|
|
|
%.lp ""
|
|
|
|
|
%.pg
|
|
|
|
|
Here is a short example of config file contents:
|
|
|
|
|
%.sd
|
|
|
|
|
@@ -4366,158 +4384,158 @@ Below are the special commands you can rebind. Some of them can be bound to
|
|
|
|
|
same keys with no problems, others are in the same ``context'', and if bound
|
|
|
|
|
to same keys, only one of those commands will be available. Special command
|
|
|
|
|
can only be bound to a single key.
|
|
|
|
|
\elist
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
\blist{}
|
|
|
|
|
\blist{\itemindent 10mm \labelwidth 15mm \rightmargin 20mm}
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{count}}
|
|
|
|
|
\item[{\bb{count}}]
|
|
|
|
|
Prefix key to start a count, to repeat a command this many times.
|
|
|
|
|
With {\it number\verb+_+pad\/} only. Default is `{\tt n}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{doinv}}
|
|
|
|
|
\item[{\bb{doinv}}]
|
|
|
|
|
Show inventory. With {\it number\verb+_+pad\/} only. Default is `{\tt 0}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{fight}}
|
|
|
|
|
\item[{\bb{fight}}]
|
|
|
|
|
Prefix key to force fight a direction. Default is `{\tt F}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{fight.numpad}}
|
|
|
|
|
\item[{\bb{fight.numpad}}]
|
|
|
|
|
Prefix key to force fight a direction. With {\it number\verb+_+pad\/} only.
|
|
|
|
|
Default is `{\tt -}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getdir.help}}
|
|
|
|
|
\item[{\bb{getdir.help}}]
|
|
|
|
|
When asked for a direction, the key to show the help. Default is `{\tt ?}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getdir.self}}
|
|
|
|
|
\item[{\bb{getdir.self}}]
|
|
|
|
|
When asked for a direction, the key to target yourself. Default is `{\tt .}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getdir.self2}}
|
|
|
|
|
\item[{\bb{getdir.self2}}]
|
|
|
|
|
When asked for a direction, the key to target yourself. Default is `{\tt s}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.autodescribe}}
|
|
|
|
|
\item[{\bb{getpos.autodescribe}}]
|
|
|
|
|
When asked for a location, the key to toggle {\it autodescribe\/}.
|
|
|
|
|
Default is `{\tt \#}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.all.next}}
|
|
|
|
|
\item[{\bb{getpos.all.next}}]
|
|
|
|
|
When asked for a location, the key to go to next closest interesting thing.
|
|
|
|
|
Default is `{\tt a}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.all.prev}}
|
|
|
|
|
\item[{\bb{getpos.all.prev}}]
|
|
|
|
|
When asked for a location, the key to go to previous closest interesting thing.
|
|
|
|
|
Default is `{\tt A}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.door.next}}
|
|
|
|
|
\item[{\bb{getpos.door.next}}]
|
|
|
|
|
When asked for a location, the key to go to next closest door or doorway.
|
|
|
|
|
Default is `{\tt d}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.door.prev}}
|
|
|
|
|
\item[{\bb{getpos.door.prev}}]
|
|
|
|
|
When asked for a location, the key to go to previous closest door or doorway.
|
|
|
|
|
Default is `{\tt D}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.help}}
|
|
|
|
|
\item[{\bb{getpos.help}}]
|
|
|
|
|
When asked for a location, the key to show help. Default is `{\tt ?}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.mon.next}}
|
|
|
|
|
\item[{\bb{getpos.mon.next}}]
|
|
|
|
|
When asked for a location, the key to go to next closest monster.
|
|
|
|
|
Default is `{\tt m}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.mon.prev}}
|
|
|
|
|
\item[{\bb{getpos.mon.prev}}]
|
|
|
|
|
When asked for a location, the key to go to previous closest monster.
|
|
|
|
|
Default is `{\tt M}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.obj.next}}
|
|
|
|
|
\item[{\bb{getpos.obj.next}}]
|
|
|
|
|
When asked for a location, the key to go to next closest object.
|
|
|
|
|
Default is `{\tt o}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.obj.prev}}
|
|
|
|
|
\item[{\bb{getpos.obj.prev}}]
|
|
|
|
|
When asked for a location, the key to go to previous closest object.
