diff --git a/.travis.yml b/.travis.yml index 818b1bf5a..62ab20ccf 100644 --- a/.travis.yml +++ b/.travis.yml @@ -2,29 +2,49 @@ language: c matrix: include: - os: linux - env: HINTS=linux + env: DESCR=linux-xenial-gcc HINTS=linux compiler: gcc script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && make install" - os: linux - env: HINTS=linux + env: DESCR=linux-xenial-clang HINTS=linux compiler: clang script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && make install" - os: linux - env: HINTS=linux-x11 - compiler: gcc - script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && make install" - - os: linux - env: HINTS=linux-qt5 + env: DESCR=linux-xenial-gcc-x11 HINTS=linux-x11 compiler: gcc addons: apt: packages: + - libx11-dev + - libxaw7-dev + - xfonts-utils + script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && make install" + - os: linux + env: DESCR=linux-xenial-gcc-qt5 HINTS=linux-qt5 + compiler: gcc + addons: + apt: + packages: + - libx11-dev + - libxaw7-dev + - xfonts-utils - qtbase5-dev - qtmultimedia5-dev - qtbase5-dev-tools script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && QT_SELECT=5 make MOC=moc install" - os: linux - env: HINTS=linux-minimal + env: DESCR=linux-bionic-gcc-x11 HINTS=linux-x11 + dist: bionic + compiler: gcc + addons: + apt: + packages: + - libx11-dev + - libxaw7-dev + - xfonts-utils + script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && make install" + - os: linux + env: DESCR=linux-xenial-gcc-minimal HINTS=linux-minimal compiler: gcc script: | cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ @@ -50,32 +70,32 @@ matrix: make install cat dat/options - os: windows - env: HINTS=windows-visual-studio + env: DESCR=windows-visualstudio language: shell script: -# - find /c/Program\ Files\ \(x86\) -iname 'rc.exe' -print -# - export - - export VSVER=2017 - - export MSVER=14.16.27023 - - export SDKVER=10.0.17763.0 - - export FRAMEVER=4.0.30319 - - export NETFXVER=4.6.1 - - export WKITVER=10.0.17134.0 -# - export TOOLSVER=Community - - export TOOLSVER=BuildTools - - export PATH=/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/$VSVER/$TOOLSVER/Common7/IDE/VC/VCPackages:$PATH - - export PATH=/c/Program\ Files\ \(x86\)/Windows\ Kits/10/bin/$WKITVER/x64:$PATH - - export PATH=/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/$VSVER/$TOOLSVER/VC/Tools/MSVC/$MSVER/bin/HostX64/x64:$PATH - - export PATH=/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/$VSVER/$TOOLSVER/VC/Tools/MSVC/$MSVER/bin/HostX64/x86:$PATH - - export PATH=$PATH:/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/$VSVER/$TOOLSVER/Common7/IDE/CommonExtensions/Microsoft/TestWindow - - export PATH=$PATH:/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/$VSVER/$TOOLSVER/MSBuild/Current/bin/Roslyn - - export INCLUDE=/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/$TOOLSVER/VC/Tools/MSVC/$MSVER/include - - export INCLUDE=$INCLUDE:/c/Program\ Files\ \(x86\)/Windows\ Kits/10/Include/$WKITVER/ucrt - - export INCLUDE=$INCLUDE:/c/Program\ Files\ \(x86\)/Windows\ Kits/10/include/$WKITVER/ucrt - - export INCLUDE=$INCLUDE:/c/Program\ Files\ \(x86\)/Windows\ Kits/10/include/$WKITVER/shared - - export INCLUDE=$INCLUDE:/c/Program\ Files\ \(x86\)/Windows\ Kits/10/include/$WKITVER/um - - export INCLUDE=$INCLUDE:/c/Program\ Files\ \(x86\)/Windows\ Kits/10/include/$WKITVER/winrt - - export INCLUDE=$INCLUDE:/c/Program\ Files\ \(x86\)/Windows\ Kits/10/include/$WKITVER/cppwinrt + - ./win/win32/vs2017/travisci.sh + - os: windows +# install: choco install mingw + env: DESCR=windows-mingw + script: + - git clone --depth 1 https://github.com/wmcbrine/PDCurses.git ../pdcurses + - export ADD_CURSES=Y + - export PDCURSES_TOP=../../pdcurses + - cd src + - cp ../sys/winnt/Makefile.gcc ./Makefile + - mingw32-make install + exclude: +# - os: osx +# osx_image: xcode10.3 +# env: DESCR=osx-xcode10.3-x11 HINTS=macosx10.14 WANT_WIN_CURSES=1 WANT_WIN_X11=1 USE_XPM=1 +# compiler: clang +# script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && make install" + - os: osx + osx_image: xcode10.2 + env: HINTS=macosx10.14 + compiler: clang + script: "cd sys/unix/ && sh setup.sh hints/$HINTS && cd ../../ && make install" +# - export LIB=/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/$VSVER/$TOOLSVER/VC/Tools/MSVC/$MSVER/ATLMFC/lib/x86 - export LIB=/c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/$VSVER/$TOOLSVER/VC/Tools/MSVC/$MSVER/lib/x86:$LIB - export LIB=/c/Program\ Files\ \(x86\)/Windows\ Kits/10/lib/$WKITVER/ucrt/x86:$LIB @@ -109,5 +129,18 @@ notifications: email: recipients: # - devteam@nethack.org - +# +deploy: + provider: releases + api_key: + secure: "U0Dt2CXrcG8Yi4taUCT/6AnM+0IJtdCv6IVG/2rGooUY3pZjNWE9XDM6X9ZeAmbI79aN6FPTppjUf3KbB/upYeJt+8mrjnxEk/ZTO1xXDDW8iL/DiqnczoFsMGmPsTM+Fkeak8bu0SifI7Qkx9i1N+zOyl2VdlaxGjchPfl/OJw2jcQs7rOGRfr23/rapZKTcFq+BFlxMiIHa0dXbCJ9vagdlyAeclOCtPjw1VoH/Cb/+0/Xlx2MFPncw4/1P+bO/fPantHyehh3/WCDVCnI4M7ftONpsTVRrQ+Hml89teUH9/1xXUOpbCeVghWr1rumLcQzMqLKNj2lP/gm9co2/DKpxiUPUzBfO/9Jvl1CNoEwPYQBRNb38kggDvAT4vKX38Oi5sZvumFEO4L0y7o4cW6SA4/CYIykfxOdkrryt8ltfWwopdy3I/DothYw31vJ9GsZOCAShFRAy3hJxYUbHhT+7SDUBadVSEkb4UqxQ+7zntAVT+Lp4DXLAfvsWxZGrQoP/IrWAgNOLRKILubpzh+YpadMH3Ygha2JRAeJAEZ3DnXf3vOOAucWnk4mNXDbW35GTDTAJDWMvddZCfsrUI/uHxgaRjFs9fLX1X5tqhGnsr27sKLWyX+zrIPVV0TPl3AzYPAf6Bc8Okeu+JEGQERvvgSasCuYcmhgYznBVJI=" + file_glob: true + file: + - "$TRAVIS_TAG.x86.zip" + skip_cleanup: true + on: + tags: true + prerelease: true + name: "Pre-release build of NetHack 3.6.3" + body: "This is auto generated pre-release build of NetHack 3.6.3." diff --git a/Files b/Files index 90d78de52..dc18600ed 100644 --- a/Files +++ b/Files @@ -50,9 +50,9 @@ fixes30.pl08 fixes30.pl09 fixes30.pl10 fixes31.1 fixes31.2 fixes31.3 fixes32.0 fixes32.1 fixes32.2 fixes32.3 fixes33.0 fixes33.1 fixes34.0 fixes34.1 fixes34.2 fixes34.3 fixes35.0 fixes36.0 fixes36.1 fixes36.2 -lev_comp.6 lev_comp.txt makedefs.6 makedefs.txt mn.7 -mnh.7 nethack.6 nethack.txt recover.6 recover.txt -tmac.n tmac.nh window.doc +fixes36.3 lev_comp.6 lev_comp.txt makedefs.6 makedefs.txt +mn.7 mnh.7 nethack.6 nethack.txt recover.6 +recover.txt tmac.n tmac.nh window.doc include: (files for GEM versions) @@ -273,12 +273,14 @@ stat.h sys/winnt: (files for Windows 7/8.x/10 version) -Install.nt Makefile.gcc Makefile.msc console.rc -defaults.nh nethack.def nh340key.c nhdefkey.c -nhico.uu nhraykey.c nhsetup.bat ntsound.c -nttty.c porthelp stub-pdcscrn.c stubs.c -sysconf win10.c win10.h win32api.h -windmain.c winnt.c winos.h +.nethackrc.template Install.nt Makefile.gcc +Makefile.msc console.rc nethack.def +nh340key.c nhdefkey.c nhico.uu +nhraykey.c nhsetup.bat ntsound.c +nttty.c porthelp stub-pdcscrn.c +stubs.c sysconf.template win10.c +win10.h win32api.h windmain.c +winnt.c winos.h util: (files for all versions) @@ -359,38 +361,102 @@ getline.c termcap.c topl.c wintty.c win/win32: (files for Windows versions - tested up to Windows 10) -NetHackW.exe.manifest dgnstuff-mingw32.mak dgnstuff.mak -levstuff-mingw32.mak levstuff.mak mhaskyn.c -mhaskyn.h mhdlg.c mhdlg.h -mhfont.c mhfont.h mhinput.c -mhinput.h mhmain.c mhmain.h -mhmap.c mhmap.h mhmenu.c -mhmenu.h mhmsg.h mhmsgwnd.c -mhmsgwnd.h mhrip.c mhrip.h -mhsplash.c mhsplash.h mhstatus.c -mhstatus.h