Guidebook: traps

The documentation on traps was pretty skimpy so expand it.
This commit is contained in:
PatR
2020-07-10 03:37:44 -07:00
parent 581a27bf98
commit adb8fb57a2
2 changed files with 77 additions and 18 deletions

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@@ -1,4 +1,4 @@
.\" $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.390 $ $NHDT-Date: 1594347794 2020/07/10 02:23:14 $
.\" $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.391 $ $NHDT-Date: 1594377460 2020/07/10 10:37:40 $
.\"
.\" This is an excerpt from the 'roff' man page from the 'groff' package.
.\" Guidebook.mn currently does *not* fully adhere to these guidelines.
@@ -1747,20 +1747,47 @@ And some (giants) can smash doors.
Secret doors are hidden and appear to be ordinary wall (from inside a
room) or solid rock (from outside).
You can find them with the \(oqs\(cq (search) command but it might
take multiple tries.
take multiple tries (possibly many tries if your luck is poor).
Once found they are in all ways equivalent to normal doors.
Mapping magic does not reveal secret doors.
.hn 2
Traps (\(oq\(ha\(cq)
.pg
There are traps throughout the dungeon to snare the unwary delver.
There are traps throughout the dungeon to snare the unwary intruder.
For example, you may suddenly fall into a pit and be stuck for a few
turns trying to climb out.
Traps don't appear on your map until you
see one triggered by moving onto it, see something fall into it, or you
discover it with the \(oqs\(cq (search) command.
turns trying to climb out (see below).
A trap usually won't appear on your map until you trigger it by moving
onto it, you see someone else trigger it, or you discover it with
the \(oqs\(cq (search) command (multiple attempts are often needed;
if your luck is poor, many attempts might be needed).
\fIWands of secret door detection\fP and \fIspell of detect unseen\fP
also reveal traps within a modest radius but only if the trap is also
within line-of-sight (whether you can see at the time or not).
There is also other magic which can reveal traps.
.pg
Monsters can fall prey to
traps, too, which can be a very useful defensive strategy.
traps, too, which can potentially be used as a defensive strategy.
Unfortunately traps can be harmful to your pet(s) as well.
Monsters, including pets, usually will avoid moving onto a trap which
is shown on your map if they have encountered that type of trap before.
.pg
Some traps such as pits, bear traps, and webs hold you in one place.
You can escape by simply trying to move to an adjacent spot and repeat
as needed; eventually you will get free.
.pg
Other traps can send you to different locations.
Teleporters send you elsewhere on the same dungeon level.
Level teleporters send you to a random dungeon level, the destination
chosen from a few levels lower all the way to the top.
Trap doors and holes also send you to another level, but one which is
always below the current level.
Usually that will be the next level down but it can be farther.
All of these traps choose a new destination each time they're activated.
Magic portals also send you to a different level but behave differently.
Some portals are two-way and their remote destination is always the same:
another portal which can take you back.
Others are one-way and send you to a specific destination level but not
necessarily to a specific location there.
.pg
There is a special multi-level branch of the dungeon with pre-mapped levels
based on the classic computer game \(lqSokoban.\(rq
@@ -1789,8 +1816,8 @@ or to destroy a boulder with magic or tools, or to create new boulders
with a scroll of earth.
However, doing such things will lower your luck without any specific
message given about that.
See the Conduct section for information about getting feedback for your
actions in Sokoban.
See the \fIConduct\fP section for information about getting feedback for
your actions in Sokoban.
.hn 2
Stairs and ladders (\(oq<\(cq, \(oq>\(cq)
.pg

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@@ -1887,7 +1887,7 @@ And some (giants) can smash doors.
Secret doors are hidden and appear to be ordinary wall (from inside a
room) or solid rock (from outside).
You can find them with the `{\tt s}' (search) command but it might
take multiple tries.
take multiple tries (possibly many tries if your luck is poor).
Once found they are in all ways equivalent to normal doors.
Mapping magic does not reveal secret doors.
@@ -1895,12 +1895,44 @@ Mapping magic does not reveal secret doors.
\subsection*{Traps (`{\tt \^{}}')}
%.pg
There are traps throughout the dungeon to snare the unwary delver.
There are traps throughout the dungeon to snare the unwary intruder.
For example, you may suddenly fall into a pit and be stuck for a few
turns trying to climb out. Traps don't appear on your map until you
see one triggered by moving onto it, see something fall into it, or you
discover it with the `{\tt s}' (search) command. Monsters can fall prey to
traps, too, which can be a very useful defensive strategy.
turns trying to climb out (see below).
A trap usually won't appear on your map until you trigger it by moving
onto it, you see someone else trigger it, or you discover it with
the `{\tt s}' (search) command (multiple attempts are often needed;
if your luck is poor, many attempts might be needed).
{\it Wands of secret door detection\/} and {\it spell of detect unseen\/}
also reveal traps within a modest radius but only if the trap is also
within line-of-sight (whether you can see at the time or not).
There is also other magic which can reveal traps.
%.pg
Monsters can fall prey to
traps, too, which can potentially be used as a defensive strategy.
Unfortunately traps can be harmful to your pet(s) as well.
Monsters, including pets, usually will avoid moving onto a trap which
is shown on your map if they have encountered that type of trap before.
%.pg
Some traps such as pits, bear traps, and webs hold you in one place.
You can escape by simply trying to move to an adjacent spot and repeat
as needed; eventually you will get free.
%.pg
Other traps can send you to different locations.
Teleporters send you elsewhere on the same dungeon level.
Level teleporters send you to a random dungeon level, the destination
chosen from a few levels lower all the way to the top.
Trap doors and holes also send you to another level, but one which is
always below the current level.
Usually that will be the next level down but it can be farther.
All of these traps choose a new destination each time they're activated.
Magic portals also send you to a different level but behave differently.
Some portals are two-way and their remote destination is always the same:
another portal which can take you back.
Others are one-way and send you to a specific destination level but not
necessarily to a specific location there.
%.pg
There is a special multi-level branch of the dungeon with pre-mapped levels
@@ -1930,8 +1962,8 @@ or to destroy a boulder with magic or tools, or to create new boulders
with a scroll of earth.
However, doing such things will lower your luck without any specific
message given about that.
See the Conduct section for information about getting feedback for your
actions in Sokoban.
See the {\it Conduct\/} section for information about getting feedback for
your actions in Sokoban.
%.hn 2
\subsection*{Stairs and ladders (`{\tt <}', `{\tt >}')}