|
|
|
|
|
Default is `{\tt O}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.menu}}
|
|
|
|
|
\item[{\bb{getpos.menu}}]
|
|
|
|
|
When asked for a location, and using one of the next or previous keys to
|
|
|
|
|
cycle through targets, toggle showing a menu instead. Default is `{\tt !}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.moveskip}}
|
|
|
|
|
\item[{\bb{getpos.moveskip}}]
|
|
|
|
|
When asked for a location, and using the shifted movement keys or
|
|
|
|
|
meta-digit keys to fast-move around, move by skipping the same glyphs
|
|
|
|
|
instead of by 8 units.
|
|
|
|
|
Default is `{\tt *}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.filter}}
|
|
|
|
|
\item[{\bb{getpos.filter}}]
|
|
|
|
|
When asked for a location, change the filtering mode when using one of
|
|
|
|
|
the next or previous keys to cycle through targets. Toggles between no
|
|
|
|
|
filtering, in view only, and in the same area only. Default is `{\tt "}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.pick}}
|
|
|
|
|
\item[{\bb{getpos.pick}}]
|
|
|
|
|
When asked for a location, the key to choose the location, and possibly
|
|
|
|
|
ask for more info. Default is `{\tt .}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.pick.once}}
|
|
|
|
|
\item[{\bb{getpos.pick.once}}]
|
|
|
|
|
When asked for a location, the key to choose the location, and skip
|
|
|
|
|
asking for more info. Default is `{\tt ,}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.pick.quick}}
|
|
|
|
|
\item[{\bb{getpos.pick.quick}}]
|
|
|
|
|
When asked for a location, the key to choose the location, skip asking
|
|
|
|
|
for more info, and exit the location asking loop. Default is `{\tt ;}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.pick.verbose}}
|
|
|
|
|
\item[{\bb{getpos.pick.verbose}}]
|
|
|
|
|
When asked for a location, the key to choose the location, and show more
|
|
|
|
|
info without asking. Default is `{\tt :}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.self}}
|
|
|
|
|
\item[{\bb{getpos.self}}]
|
|
|
|
|
When asked for a location, the key to go to your location.
|
|
|
|
|
Default is `{\tt @}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.unexplored.next}}
|
|
|
|
|
\item[{\bb{getpos.unexplored.next}}]
|
|
|
|
|
When asked for a location, the key to go to next closest unexplored location.
|
|
|
|
|
Default is `{\tt x}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.unexplored.prev}}
|
|
|
|
|
\item[{\bb{getpos.unexplored.prev}}]
|
|
|
|
|
When asked for a location, the key to go to previous closest unexplored
|
|
|
|
|
location. Default is `{\tt X}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.valid}}
|
|
|
|
|
\item[{\bb{getpos.valid}}]
|
|
|
|
|
When asked for a location, the key to go to show valid target locations.
|
|
|
|
|
Default is `{\tt \$}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.valid.next}}
|
|
|
|
|
\item[{\bb{getpos.valid.next}}]
|
|
|
|
|
When asked for a location, the key to go to next closest valid location.
|
|
|
|
|
Default is `{\tt z}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{getpos.valid.prev}}
|
|
|
|
|
\item[{\bb{getpos.valid.prev}}]
|
|
|
|
|
When asked for a location, the key to go to previous closest valid location.
|
|
|
|
|
Default is `{\tt Z}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{nopickup}}
|
|
|
|
|
\item[{\bb{nopickup}}]
|
|
|
|
|
Prefix key to move without picking up items. Default is `{\tt m}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{redraw}}
|
|
|
|
|
\item[{\bb{redraw}}]
|
|
|
|
|
Key to redraw the screen. Default is `{\tt \^{}R}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{redraw.numpad}}
|
|
|
|
|
\item[{\bb{redraw.numpad}}]
|
|
|
|
|
Key to redraw the screen. With {\it number\verb+_+pad\/} only.
|
|
|
|
|
Default is `{\tt \^{}L}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{repeat}}
|
|
|
|
|
\item[{\bb{repeat}}]
|
|
|
|
|
Key to repeat previous command. Default is `{\tt \^{}A}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{reqmenu}}
|
|
|
|
|
\item[{\bb{reqmenu}}]
|
|
|
|
|
Prefix key to request menu from some commands. Default is `{\tt m}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{run}}
|
|
|
|
|
\item[{\bb{run}}]
|
|
|
|
|
Prefix key to run towards a direction. Default is `{\tt G}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{run.nopickup}}
|
|
|
|
|
\item[{\bb{run.nopickup}}]
|
|
|
|
|
Prefix key to run towards a direction without picking up items on the way.