mhtext.c mhtext.h -mnsel.uu mnselcnt.uu mnunsel.uu -mswproc.c nethack.rc nhresource.h -petmark.uu pilemark.uu record.uu -resource.h rip.uu splash.uu -tiles-mingw32.mak tiles.mak winMS.h -winhack.c winhack.rc +NetHackW.c NetHackW.exe.manifest NetHackW.rc +dgnstuff-mingw32.mak dgnstuff.mak levstuff-mingw32.mak +levstuff.mak mhaskyn.c mhaskyn.h +mhdlg.c mhdlg.h mhfont.c +mhfont.h mhinput.c mhinput.h +mhmain.c mhmain.h mhmap.c +mhmap.h mhmenu.c mhmenu.h +mhmsg.h mhmsgwnd.c mhmsgwnd.h +mhrip.c mhrip.h mhsplash.c +mhsplash.h mhstatus.c mhstatus.h +mhtext.c mhtext.h mnsel.uu +mnselcnt.uu mnunsel.uu mswproc.c +nethack.rc nhresource.h petmark.uu +pilemark.uu record.uu resource.h +rip.uu splash.uu tiles-mingw32.mak +tiles.mak winMS.h win/win32/vs2017: (files for Visual Studio 2017 Community Edition builds) -NetHack.sln NetHack.vcxproj NetHackW.vcxproj -PDCurses.vcxproj afterdgncomp.proj afterdlb.proj -afterlevcomp.proj aftermakedefs.proj afternethack.proj -afterrecover.proj aftertile2bmp.proj aftertilemap.proj -afteruudecode.proj build.bat common.props -config.props console.props default.props -default_dll.props default_lib.props dgncomp.vcxproj -dirs.props dlb.vcxproj dll.props -files.props levcomp.vcxproj makedefs.vcxproj -nh340key.def nh340key.vcxproj nhdefkey.def -nhdefkey.vcxproj nhraykey.def nhraykey.vcxproj -recover.vcxproj tile2bmp.vcxproj tilemap.vcxproj -tiles.vcxproj uudecode.vcxproj +NetHack.sln NetHack.vcxproj +NetHackPackage.appxmanifest NetHackPackage.wapproj +NetHackProperties.props NetHackW.vcxproj +PDCurses.vcxproj Package.StoreAssociation.xml +ScreenShot.PNG afterdgncomp.proj +afterdlb.proj afterlevcomp.proj +aftermakedefs.proj afternethack.proj +afterrecover.proj aftertile2bmp.proj +aftertilemap.proj afteruudecode.proj +build.bat common.props +config.props console.props +default.props default_dll.props +default_lib.props dgncomp.vcxproj +dirs.props dlb.vcxproj +dll.props files.props +levcomp.vcxproj makedefs.vcxproj +nh340key.def nh340key.vcxproj +nhdefkey.def nhdefkey.vcxproj +nhraykey.def nhraykey.vcxproj +recover.vcxproj tile2bmp.vcxproj +tilemap.vcxproj tiles.vcxproj +travisci.sh uudecode.vcxproj + +win/win32/vs2017/Images: +(files for Visual Studio 2017 Community Edition builds) +BadgeLogo.scale-100.png +BadgeLogo.scale-125.png +BadgeLogo.scale-150.png +BadgeLogo.scale-200.png +BadgeLogo.scale-400.png +LargeTile.scale-100.png +LargeTile.scale-125.png +LargeTile.scale-150.png +LargeTile.scale-200.png +LargeTile.scale-400.png +LockScreenLogo.scale-200.png +SmallTile.scale-100.png +SmallTile.scale-125.png +SmallTile.scale-150.png +SmallTile.scale-200.png +SmallTile.scale-400.png +SplashScreen.scale-100.png +SplashScreen.scale-125.png +SplashScreen.scale-150.png +SplashScreen.scale-200.png +SplashScreen.scale-400.png +Square150x150Logo.scale-100.png +Square150x150Logo.scale-125.png +Square150x150Logo.scale-150.png +Square150x150Logo.scale-200.png +Square150x150Logo.scale-400.png +Square44x44Logo.altform-unplated_targetsize-16.png +Square44x44Logo.altform-unplated_targetsize-256.png +Square44x44Logo.altform-unplated_targetsize-32.png +Square44x44Logo.altform-unplated_targetsize-48.png +Square44x44Logo.scale-100.png +Square44x44Logo.scale-125.png +Square44x44Logo.scale-150.png +Square44x44Logo.scale-200.png +Square44x44Logo.scale-400.png +Square44x44Logo.targetsize-16.png +Square44x44Logo.targetsize-24.png +Square44x44Logo.targetsize-24_altform-unplated.png +Square44x44Logo.targetsize-256.png +Square44x44Logo.targetsize-32.png +Square44x44Logo.targetsize-48.png +StoreLogo.backup.png +StoreLogo.scale-100.png +StoreLogo.scale-125.png +StoreLogo.scale-150.png +StoreLogo.scale-200.png +StoreLogo.scale-400.png +Wide310x150Logo.scale-100.png +Wide310x150Logo.scale-125.png +Wide310x150Logo.scale-150.png +Wide310x150Logo.scale-200.png +Wide310x150Logo.scale-400.png This is a list of files produced by auxiliary programs. They can all be regenerated from the files in the distribution. diff --git a/README b/README index 0592a5efc..d7698ffd4 100644 --- a/README +++ b/README @@ -1,24 +1,24 @@ - NetHack 3.6.2 -- General information + NetHack 3.6.3 work-in-progress -- General information NetHack 3.6 is an enhancement to the dungeon exploration game NetHack, which is a distant descendent of Rogue and Hack, and a direct descendent of NetHack 3.4 as there was no NetHack 3.5 release. -NetHack 3.6.2 contains a collection of about 320 bug fixes to NetHack 3.6.1 -and more than 20 enhancements. The file doc/fixes36.2 in the source -distribution has a full list of them. The text in there was written for the -development team's own use and is provided "as is", so please do not ask us -to further explain the entries in that file. Some entries might be considered -"spoilers", particularly in the "new features" section. +NetHack 3.6.3 work-in-progress is not an official release of NetHack. It +currently contains a collection of over 140 bug fixes to NetHack 3.6.2 +and more than 16 enhancements and community contributions. The file +doc/fixes36.3 in the source distribution has a full list of them. +The text in there was written for the development team's own use and is +provided "as is", so please do not ask us to further explain the entries +in that file. Some entries might be considered "spoilers", particularly in +the "new features" section. Below you will find some other general notes that were not considered spoilers: -* Performance optimizations with tty including the ability to do per field - updating -* sys/winnt/nttty performance improvements mainly through the introduction - of a back buffer approach -* a couple of windows crash bug fixes -* adoption of the curses window port that was in use in the community + +* Over 30 refinements to the curses window port. +* Some refinements to status highlights. +* A couple of fixes to prevent potential game crashes. - - - - - - - - - - - @@ -125,8 +125,7 @@ Please read items (1), (2) and (3) BEFORE doing anything with your new code. If you have problems building the game, or you find bugs in it, we recommend filing a bug report from our "Contact Us" web page at: - https://www.nethack.org/common/contact.html or - http://www.nethack.org/common/contact.html + https://www.nethack.org/common/contact.html Please include the version information from #version or the command line option --version in the appropriate field. @@ -167,6 +166,6 @@ In our own patches, we will assume that your code is synchronized with ours. -- Good luck, and happy Hacking -- -# $NHDT-Date: 1557077369 2019/05/05 17:29:29 $ $NHDT-Branch: NetHack-3.6.2 $:$NHDT-Revision: 1.55 $ +# $NHDT-Date: 1572309271 2019/10/29 00:34:31 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.57 $ # Copyright (c) 2012 by Michael Allison # NetHack may be freely redistributed. See license for details. diff --git a/dat/history b/dat/history index 70935071a..23dba2d4c 100644 --- a/dat/history +++ b/dat/history @@ -57,7 +57,7 @@ Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson developed NetHack 3.1 for the Macintosh, porting it for -MPW. Building on their development, Barton House added a Think C port. +MPW. Building on their development, Bart House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, is responsible @@ -195,7 +195,7 @@ Unix flavors as well as maintaining the X11 interface. Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port of NetHack 3.6.1 for Mac OSX. -Michael Allison, David Cohrs, Barton House, Pasi Kallinen, Alex Kompel, +Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of NetHack 3.6 for Microsoft Windows. @@ -217,6 +217,9 @@ Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz and Paul Winner. In early May 2019, another 320 bug fixes along with some enhancements and the adopted curses window port, were released as 3.6.2. +Bart House, who had contributed to the game as a porting team participant +for decades, joined the NetHack Development Team in late May 2019. + The official NetHack web site is maintained by Ken Lorber at http://www.nethack.org/. @@ -234,44 +237,45 @@ particularly intriguing modification to help out with the game. The NetHack Development Team sometimes makes note of the names of the worst of these miscreants in this, the list of Dungeoneers: - Adam Aronow Janet Walz Nathan Eady - Alex Kompel Janne Salmijarvi Norm Meluch - Alex Smith Jean-Christophe Collet Olaf Seibert - Andreas Dorn Jeff Bailey Pasi Kallinen - Andy Church Jochen Erwied Pat Rankin - Andy Swanson John Kallen Patric Mueller + Adam Aronow J. Ali Harlow Mikko Juola + Alex Kompel Janet Walz Nathan Eady + Alex Smith Janne Salmijarvi Norm Meluch + Andreas Dorn Jean-Christophe Collet Olaf Seibert + Andy Church Jeff Bailey Pasi Kallinen + Andy Swanson Jochen Erwied Pat Rankin + Andy Thomson 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 Bruce Cox Joshua Delahunty Richard Beigel Bruce Holloway Karl Garrison Richard P. Hughey Bruce Mewborne Keizo Yamamoto Rob Menke - Carl Schelin Ken Arnold Robin Bandy - Chris Russo Ken Arromdee Robin Johnson - David Cohrs Ken Lorber Roderick Schertler - David Damerell Ken Washikita Roland McGrath - David Gentzel Kevin Darcy Ron Van Iwaarden - David Hairston Kevin Hugo Ronnen Miller - Dean Luick Kevin Sitze Ross Brown - Del Lamb Kevin Smolkowski Sascha Wostmann - Derek S. Ray Kevin Sweet Scott Bigham - Deron Meranda Lars Huttar Scott R. Turner - Dion Nicolaas Leon Arnott Sean Hunt - Dylan O'Donnell M. Drew Streib Stephen Spackman - Eric Backus Malcolm Ryan Stefan Thielscher - Eric Hendrickson Mark Gooderum Stephen White - Eric R. Smith Mark Modrall Steve Creps - Eric S. Raymond Marvin Bressler Steve Linhart - Erik Andersen Matthew Day Steve VanDevender - Frederick Roeber Merlyn LeRoy Teemu Suikki - Gil Neiger Michael Allison Tim Lennan - Greg Laskin Michael Feir Timo Hakulinen - Greg Olson Michael Hamel Tom Almy - Gregg Wonderly Michael Sokolov Tom West - Hao-yang Wang Mike Engber Warren Cheung - Helge Hafting Mike Gallop Warwick Allison - Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir + Carl Schelin Keith Simpson Robin Bandy + Chris Russo Ken Arnold Robin Johnson + David Cohrs Ken Arromdee Roderick Schertler + David Damerell Ken Lorber Roland McGrath + David Gentzel Ken Washikita Ron Van Iwaarden + David Hairston Kevin Darcy Ronnen Miller + Dean Luick Kevin Hugo Ross Brown + Del Lamb Kevin Sitze Sascha Wostmann + Derek S. Ray Kevin Smolkowski Scott Bigham + Deron Meranda Kevin Sweet Scott R. Turner + Dion Nicolaas Lars Huttar Sean Hunt + Dylan O'Donnell Leon Arnott Stephen Spackman + Eric Backus M. Drew Streib Stefan Thielscher + Eric Hendrickson Malcolm Ryan Stephen White + Eric R. Smith Mark Gooderum Steve Creps + Eric S. Raymond Mark Modrall Steve Linhart + Erik Andersen Marvin Bressler Steve VanDevender + Fredrik Ljungdahl Matthew Day Teemu Suikki + Frederick Roeber Merlyn LeRoy Tim Lennan + Gil Neiger Michael Allison Timo Hakulinen + Greg Laskin Michael Feir Tom Almy + Greg Olson Michael Hamel Tom West + Gregg Wonderly Michael Sokolov Warren Cheung + Hao-yang Wang Mike Engber Warwick Allison + Helge Hafting Mike Gallop Yitzhak Sapir + Irina Rempt-Drijfhout Mike Passaretti Izchak Miller Mike Stephenson - J. Ali Harlow Mikko Juola diff --git a/dat/rumors.tru b/dat/rumors.tru index 8181c5abc..464ee8c3a 100644 --- a/dat/rumors.tru +++ b/dat/rumors.tru @@ -151,6 +151,7 @@ Someone once said that what goes up < might come down >. Someone's been spiking the pits! Sometimes monsters are more likely to fight each other than attack you. Spinach, carrot, and jelly -- a meal fit for a nurse! +Surviving the full extent of the mines could mean that your luck is changing. Tainted meat is even more sickening than poison! Telepathy is just a trick: once you know how to do it, it's easy. The Leprechaun Gold Tru$t is no division of the Magic Memory Vault. @@ -299,7 +300,7 @@ They say that the Leprechaun King is rich as Croesus. They say that the Wizard of Yendor is schizophrenic and suicidal. They say that the experienced character knows how to convert an altar. They say that the gods are happy when they drop objects at your feet. -They say that the idea of invisible Nazguls has a certain ring to it. +They say that the idea of invisible Nazgul has a certain ring to it. They say that the lady of the lake now lives in a fountain somewhere. They say that the local shopkeeper frowns upon the rude tourist. They say that the only door to the vampire's tower is on its lowest level. diff --git a/dat/symbols b/dat/symbols index d9e1ecef6..06aa31f66 100644 --- a/dat/symbols +++ b/dat/symbols @@ -1,4 +1,4 @@ -# NetHack 3.6 symbols $NHDT-Date: 1524689580 2018/04/25 20:53:00 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.16 $ +# NetHack 3.6 symbols $NHDT-Date: 1572892906 2019/11/04 18:41:46 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.21 $ # Copyright (c) 2006 by Michael Allison # NetHack may be freely redistributed. See license for details. # @@ -14,291 +14,35 @@ # of ordinary printable characters in the lowercase letter range. # NetHack encodes the request to use the alternate font here by # having the high bit set (in hexadecimal, \x80 is combined with -# a character code between \x60 and \x7f). +# a character code between \x5f and \x7e) (not 0x60 to 0x7f as was +# previously claimed). +# +# curses is an approximation of IBMgraphics which relies on DEC +# mode of operation, with a few characters missing. It is based +# on an old graphics mode for the Curses interface and is the default +# on that windowport if no symset is specified. The Curses interface +# can also use DECgraphics as-is; IBMgraphics probably won't work. -start: DECgraphics - Handling: DEC - S_vwall: \xf8 # meta-x, vertical rule - S_hwall: \xf1 # meta-q, horizontal rule - S_tlcorn: \xec # meta-l, top left corner - S_trcorn: \xeb # meta-k, top right corner - S_blcorn: \xed # meta-m, bottom left - S_brcorn: \xea # meta-j, bottom right - S_crwall: \xee # meta-n, cross - S_tuwall: \xf6 # meta-v, T up - S_tdwall: \xf7 # meta-w, T down - S_tlwall: \xf5 # meta-u, T left - S_trwall: \xf4 # meta-t, T right - S_ndoor: \xfe # meta-~, centered dot - S_vodoor: \xe1 # meta-a, solid block - S_hodoor: \xe1 # meta-a, solid block - S_bars: \xfb # meta-{, small pi - S_tree: \xe7 # meta-g, plus-or-minus - S_room: \xfe # meta-~, centered dot - S_upladder: \xf9 # meta-y, greater-than-or-equals - S_dnladder: \xfa # meta-z, less-than-or-equals - S_pool: \xe0 # meta-\, diamond - S_ice: \xfe # meta-~, centered dot - S_lava: \xe0 # meta-\, diamond - S_vodbridge: \xfe # meta-~, centered dot - S_hodbridge: \xfe # meta-~, centered dot - S_water: \xe0 # meta-\, diamond - S_vbeam: \xf8 # meta-x, vertical rule - S_hbeam: \xf1 # meta-q, horizontal rule - S_sw_tc: \xef # meta-o, high horizontal line - S_sw_ml: \xf8 # meta-x, vertical rule - S_sw_mr: \xf8 # meta-x, vertical rule - S_sw_bc: \xf3 # meta-s, low horizontal line - S_explode2: \xef # meta-o, high horizontal line - S_explode4: \xf8 # meta-x, vertical rule - S_explode6: \xf8 # meta-x, vertical rule - S_explode8: \xf3 # meta-s, low horizontal line -finish +# plain looks decent for room+corridor levels where there aren't a lot +# of wall corners and ones present tend to be spread out, but it looks +# awful for wallified mazes +start: plain + Description: same as default symbols, except '+' for corner walls + S_tlcorn: '+' + S_trcorn: '+' + S_blcorn: '+' + S_brcorn: '+' + S_crwall: '+' + S_tuwall: '+' + S_tdwall: '+' + S_tlwall: '+' + S_trwall: '+' +finish #plain -- other symbols implicitly retain their default values -start: IBMgraphics - Handling: IBM - S_vwall: \xb3 # meta-3, vertical rule - S_hwall: \xc4 # meta-D, horizontal rule - S_tlcorn: \xda # meta-Z, top left corner - S_trcorn: \xbf # meta-?, top right corner - S_blcorn: \xc0 # meta-@, bottom left - S_brcorn: \xd9 # meta-Y, bottom right - S_crwall: \xc5 # meta-E, cross - S_tuwall: \xc1 # meta-A, T up - S_tdwall: \xc2 # meta-B, T down - S_tlwall: \xb4 # meta-4, T left - S_trwall: \xc3 # meta-C, T right - S_ndoor: \xfa # meta-z, centered dot - S_vodoor: \xfe # meta-~, small centered square - S_hodoor: \xfe # meta-~, small centered square - S_bars: \xf0 # equivalence symbol - S_tree: \xf1 # plus or minus symbol - S_room: \xfa # meta-z, centered dot - S_corr: \xb0 # meta-0, light shading - S_litcorr: \xb1 # meta-1, medium shading - S_fountain: \xf4 # meta-t, integral top half - S_pool: \xf7 # meta-w, approx. equals - S_ice: \xfa # meta-z, centered dot - S_lava: \xf7 # meta-w, approx. equals - S_vodbridge: \xfa # meta-z, centered dot - S_hodbridge: \xfa # meta-z, centered dot - S_water: \xf7 # meta-w, approx. equals - S_vbeam: \xb3 # meta-3, vertical rule - S_hbeam: \xc4 # meta-D, horizontal rule - S_sw_ml: \xb3 # meta-3, vertical rule - S_sw_mr: \xb3 # meta-3, vertical rule - S_explode4: \xb3 # meta-3, vertical rule - S_explode6: \xb3 # meta-3, vertical rule -finish - -start: IBMGraphics_1 - Handling: IBM - S_vwall: \xb3 # meta-3, vertical rule - S_hwall: \xc4 # meta-D, horizontal rule - S_tlcorn: \xda # meta-Z, top left corner - S_trcorn: \xbf # meta-?, top right corner - S_blcorn: \xc0 # meta-@, bottom left - S_brcorn: \xd9 # meta-Y, bottom right - S_crwall: \xc5 # meta-E, cross - S_tuwall: \xc1 # meta-A, T up - S_tdwall: \xc2 # meta-B, T down - S_tlwall: \xb4 # meta-4, T left - S_trwall: \xc3 # meta-C, T right - S_vbeam: \xb3 # meta-3, vertical rule - S_hbeam: \xc4 # meta-D, horizontal rule - S_sw_ml: \xb3 # meta-3, vertical rule - S_sw_mr: \xb3 # meta-3, vertical rule - S_explode4: \xb3 # meta-3, vertical rule - S_explode6: \xb3 # meta-3, vertical rule -finish - -start: IBMGraphics_2 - Handling: IBM - S_vwall: \xb3 # meta-3, vertical rule - S_hwall: \xc4 # meta-D, horizontal rule - S_tlcorn: \xda # meta-Z, top left corner - S_trcorn: \xbf # meta-?, top right corner - S_blcorn: \xc0 # meta-@, bottom left - S_brcorn: \xd9 # meta-Y, bottom right - S_crwall: \xc5 # meta-E, cross - S_tuwall: \xc1 # meta-A, T up - S_tdwall: \xc2 # meta-B, T down - S_tlwall: \xb4 # meta-4, T left - S_trwall: \xc3 # meta-C, T right - S_vodoor: \xfe # meta-~, small centered square - S_hodoor: \xfe # meta-~, small centered square - S_corr: \xb0 # meta-0, light shading - S_litcorr: \xb1 # meta-1, medium shading - S_vbeam: \xb3 # meta-3, vertical rule - S_hbeam: \xc4 # meta-D, horizontal rule - S_sw_ml: \xb3 # meta-3, vertical rule - S_sw_mr: \xb3 # meta-3, vertical rule - S_explode4: \xb3 # meta-3, vertical rule - S_explode6: \xb3 # meta-3, vertical rule -finish - -start: MACgraphics - Handling: MAC - S_vwall: \xba - S_hwall: \xcd - S_tlcorn: \xc9 - S_trcorn: \xbb - S_blcorn: \xc8 - S_brcorn: \xbc - S_crwall: \xce - S_tuwall: \xca - S_tdwall: \xcb - S_tlwall: \xb9 - S_trwall: \xcc - S_ndoor: \xb0 - S_vodoor: \xee - S_hodoor: \xee - S_vcdoor: \xef - S_hcdoor: \xef - S_bars: \xf0 # equivalency symbol - S_tree: \xf1 # plus-or-minus - S_corr: \xb0 - S_grave: \xef # same as open door - S_pool: \xe0 -finish - -start: RogueIBM - Handling: IBM - Restrictions: rogue - S_weapon: \x29 - S_amulet: \x2c - S_food: \x3a - S_potion: \xad - S_scroll: \x3f - S_book: \x2b - S_wand: \xe7 - S_vwall: \xba # all walls now use - S_hwall: \xcd # double line graphics - S_tlcorn: \xc9 - S_trcorn: \xbb - S_blcorn: \xc8 - S_brcorn: \xbc - S_crwall: \xce - S_tuwall: \xca - S_tdwall: \xcb - S_tlwall: \xb9 - S_trwall: \xcc - S_ndoor: \xce - S_vodoor: \xce - S_hodoor: \xce - S_room: \xfa # centered dot - S_corr: \xb1 - S_litcorr: \xb2 - S_upstair: \xf0 # Greek Xi - S_dnstair: \xf0 -finish - -start: RogueEpyx - Description: Rogue level color symbol set like Epyx Rogue - Restrictions: rogue - Handling: IBM - Color: Yes - S_vwall: \xba # all walls now use - S_hwall: \xcd # double line graphics - S_tlcorn: \xc9 - S_trcorn: \xbb - S_blcorn: \xc8 - S_brcorn: \xbc - S_crwall: \xce - S_tuwall: \xca - S_tdwall: \xcb - S_tlwall: \xb9 - S_trwall: \xcc - S_ndoor: \xce - S_vodoor: \xce - S_hodoor: \xce - S_room: \xfa # centered dot - S_corr: \xb1 - S_litcorr: \xb2 - S_upstair: \xf0 # Greek Xi - S_dnstair: \xf0 - S_arrow_trap: \x04 # diamond (cards) - S_dart_trap: \x04 - S_falling_rock_trap: \x04 - S_squeaky_board: \x04 - S_bear_trap: \x04 - S_land_mine: \x04 - S_rolling_boulder_trap: \x04 - S_sleeping_gas_trap: \x04 - S_rust_trap: \x04 - S_fire_trap: \x04 - S_pit: \x04 - S_spiked_pit: \x04 - S_hole: \x04 - S_trap_door: \x04 - S_teleportation_trap: \x04 - S_level_teleporter: \x04 - S_magic_portal: \x04 - S_web: \x04 - S_statue_trap: \x04 - S_magic_trap: \x04 - S_anti_magic_trap: \x04 - S_polymorph_trap: \x04 - S_weapon: \x18 # up arrow -# ^J S_armor: \x0a # Vert rect with o - S_armor: \x5b # default: '[' -# ^I S_ring: \x09 # circle with arrow - S_ring: \x3d # default: '=' - S_amulet: \x0c # "female" symbol - S_tool: \x28 # default: '(' - S_food: \x05 # club (as in cards) - S_potion: \xad # upside down '!' - S_scroll: \x0e # musical note - S_book: \x2b # default: '+' - S_wand: \xe7 # greek tau - S_coin: \x0f # yes it's the same as gems - S_gem: \x0f # fancy '*' - S_rock: \x60 - S_ball: \x30 - S_chain: \x5f - S_venom: \x2e - S_rock: \x60 - S_ball: \x30 - S_chain: \x5f - S_venom: \x2e - S_human: \x01 -finish - -start: RogueWindows - Restrictions: rogue - Handling: IBM - S_weapon: \x29 - S_amulet: \x2c - S_food: \x3a - S_potion: \xad - S_scroll: \x3f - S_book: \x2b - S_wand: \xe7 - S_vwall: \xba # all walls now use - S_hwall: \xcd # double line graphics - S_tlcorn: \xc9 - S_trcorn: \xbb - S_blcorn: \xc8 - S_brcorn: \xbc - S_crwall: \xce - S_tuwall: \xca - S_tdwall: \xcb - S_tlwall: \xb9 - S_trwall: \xcc - S_ndoor: \xce - S_vodoor: \xce - S_hodoor: \xce - S_room: \xfa # centered dot - S_corr: \xb1 - S_litcorr: \xb2 - S_upstair: \xf0 # Greek Xi - S_dnstair: \xf0 -finish - -# Recommended symset for blind players +# Recommended symset for blind players # courtesy Michael Feir start: NHAccess - Description: Recommended for blind players + Description: recommended for blind players S_stone: \032 S_vwall: \124 S_hwall: \045 @@ -308,7 +52,7 @@ start: NHAccess S_brcorn: \124 S_crwall: \045 S_tuwall: \045 - S_tdwall: \045 + S_tdwall: \045 S_tlwall: \124 S_trwall: \124 S_ndoor: \046 @@ -320,7 +64,7 @@ start: NHAccess S_tree: \035 S_room: \035 S_corr: \060 - S_litcorr: \062 + S_litcorr: \062 S_upstair: \060 S_dnstair: \062 S_upladder: \095 @@ -329,35 +73,35 @@ start: NHAccess S_grave: \126 S_throne: \126 S_sink: \126 - S_fountain: \126 + S_fountain: \126 S_pool: \042 S_ice: \042 S_lava: \035 S_vodbridge: \035 - S_hodbridge: \032 + S_hodbridge: \032 S_vcdbridge: \035 S_hcdbridge: \126 S_arrow_trap: \094 S_dart_trap: \094 - S_falling_rock_trap: \094 + S_falling_rock_trap: \094 S_squeaky_board: \094 S_bear_trap: \094 S_land_mine: \094 - S_rolling_boulder_trap: \094 + S_rolling_boulder_trap: \094 S_sleeping_gas_trap: \094 S_rust_trap: \094 S_fire_trap: \094 S_pit: \094 S_spiked_pit: \094 S_hole: \094 - S_trap_door: \094 + S_trap_door: \094 S_teleportation_trap: \094 S_level_teleporter: \094 S_magic_portal: \094 S_web: \094 - S_statue_trap: \094 + S_statue_trap: \094 S_magic_trap: \094 - S_anti_magic_trap: \094 + S_anti_magic_trap: \094 S_polymorph_trap: \094 S_vbeam: \124 S_hbeam: \095 @@ -379,7 +123,7 @@ start: NHAccess S_sw_bl: \092 S_sw_bc: \045 S_sw_br: \047 - S_explode1: \047 + S_explode1: \047 S_explode2: \045 S_explode3: \092 S_explode4: \058 @@ -392,7 +136,7 @@ finish # All symbols are spaces start: Blank - Description: Completely blank symbols + Description: completely blank symbols S_air: \032 S_altar: \032 S_amulet: \032 @@ -569,15 +313,324 @@ start: Blank S_zruty: \032 finish -start: plain - Description: Same as Default symbols, except '+' for corner walls - S_tlcorn: '+' - S_trcorn: '+' - S_blcorn: '+' - S_brcorn: '+' - S_crwall: '+' - S_tuwall: '+' - S_tdwall: '+' - S_tlwall: '+' - S_trwall: '+' -finish #plain -- other symbols implicitly retain their default values +start: IBMgraphics + Description: special line-drawing characters used for walls +# Restrictions: primary + Handling: IBM + S_vwall: \xb3 # meta-3, vertical rule + S_hwall: \xc4 # meta-D, horizontal rule + S_tlcorn: \xda # meta-Z, top left corner + S_trcorn: \xbf # meta-?, top right corner + S_blcorn: \xc0 # meta-@, bottom left + S_brcorn: \xd9 # meta-Y, bottom right + S_crwall: \xc5 # meta-E, cross + S_tuwall: \xc1 # meta-A, T up + S_tdwall: \xc2 # meta-B, T down + S_tlwall: \xb4 # meta-4, T left + S_trwall: \xc3 # meta-C, T right + S_ndoor: \xfa # meta-z, centered dot + S_vodoor: \xfe # meta-~, small centered square + S_hodoor: \xfe # meta-~, small centered square + S_bars: \xf0 # equivalence symbol + S_tree: \xf1 # plus or minus symbol + S_room: \xfa # meta-z, centered dot + S_corr: \xb0 # meta-0, light shading + S_litcorr: \xb1 # meta-1, medium shading + S_fountain: \xf4 # meta-t, integral top half + S_pool: \xf7 # meta-w, approx. equals + S_ice: \xfa # meta-z, centered dot + S_lava: \xf7 # meta-w, approx. equals + S_vodbridge: \xfa # meta-z, centered dot + S_hodbridge: \xfa # meta-z, centered dot + S_water: \xf7 # meta-w, approx. equals + S_vbeam: \xb3 # meta-3, vertical rule + S_hbeam: \xc4 # meta-D, horizontal rule + S_sw_ml: \xb3 # meta-3, vertical rule + S_sw_mr: \xb3 # meta-3, vertical rule + S_explode4: \xb3 # meta-3, vertical rule + S_explode6: \xb3 # meta-3, vertical rule +finish + +start: IBMGraphics_1 +# Restrictions: primary + Handling: IBM + S_vwall: \xb3 # meta-3, vertical rule + S_hwall: \xc4 # meta-D, horizontal rule + S_tlcorn: \xda # meta-Z, top left corner + S_trcorn: \xbf # meta-?, top right corner + S_blcorn: \xc0 # meta-@, bottom left + S_brcorn: \xd9 # meta-Y, bottom right + S_crwall: \xc5 # meta-E, cross + S_tuwall: \xc1 # meta-A, T up + S_tdwall: \xc2 # meta-B, T down + S_tlwall: \xb4 # meta-4, T left + S_trwall: \xc3 # meta-C, T right + S_vbeam: \xb3 # meta-3, vertical rule + S_hbeam: \xc4 # meta-D, horizontal rule + S_sw_ml: \xb3 # meta-3, vertical rule + S_sw_mr: \xb3 # meta-3, vertical rule + S_explode4: \xb3 # meta-3, vertical rule + S_explode6: \xb3 # meta-3, vertical rule +finish + +start: IBMGraphics_2 +# Restrictions: primary + Handling: IBM + S_vwall: \xb3 # meta-3, vertical rule + S_hwall: \xc4 # meta-D, horizontal rule + S_tlcorn: \xda # meta-Z, top left corner + S_trcorn: \xbf # meta-?, top right corner + S_blcorn: \xc0 # meta-@, bottom left + S_brcorn: \xd9 # meta-Y, bottom right + S_crwall: \xc5 # meta-E, cross + S_tuwall: \xc1 # meta-A, T up + S_tdwall: \xc2 # meta-B, T down + S_tlwall: \xb4 # meta-4, T left + S_trwall: \xc3 # meta-C, T right + S_vodoor: \xfe # meta-~, small centered square + S_hodoor: \xfe # meta-~, small centered square + S_corr: \xb0 # meta-0, light shading + S_litcorr: \xb1 # meta-1, medium shading + S_vbeam: \xb3 # meta-3, vertical rule + S_hbeam: \xc4 # meta-D, horizontal rule + S_sw_ml: \xb3 # meta-3, vertical rule + S_sw_mr: \xb3 # meta-3, vertical rule + S_explode4: \xb3 # meta-3, vertical rule + S_explode6: \xb3 # meta-3, vertical rule +finish + +start: RogueIBM + Handling: IBM + Restrictions: rogue + S_weapon: \x29 + S_amulet: \x2c + S_food: \x3a + S_potion: \xad + S_scroll: \x3f + S_book: \x2b + S_wand: \xe7 + S_vwall: \xba # all walls now use + S_hwall: \xcd # double line graphics + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xce + S_vodoor: \xce + S_hodoor: \xce + S_room: \xfa # centered dot + S_corr: \xb1 + S_litcorr: \xb2 + S_upstair: \xf0 # Greek Xi + S_dnstair: \xf0 +finish + +start: RogueEpyx + Description: rogue level color symbol set like Epyx Rogue + Restrictions: rogue + Handling: IBM + Color: Yes + S_vwall: \xba # all walls now use + S_hwall: \xcd # double line graphics + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xce + S_vodoor: \xce + S_hodoor: \xce + S_room: \xfa # centered dot + S_corr: \xb1 + S_litcorr: \xb2 + S_upstair: \xf0 # Greek Xi + S_dnstair: \xf0 + S_arrow_trap: \x04 # diamond (cards) + S_dart_trap: \x04 + S_falling_rock_trap: \x04 + S_squeaky_board: \x04 + S_bear_trap: \x04 + S_land_mine: \x04 + S_rolling_boulder_trap: \x04 + S_sleeping_gas_trap: \x04 + S_rust_trap: \x04 + S_fire_trap: \x04 + S_pit: \x04 + S_spiked_pit: \x04 + S_hole: \x04 + S_trap_door: \x04 + S_teleportation_trap: \x04 + S_level_teleporter: \x04 + S_magic_portal: \x04 + S_web: \x04 + S_statue_trap: \x04 + S_magic_trap: \x04 + S_anti_magic_trap: \x04 + S_polymorph_trap: \x04 + S_weapon: \x18 # up arrow +# ^J S_armor: \x0a # Vert rect with o + S_armor: \x5b # default: '[' +# ^I S_ring: \x09 # circle with arrow + S_ring: \x3d # default: '=' + S_amulet: \x0c # "female" symbol + S_tool: \x28 # default: '(' + S_food: \x05 # club (as in cards) + S_potion: \xad # upside down '!' + S_scroll: \x0e # musical note + S_book: \x2b # default: '+' + S_wand: \xe7 # greek tau + S_coin: \x0f # yes it's the same as gems + S_gem: \x0f # fancy '*' + S_rock: \x60 + S_ball: \x30 + S_chain: \x5f + S_venom: \x2e + S_rock: \x60 + S_ball: \x30 + S_chain: \x5f + S_venom: \x2e + S_human: \x01 +finish + +start: RogueWindows + Restrictions: rogue + Handling: IBM + S_weapon: \x29 + S_amulet: \x2c + S_food: \x3a + S_potion: \xad + S_scroll: \x3f + S_book: \x2b + S_wand: \xe7 + S_vwall: \xba # all walls now use + S_hwall: \xcd # double line graphics + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xce + S_vodoor: \xce + S_hodoor: \xce + S_room: \xfa # centered dot + S_corr: \xb1 + S_litcorr: \xb2 + S_upstair: \xf0 # Greek Xi + S_dnstair: \xf0 +finish + +start: curses + Description: approximation of IBMgraphics using DECgraphics + Restrictions: primary + Handling: DEC + S_vwall: \xf8 # meta-x, vertical rule + S_hwall: \xf1 # meta-q, horizontal rule + S_tlcorn: \xec # meta-l, top left corner + S_trcorn: \xeb # meta-k, top right corner + S_blcorn: \xed # meta-m, bottom left + S_brcorn: \xea # meta-j, bottom right + S_crwall: \xee # meta-n, cross + S_tuwall: \xf6 # meta-v, T up + S_tdwall: \xf7 # meta-w, T down + S_tlwall: \xf5 # meta-u, T left + S_trwall: \xf4 # meta-t, T right + S_ndoor: \xfe # meta-z, centered dot + S_bars: \xfc # meta-|, not-equals sign (was '#') + S_tree: \xe7 # meta-g, plus or minus sign + S_room: \xfe # meta-z, centered dot + S_corr: \xe1 # meta-a, solid block + S_litcorr: \xe1 # meta-a, solid block + S_ice: \xfe # meta-z, centered dot + S_vodbridge: \xfe # meta-z, centered dot + S_hodbridge: \xfe # meta-z, centered dot + S_vbeam: \xf8 # meta-3, vertical rule + S_hbeam: \xf1 # meta-D, horizontal rule + S_sw_ml: \xf8 # meta-3, vertical rule + S_sw_mr: \xf8 # meta-3, vertical rule + S_explode4: \xf8 # meta-3, vertical rule + S_explode6: \xf8 # meta-3, vertical rule +finish + +start: DECgraphics + Description: special line-drawing characters used for walls + Restrictions: primary + Handling: DEC + S_vwall: \xf8 # meta-x, vertical rule + S_hwall: \xf1 # meta-q, horizontal rule + S_tlcorn: \xec # meta-l, top left corner + S_trcorn: \xeb # meta-k, top right corner + S_blcorn: \xed # meta-m, bottom left + S_brcorn: \xea # meta-j, bottom right + S_crwall: \xee # meta-n, cross + S_tuwall: \xf6 # meta-v, T up + S_tdwall: \xf7 # meta-w, T down + S_tlwall: \xf5 # meta-u, T left + S_trwall: \xf4 # meta-t, T right + S_ndoor: \xfe # meta-~, centered dot + S_vodoor: \xe1 # meta-a, solid block + S_hodoor: \xe1 # meta-a, solid block + S_bars: \xfc # meta-|, not-equals (used to be pi) + S_tree: \xe7 # meta-g, plus-or-minus + S_room: \xfe # meta-~, centered dot + S_upladder: \xf9 # meta-y, less-than-or-equals + S_dnladder: \xfa # meta-z, greater-than-or-equals + S_altar: \xfb # meta-{, pi (used to default to '_') + S_pool: \xe0 # meta-\, diamond + S_ice: \xfe # meta-~, centered dot + S_lava: \xe0 # meta-\, diamond + S_vodbridge: \xfe # meta-~, centered dot + S_hodbridge: \xfe # meta-~, centered dot + S_water: \xe0 # meta-\, diamond + S_vbeam: \xf8 # meta-x, vertical rule + S_hbeam: \xf1 # meta-q, horizontal rule + S_sw_tc: \xef # meta-o, high horizontal line + S_sw_ml: \xf8 # meta-x, vertical rule + S_sw_mr: \xf8 # meta-x, vertical rule + S_sw_bc: \xf3 # meta-s, low horizontal line + S_explode2: \xef # meta-o, high horizontal line + S_explode4: \xf8 # meta-x, vertical rule + S_explode6: \xf8 # meta-x, vertical rule + S_explode8: \xf3 # meta-s, low horizontal line +finish + +start: MACgraphics +# Description: (pre-OSX: obsolete?) +# Restrictions: primary + Handling: MAC + S_vwall: \xba + S_hwall: \xcd + S_tlcorn: \xc9 + S_trcorn: \xbb + S_blcorn: \xc8 + S_brcorn: \xbc + S_crwall: \xce + S_tuwall: \xca + S_tdwall: \xcb + S_tlwall: \xb9 + S_trwall: \xcc + S_ndoor: \xb0 + S_vodoor: \xee + S_hodoor: \xee + S_vcdoor: \xef + S_hcdoor: \xef + S_bars: \xf0 # equivalency symbol + S_tree: \xf1 # plus-or-minus + S_corr: \xb0 + S_grave: \xef # same as open door + S_pool: \xe0 +finish + +# symbols EOF diff --git a/dat/tribute b/dat/tribute index 46777f253..bacde1efe 100644 --- a/dat/tribute +++ b/dat/tribute @@ -1,4 +1,4 @@ -# NetHack 3.6 tribute $NHDT-Date: 1524689580 2018/04/25 20:53:00 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.82 $ +# NetHack 3.6 tribute $NHDT-Date: 1565090653 2019/08/06 11:24:13 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.83 $ # Copyright (c) 2017 by Robert Patrick Rankin # NetHack may be freely redistributed. See license for details. # A tribute introduced in NetHack 3.6.0 to: @@ -853,7 +853,7 @@ WOULDN'T IT? WHAT DO YOU THINK? said Death. AM I REALLY HERE, BOY? "Yes," said Mort slowly. "I... I've watched people. They look at you but -the don't see you, I think. You do something to their minds." +they don't see you, I think. You do something to their minds." Death shook his head. diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index 3b7a6335f..3735f6257 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -1,4 +1,4 @@ -.\" $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.305 $ $NHDT-Date: 1557251604 2019/05/07 17:53:24 $ +.\" $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.325 $ $NHDT-Date: 1572735924 2019/11/02 23:05:24 $ .\" .\" This is an excerpt from the 'roff' man page from the 'groff' package. .\" NetHack's Guidebook.mn currently does *not* adhere to these guidelines. @@ -24,7 +24,7 @@ .ds vr "NetHack 3.7 .ds f0 "\*(vr .ds f1 -.ds f2 "June 20, 2019 +.ds f2 "November 2, 2019 . .\" A note on some special characters: .\" \(lq = left double quote @@ -1104,6 +1104,12 @@ Autocompletes. Default key is \(oqM-e\(cq. .lp #exploremode Enter the explore mode. +.lp "" +Requires confirmation; default response is \f(CRn\fP (no). +To really switch to explore mode, respond with \f(CRy\fP. +You can set the +.op paranoid_confirmation:quit +option to require a response of \f(CRyes\fP instead. .lp "#fire " Fire ammunition from quiver. Default key is \(oqf\(cq. @@ -1211,6 +1217,12 @@ Test the panic routine. Terminates the current game. Autocompletes. Debug mode only. +.lp "" +Asks for confirmation; default is \f(CRn\fP (no); continue playing. +To really panic, respond with \f(CRy\fP. +You can set the +.op paranoid_confirmation:quit +option to require a response of \f(CRyes\fP instead. .lp "#pay " Pay your shopping bill. Default key is \(oqp\(cq. @@ -1251,10 +1263,11 @@ Default key is \(oqM-q\(cq. .lp "" Since using this command by accident would throw away the current game, you are asked to confirm your intent before quitting. -By default a response of \(oqy\(cq acknowledges that intent. +Default response is \f(CRn\fP (no); continue playing. +To really quit, respond with \f(CRy\fP. You can set the -.op paranoid_confirmation -option to require a response of \(lqyes\(rq instead. +.op paranoid_confirmation:quit +option to require a response of \f(CRyes\fP instead. .lp "#quiver " Select ammunition for quiver. Default key is \(oqQ\(cq. @@ -2604,8 +2617,7 @@ Using a configuration file .hw .nethackrc defaults.nh nethack.exe nethackW.exe The default name of the configuration file varies on different operating systems. -On MS-DOS and Windows, it is \(lqdefaults.nh\(rq -in the same folder as nethack.exe or nethackW.exe. +.pg On .UX , Linux, @@ -2613,6 +2625,18 @@ and Mac OS X it is \(lq.nethackrc\(rq in the user's home directory. The file may not exist, but it is a normal ASCII text file and can be created with any text editor. .pg +On Windows, it is \(lq.nethackrc\(rq in +\(lq\\%USERPROFILE%\\NetHack\\3.6\(rq. The file may not exist, +but it is a normal ASCII text file can can be created with any +text editor. +After running NetHack for the first time, you should find a default +template for the configuration file named \(lq.nethackrc.template\(rq +in \(lq\\%USERPROFILE%\\NetHack\\3.6\(rq. +If you had not created the configuration file, NetHack will create +the configuration file for you using the default template file. +.pg +On MS-DOS, it is \(lqdefaults.nh\(rq in the same folder as nethack.exe. +.pg Any line in the configuration file starting with \(oq#\(cq is treated as a comment. Empty lines are ignored. @@ -2629,6 +2653,7 @@ 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. +.pg Here is a list of allowed statements: .lp OPTIONS There are two types of options, boolean and compound options. @@ -2640,7 +2665,7 @@ Some options are persistent, and apply only to new games. 