From adb8fb57a21ca98e3562ee84b104c68a8456b584 Mon Sep 17 00:00:00 2001 From: PatR Date: Fri, 10 Jul 2020 03:37:44 -0700 Subject: [PATCH] Guidebook: traps The documentation on traps was pretty skimpy so expand it. --- doc/Guidebook.mn | 47 ++++++++++++++++++++++++++++++++++++---------- doc/Guidebook.tex | 48 +++++++++++++++++++++++++++++++++++++++-------- 2 files changed, 77 insertions(+), 18 deletions(-) diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index 7282d91cf..855c7974b 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -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 diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index a824e1fac..429fdbb4c 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -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 >}')}