|
|
|
|
|
Default is `{\tt M}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{run.numpad}}
|
|
|
|
|
\item[{\bb{run.numpad}}]
|
|
|
|
|
Prefix key to run towards a direction. With {\it number\verb+_+pad\/} only.
|
|
|
|
|
Default is `{\tt 5}'.
|
|
|
|
|
%.lp
|
|
|
|
|
\item{\bb{rush}}
|
|
|
|
|
\item[{\bb{rush}}]
|
|
|
|
|
Prefix key to rush towards a direction. Default is `{\tt g}'.
|
|
|
|
|
\elist
|
|
|
|
|
\elist
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
%.hn 2
|
|
|
|
|
@@ -4721,6 +4739,8 @@ combination with any of the other attributes.
|
|
|
|
|
|
|
|
|
|
To specify both a color and an attribute, use `\&' to combine them.
|
|
|
|
|
To specify multiple attributes, use `+' to combine those.
|
|
|
|
|
|
|
|
|
|
%.lp ""
|
|
|
|
|
For example: {\tt magenta\&inverse+dim}.
|
|
|
|
|
|
|
|
|
|
Note that the display may substitute or ignore particular attributes
|
|
|
|
|
@@ -4773,23 +4793,19 @@ percentage or absolute number threshold, or text to match against.
|
|
|
|
|
|
|
|
|
|
\blist{}
|
|
|
|
|
%.lp "*"
|
|
|
|
|
\item{\bb{}}
|
|
|
|
|
``{\tt always}'' will set the default attributes for that field.
|
|
|
|
|
\item[{\tt always}] will set the default attributes for that field.
|
|
|
|
|
%.lp "*"
|
|
|
|
|
\item{\bb{}}
|
|
|
|
|
``{\tt up}'' and ``{\tt down}'' set the field attributes for when the field
|
|
|
|
|
\item[{\tt up} and ``{\tt down}''] set the field attributes for when the field
|
|
|
|
|
value changes upwards or downwards. This attribute times out after
|
|
|
|
|
{\tt statushilites} turns.
|
|
|
|
|
%.lp "*"
|
|
|
|
|
\item{\bb{}}
|
|
|
|
|
``{\tt changed}'' sets the field attribute for when the field value
|
|
|
|
|
\item[{\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
|
|
|
|
|
\item[{\tt percentage}] sets the field attribute when the field value
|
|
|
|
|
matches the percentage.
|
|
|
|
|
It is specified as a number between 0 and 100, followed by `{\tt \%}'
|
|
|
|
|
(percent sign).
|
|
|
|
|
@@ -4817,8 +4833,7 @@ exactly 1 experience point short of the next level.
|
|
|
|
|
% percentage will remain at 0\% no matter have many additional experience
|
|
|
|
|
% points you earn.)
|
|
|
|
|
%.lp "*"
|
|
|
|
|
\item{\bb{}}
|
|
|
|
|
absolute value sets the attribute when the field value
|
|
|
|
|
\item[{\tt absolute}] value sets the attribute when the field value
|
|
|
|
|
matches that number.
|
|
|
|
|
The number must be 0 or higher, except for ``{\it armor-class\/} which
|
|
|
|
|
allows negative values, and may optionally be preceded by `{\tt =}'.
|
|
|
|
|
@@ -4827,8 +4842,7 @@ 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.
|
|
|
|
|
\item[{\tt 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\/}''.
|
|
|
|
|
@@ -4880,11 +4894,13 @@ on the rogue level.
|
|
|
|
|
\elist
|
|
|
|
|
|
|
|
|
|
You can also override one or more symbols using the {\it SYMBOLS\/} and
|
|
|
|
|
{\it ROGUESYMBOLS\/} config file options. Symbols are specified as
|
|
|
|
|
{\it name:value\/} pairs. Note that {\it NetHack\/} escape-processes
|
|
|
|
|
the {\it value\/} string in conventional C fashion. This means that `\verb+\+'
|
|
|
|
|
is a prefix to take the following character literally. Thus `\verb+\+' needs
|
|
|
|
|
to be represented as `\verb+\\+'.
|
|
|
|
|
{\it ROGUESYMBOLS\/} config file options.
