Guidebook: traps
The documentation on traps was pretty skimpy so expand it.
This commit is contained in:
@@ -1,4 +1,4 @@
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.\" $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.390 $ $NHDT-Date: 1594347794 2020/07/10 02:23:14 $
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.\" $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.391 $ $NHDT-Date: 1594377460 2020/07/10 10:37:40 $
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.\"
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.\" This is an excerpt from the 'roff' man page from the 'groff' package.
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.\" Guidebook.mn currently does *not* fully adhere to these guidelines.
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@@ -1747,20 +1747,47 @@ And some (giants) can smash doors.
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Secret doors are hidden and appear to be ordinary wall (from inside a
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room) or solid rock (from outside).
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You can find them with the \(oqs\(cq (search) command but it might
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take multiple tries.
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take multiple tries (possibly many tries if your luck is poor).
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Once found they are in all ways equivalent to normal doors.
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Mapping magic does not reveal secret doors.
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.hn 2
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Traps (\(oq\(ha\(cq)
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.pg
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There are traps throughout the dungeon to snare the unwary delver.
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There are traps throughout the dungeon to snare the unwary intruder.
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For example, you may suddenly fall into a pit and be stuck for a few
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turns trying to climb out.
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Traps don't appear on your map until you
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see one triggered by moving onto it, see something fall into it, or you
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discover it with the \(oqs\(cq (search) command.
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turns trying to climb out (see below).
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A trap usually won't appear on your map until you trigger it by moving
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onto it, you see someone else trigger it, or you discover it with
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the \(oqs\(cq (search) command (multiple attempts are often needed;
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if your luck is poor, many attempts might be needed).
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\fIWands of secret door detection\fP and \fIspell of detect unseen\fP
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also reveal traps within a modest radius but only if the trap is also
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within line-of-sight (whether you can see at the time or not).
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There is also other magic which can reveal traps.
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.pg
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Monsters can fall prey to
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traps, too, which can be a very useful defensive strategy.
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traps, too, which can potentially be used as a defensive strategy.
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Unfortunately traps can be harmful to your pet(s) as well.
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Monsters, including pets, usually will avoid moving onto a trap which
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is shown on your map if they have encountered that type of trap before.
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.pg
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Some traps such as pits, bear traps, and webs hold you in one place.
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You can escape by simply trying to move to an adjacent spot and repeat
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as needed; eventually you will get free.
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.pg
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Other traps can send you to different locations.
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Teleporters send you elsewhere on the same dungeon level.
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Level teleporters send you to a random dungeon level, the destination
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chosen from a few levels lower all the way to the top.
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Trap doors and holes also send you to another level, but one which is
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always below the current level.
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Usually that will be the next level down but it can be farther.
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All of these traps choose a new destination each time they're activated.
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Magic portals also send you to a different level but behave differently.
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Some portals are two-way and their remote destination is always the same:
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another portal which can take you back.
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Others are one-way and send you to a specific destination level but not
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necessarily to a specific location there.
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.pg
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There is a special multi-level branch of the dungeon with pre-mapped levels
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based on the classic computer game \(lqSokoban.\(rq
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@@ -1789,8 +1816,8 @@ or to destroy a boulder with magic or tools, or to create new boulders
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with a scroll of earth.
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However, doing such things will lower your luck without any specific
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message given about that.
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See the Conduct section for information about getting feedback for your
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actions in Sokoban.
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See the \fIConduct\fP section for information about getting feedback for
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your actions in Sokoban.
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.hn 2
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Stairs and ladders (\(oq<\(cq, \(oq>\(cq)
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.pg
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@@ -1887,7 +1887,7 @@ And some (giants) can smash doors.
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Secret doors are hidden and appear to be ordinary wall (from inside a
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room) or solid rock (from outside).
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You can find them with the `{\tt s}' (search) command but it might
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take multiple tries.
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take multiple tries (possibly many tries if your luck is poor).
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Once found they are in all ways equivalent to normal doors.
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Mapping magic does not reveal secret doors.
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@@ -1895,12 +1895,44 @@ Mapping magic does not reveal secret doors.
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\subsection*{Traps (`{\tt \^{}}')}
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%.pg
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There are traps throughout the dungeon to snare the unwary delver.
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There are traps throughout the dungeon to snare the unwary intruder.
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For example, you may suddenly fall into a pit and be stuck for a few
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turns trying to climb out. Traps don't appear on your map until you
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see one triggered by moving onto it, see something fall into it, or you
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discover it with the `{\tt s}' (search) command. Monsters can fall prey to
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traps, too, which can be a very useful defensive strategy.
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turns trying to climb out (see below).
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A trap usually won't appear on your map until you trigger it by moving
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onto it, you see someone else trigger it, or you discover it with
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the `{\tt s}' (search) command (multiple attempts are often needed;
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if your luck is poor, many attempts might be needed).
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{\it Wands of secret door detection\/} and {\it spell of detect unseen\/}
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also reveal traps within a modest radius but only if the trap is also
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within line-of-sight (whether you can see at the time or not).
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There is also other magic which can reveal traps.
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%.pg
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Monsters can fall prey to
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traps, too, which can potentially be used as a defensive strategy.
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Unfortunately traps can be harmful to your pet(s) as well.
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Monsters, including pets, usually will avoid moving onto a trap which
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is shown on your map if they have encountered that type of trap before.
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%.pg
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Some traps such as pits, bear traps, and webs hold you in one place.
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You can escape by simply trying to move to an adjacent spot and repeat
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as needed; eventually you will get free.
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%.pg
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Other traps can send you to different locations.
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Teleporters send you elsewhere on the same dungeon level.
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Level teleporters send you to a random dungeon level, the destination
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chosen from a few levels lower all the way to the top.
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Trap doors and holes also send you to another level, but one which is
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always below the current level.
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Usually that will be the next level down but it can be farther.
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All of these traps choose a new destination each time they're activated.
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Magic portals also send you to a different level but behave differently.
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Some portals are two-way and their remote destination is always the same:
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another portal which can take you back.
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Others are one-way and send you to a specific destination level but not
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necessarily to a specific location there.
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%.pg
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There is a special multi-level branch of the dungeon with pre-mapped levels
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@@ -1930,8 +1962,8 @@ or to destroy a boulder with magic or tools, or to create new boulders
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with a scroll of earth.
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However, doing such things will lower your luck without any specific
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message given about that.
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See the Conduct section for information about getting feedback for your
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actions in Sokoban.
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See the {\it Conduct\/} section for information about getting feedback for
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your actions in Sokoban.
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%.hn 2
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\subsection*{Stairs and ladders (`{\tt <}', `{\tt >}')}
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