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 .ft CR @@ -2669,6 +2694,9 @@ HACKDIR, must be writable. .lp 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 AUTOCOMPLETE Enable or disable an extended command autocompletion. Autocompletion has no effect for the X11 windowport. @@ -2676,7 +2704,7 @@ You can specify multiple autocompletions. To enable autocompletion, list the extended command. Prefix the command with \(lq!\(rq to disable the autocompletion for that command. -.pg +.lp "" Example: .sd \f(CRAUTOCOMPLETE=zap,!annotate\fP @@ -2692,7 +2720,7 @@ extended commands. You can specify multiple bindings. Format is key followed by the command, separated by a colon. See the \(lqChanging Key Bindings\(rq section for more information. -.pg +.lp "" Example: .sd \f(CRBIND=\(haX:getpos.autodescribe\fP @@ -2700,7 +2728,7 @@ Example: .lp CHOOSE Chooses at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. -.pg +.lp "" Example: .sd .ft CR \" constant-width Roman @@ -2712,37 +2740,43 @@ OPTIONS=role:arc,race:dwa,align:law,gender:fem OPTIONS=role:wiz,race:elf,align:cha,gender:mal .ft \" revert to previous font .ed -.lp MSGTYPE -Change the way messages are shown in the top status line. -See the \(lqConfiguring Message Types\(rq section. .lp MENUCOLOR Highlight menu lines with different colors. See the \(lqConfiguring Menu Colors\(rq section. +.lp MSGTYPE +Change the way messages are shown in the top status line. +See the \(lqConfiguring Message Types\(rq section. +.lp ROGUESYMBOLS +Custom symbols for for the rogue level's symbol set. +See \fISYMBOLS\fP below. +.lp SOUND +Define a sound mapping. +See the \(lqConfiguring User Sounds\(rq section. +.lp SOUNDDIR +Define the directory that contains the sound files. +See the \(lqConfiguring User Sounds\(rq section. .lp SYMBOLS -Override one or more symbols in the symbols files. +Override one or more symbols in the symbol set used for all dungeon +levels except for the special rogue level. See the \(lqModifying NetHack Symbols\(rq section. -.pg +.lp "" Example: .sd -\f(CRSYMBOLS=S_boulder:0\fP +\f(CR# replace small punctuation (tick marks) with digits\fP +\f(CRSYMBOLS=S_boulder:0,S_golem:7\fP .ed .lp WIZKIT 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 \f(CRWIZKIT=\(ti/wizkit.txt\fP \" \(ti == '~' .ed -.lp SOUNDDIR -Define the directory that contains the sound files. -See the \(lqConfiguring User Sounds\(rq section. -.lp SOUND -Define a sound mapping. -See the \(lqConfiguring User Sounds\(rq section. -.pg +.lp "" +.pg \" this would look better outdented Here is a short example of config file contents: .sd .ft CR \" set font to constant-width Roman @@ -3836,11 +3870,16 @@ character in the pattern, specifically: .CC > "never pickup an object that matches rest of pattern." .ei .ed -A \(lqnever pickup\(rq rule takes precedence over an \(lqalways pickup\(rq -rule if both match. +The +.op autopickup_exception +rules are processed in the order in which they appear in your config file, +thus allowing a later rule to override an earlier rule. .lp "" -Exceptions can be set with the \(oqO\(cq command, but ones set that way will -not be preserved across saves and restores. +Exceptions can be set with the \(oqO\(cq command, but because they are not +included in your config file, they won't be in effect if you save and then +restore your game. +.op autopickup_exception +rules and not saved with the game. .\" end of ``.lp autopickup_exception'' entry; continue enclosing page... .\" use .lp "text" to make an unindented paragraph ("text" should be short) .lp "Here are some examples:" @@ -4258,7 +4297,7 @@ text to match against. .lp "*" \(lqalways\(rq will set the default attributes for that field. .lp "*" -\(lqup\(rq and \(lqdown\(rq set the field attributes for when the field +\(lqup\(rq, \(lqdown\(rq set the field attributes for when the field value changes upwards or downwards. This attribute times out after .op statushilites @@ -4281,7 +4320,24 @@ it also matches when value is below or above the percentage. Use prefix \(oq<\(cq or \(oq>\(cq to match when strictly below or above. (The numeric limit is relaxed slightly for those: \f(CR>-1%\fP and \f(CR<101%\fP are allowed.) -Only valid for \(lqhitpoints\(rq and \(lqpower\(rq fields. +Only four fields support percentage rules. +Percentages for \(lqhitpoints\(rq and \(lqpower\(rq are +straightforward; they're based on the corresponding maximum field. +Percentage highlight rules are also allowed for \(lqexperience level\(rq +and \(lqexperience points\(rq (valid when the +.op showexp +option is enabled). +For those, the percentage is based on the progress from the start of +the current experience level to the start of the next level. +So if level 2 starts at 20 points and level 3 starts at 40 points, +having 30 points is 50% and 35 points is 75%. +100% is unattainable for experience because you'll gain a level and +the calculations will be reset for that new level, but a rule for +\f(CR=100%\fP is allowed and matches the special case of being +exactly 1 experience point short of the next level. +.\" (If you manage to reach level 30, there is no next level and the +.\" percentage will remain at 0% no matter have many additional experience +.\" points you earn.) .lp "*" absolute value sets the attribute when the field value matches that number. @@ -4337,8 +4393,9 @@ Set the name of the symbol set that you want to load. Set the name of the symbol set that you want to load for display on the rogue level. .pg -You can also override one or more symbols using the SYMBOLS config -file option. Symbols are specified as name:value pairs. +You can also override one or more symbols using the SYMBOLS and +ROGUESYMBOLS config file options. +Symbols are specified as name:value pairs. Note that NetHack escape-processes the value string in conventional C fashion. This means that \\ is a prefix to take the following character literally. @@ -4347,16 +4404,23 @@ The special prefix form \\m switches on the meta bit in the symbol value, and the \(ha prefix causes the following character to be treated as a control character. .pg +.\" Table is centered. +.\" First line (title) is left justified and spans second and third columns; +.\" it used to be centered but tended to look as if too far to the right. +.\" Remaining lines are left justified in each of three columns. First +.\" line (second overall) contains column labels; the first column has a +.\" dummy label of two spaces. (That used to be "Default" but it made all +.\" the lines wider because of the label's width and caused several lines +.