|
|
|
|
|
Symbols are specified as {\it name:value\/} pairs.
|
|
|
|
|
Note that {\it NetHack\/} escape-processes
|
|
|
|
|
the {\it value\/} string in conventional C fashion.
|
|
|
|
|
This means that `\verb+\+' is a prefix to take the following character
|
|
|
|
|
literally.
|
|
|
|
|
Thus `\verb+\+' needs to be represented as `\verb+\\+'.
|
|
|
|
|
The special prefix
|
|
|
|
|
`\verb+\m+' switches on the meta bit in the symbol value, and the
|
|
|
|
|
`{\tt \^{}}' prefix causes the following character to be treated as a control
|
|
|
|
|
@@ -5071,8 +5087,8 @@ Default & Symbol Name & Description\\
|
|
|
|
|
\verb@Y@ & S\verb+_+yeti & (apelike creature)\\
|
|
|
|
|
\verb@Z@ & S\verb+_+zombie & (zombie)\\
|
|
|
|
|
\verb@z@ & S\verb+_+zruty & (zruty)\\
|
|
|
|
|
\verb@ @ & S\verb+_+pet\verb+_+override & (pet override if sysconf accessibility is set)\\
|
|
|
|
|
\verb@ @ & S\verb+_+player\verb+_+override & (player override if sysconf accessibility is set)
|
|
|
|
|
\verb@ @ & S\verb+_+pet\verb+_+override & (any pet if sysconf accessibility is set)\\
|
|
|
|
|
\verb@ @ & S\verb+_+player\verb+_+override & (hero if sysconf accessibility is set)
|
|
|
|
|
\end{longtable}%
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -5439,7 +5455,7 @@ with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston},
|
|
|
|
|
{\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee},
|
|
|
|
|
{\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson},
|
|
|
|
|
developed {\it NetHack\/} 3.1 for the Macintosh, porting it for MPW.
|
|
|
|
|
Building on their development, {\it Barton House} added a Think C port.
|
|
|
|
|
Building on their development, {\it Bart House} added a Think C port.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
\medskip
|
|
|
|
|
@@ -5652,7 +5668,7 @@ maintained the port of {\it NetHack\/} 3.6 for Mac OSX.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
\medskip
|
|
|
|
|
{\it Michael Allison}, {\it David Cohrs}, {\it Barton House},
|
|
|
|
|
{\it Michael Allison}, {\it David Cohrs}, {\it Bart House},
|
|
|
|
|
{\it Pasi Kallinen}, {\it Alex Kompel}, {\it Dion Nicolaas},
|
|
|
|
|
{\it Derek S. Ray} and {\it Yitzhak Sapir}
|
|
|
|
|
maintained the port of {\it NetHack\/} 3.6 for Microsoft Windows.
|
|
|
|
|
@@ -5686,6 +5702,11 @@ time of release of 3.6.1 consisted of
|
|
|
|
|
In early May 2019, another 320 bug fixes along with some enhancements and
|
|
|
|
|
the adopted curses window port, were released as 3.6.2.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
\medskip
|
|
|
|
|
{\it Bart House}, who had contributed to the game as a porting team participant
|
|
|
|
|
for decades, joined the {\it NetHack Development Team} in late May 2019.
|
|
|
|
|
|
|
|
|
|
%.pg
|
|
|
|
|
\medskip
|
|
|
|
|
\nd The official {\it NetHack\/} web site is maintained by {\it Ken Lorber} at
|
|
|
|
|
@@ -5727,7 +5748,7 @@ Andreas Dorn & Jeff Bailey & Pasi Kallinen\\
|
|
|
|
|
Andy Church & Jochen Erwied & Pat Rankin\\
|
|
|
|
|
Andy Swanson & John Kallen & Patric Mueller\\
|
|
|
|
|
Ari Huttunen & John Rupley & Paul Winner\\
|
|
|
|
|
Barton House & John S. Bien & Pierre Martineau\\
|
|
|
|
|
Bart House & John S. Bien & Pierre Martineau\\
|
|
|
|
|
Benson I. Margulies & Johnny Lee & Ralf Brown\\
|
|
|
|
|
Bill Dyer & Jon W\{tte & Ray Chason\\
|
|
|
|
|
Boudewijn Waijers & Jonathan Handler & Richard Addison\\
|
|
|
|
|
|