\" to be too wide when generating plain text output. Two spaces leaves +.\" some room between the symbol character and name.) Entries in first +.\" column now use constant-width Roman font to approximate TeX tt font. .TS S center; -c s s -c1 l1 l. +l s s +l1fCR l1 l. .\"TABLE_START -.\" because description is wide, centered title seems off, so pad it a bit -.\" note that each backslash precedes one space of padding (including the -.\" last one; in other words, there's a trailing space here) -NetHack Symbols\ \ \ \ \ \ \ -Default Symbol Name Description +NetHack Symbols +\ \ Symbol Name Description \_ \_ \_ \ S_air (air) \&_ S_altar (altar) @@ -4483,7 +4547,8 @@ s S_spider (arachnid or centipede) @ S_ss3 (magic shield 3 of 4) * S_ss4 (magic shield 4 of 4) \(ha S_statue_trap (statue trap) -\ S_stone (dark part of a room) +\ S_stone (solid rock or unexplored terrain +\ \ \ or dark part of a room) ] S_strange_obj (strange object) \- S_sw_bc (swallow bottom center) \\ S_sw_bl (swallow bottom left) @@ -4527,21 +4592,28 @@ v S_vortex (vortex) w S_worm (worm) \(ti S_worm_tail (long worm tail) W S_wraith (wraith) -x S_xan (xan or other mythical/fantastic insect) +x S_xan (xan or other extraordinary insect) X S_xorn (xorn) Y S_yeti (apelike creature) Z S_zombie (zombie) z S_zruty (zruty) +\ S_pet_override (any pet if ACCESSIBILITY=1 is set) +\ S_player_override (hero if ACCESSIBILITY=1 is set) .\"TABLE_END Do not delete this line. .TE +.\" don't hyphenate file name across lines +.hw sysconf .pg -There is one additional class of object, described as \(lqstrange object\(rq, -which will occasionally be the shape taken on by mimics and shown -as \(oq]\(cq for maps displayed as text characters. -Although the displayed character is the same as the default value for -\(lqS_mimic_def\(rq, it is a different symbol and there is no corresponding -\(lqS_strange_object\(rq symbol nor any way to assign an alternate value -for it. +Notes: several symbols in this table appear to be blank. +They are the space character, except for S_pet_override +and S_player_override which don't have any default value +and can only be used if enabled in the \(lqsysconf\(rq file. +.pg +S_rock is misleadingly named; rocks and stones use S_gem. +Statues and boulders are the rock being referred to, but since +version 3.6.0, statues are displayed as the monster they depict. +So S_rock is only used for boulders and not used at all if +overridden by the more specific S_boulder. .pg .hn 2 Configuring NetHack for Play by the Blind @@ -4582,8 +4654,14 @@ configuration file will cause the game to run in a manner accessible to the blind. After you have gained some experience with the game and with editing files, you may want to alter settings via \fBSYMBOLS=\fP +and \fBROGUESYMBOLS=\fP in your configuration file to better suit your preferences. -The most crucial settings to make the game accessible are: +See the previous section for the special symbols S_pet_override +to force a consistent symbol for all pets and +S_player_override to force a unique symbol for the player character +if \fBaccessibility\fP is enabled in the sysconf file. +.pg +The most crucial settings to make the game more accessible are: .pg .lp symset:NHAccess Load a symbol set appropriate for use by blind players. @@ -4617,7 +4695,7 @@ of moving 8 units at a time. .lp nostatus_updates Prevent updates to the status lines at the bottom of the screen, if your screen-reader reads those lines. The same information can be -seen via the #attributes command. +seen via the \(lq#attributes\(rq command. .hn 2 Global Configuration for System Administrators .pg @@ -4866,7 +4944,7 @@ and \fBPaul Winner\fP, ported NetHack 3.1 to the PC. \fBMike Engber\fP, \fBDavid Hairston\fP, \fBMichael Hamel\fP, \fBJonathan Handler\fP, \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP, and \fBAndy Swanson\fP, developed NetHack 3.1 for the Macintosh, -porting it for MPW. Building on their development, \fBBarton House\fP +porting it for MPW. Building on their development, \fBBart House\fP added a Think C port. .pg \fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2. \fBEric Smith\fP @@ -5025,7 +5103,7 @@ flavors and maintained the X11 interface. \fBKen Lorber\fP, \fBHaoyang Wang\fP, \fBPat Rankin\fP, and \fBDean Luick\fP maintained the port of NetHack 3.6 for Mac OSX. .pg -\fBMichael Allison\fP, \fBDavid Cohrs\fP, \fBBarton House\fP, +\fBMichael Allison\fP, \fBDavid Cohrs\fP, \fBBart House\fP, \fBPasi Kallinen\fP, \fBAlex Kompel\fP, \fBDion Nicolaas\fP, \fBDerek S. Ray\fP and \fBYitzhak Sapir\fP maintained the port of NetHack 3.6 for Microsoft Windows. @@ -5050,6 +5128,9 @@ The NetHack Development Team at the 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 +\fBBart House\fP, who had contributed to the game as a porting team +participant for decades, joined the NetHack Development Team in late May 2019. +.pg The official NetHack web site is maintained by \fBKen Lorber\fP at .UR http://www.nethack.org/ . @@ -5076,49 +5157,50 @@ miscreants in this, the list of Dungeoneers: . .TS S center; -c c c. +c2 c2 c. .\"TABLE_START -Adam Aronow Janet Walz Nathan Eady -Alex Kompel Janne Salmijarvi Norm Meluch -Alex Smith Jean-Christophe Collet Olaf Seibert -Andreas Dorn Jeff Bailey Pasi Kallinen -Andy Church Jochen Erwied Pat Rankin -Andy Swanson John Kallen Patric Mueller +Adam Aronow J. Ali Harlow Mikko Juola +Alex Kompel Janet Walz Nathan Eady +Alex Smith Janne Salmijarvi Norm Meluch +Andreas Dorn Jean-Christophe Collet Olaf Seibert +Andy Church Jeff Bailey Pasi Kallinen +Andy Swanson Jochen Erwied Pat Rankin +Andy Thomson 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 Bruce Cox Joshua Delahunty Richard Beigel Bruce Holloway Karl Garrison Richard P. Hughey Bruce Mewborne Keizo Yamamoto Rob Menke -Carl Schelin Ken Arnold Robin Bandy -Chris Russo Ken Arromdee Robin Johnson -David Cohrs Ken Lorber Roderick Schertler -David Damerell Ken Washikita Roland McGrath -David Gentzel Kevin Darcy Ron Van Iwaarden -David Hairston Kevin Hugo Ronnen Miller -Dean Luick Kevin Sitze Ross Brown -Del Lamb Kevin Smolkowski Sascha Wostmann -Derek S. Ray Kevin Sweet Scott Bigham -Deron Meranda Lars Huttar Scott R. Turner -Dion Nicolaas Leon Arnott Sean Hunt -Dylan O'Donnell M. Drew Streib Stephen Spackman -Eric Backus Malcolm Ryan Stefan Thielscher -Eric Hendrickson Mark Gooderum Stephen White -Eric R. Smith Mark Modrall Steve Creps -Eric S. Raymond Marvin Bressler Steve Linhart -Erik Andersen Matthew Day Steve VanDevender -Frederick Roeber Merlyn LeRoy Teemu Suikki -Gil Neiger Michael Allison Tim Lennan -Greg Laskin Michael Feir Timo Hakulinen -Greg Olson Michael Hamel Tom Almy -Gregg Wonderly Michael Sokolov Tom West -Hao-yang Wang Mike Engber Warren Cheung -Helge Hafting Mike Gallop Warwick Allison -Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir +Carl Schelin Keith Simpson Robin Bandy +Chris Russo Ken Arnold Robin Johnson +David Cohrs Ken Arromdee Roderick Schertler +David Damerell Ken Lorber Roland McGrath +David Gentzel Ken Washikita Ron Van Iwaarden +David Hairston Kevin Darcy Ronnen Miller +Dean Luick Kevin Hugo Ross Brown +Del Lamb Kevin Sitze Sascha Wostmann +Derek S. Ray Kevin Smolkowski Scott Bigham +Deron Meranda Kevin Sweet Scott R. Turner +Dion Nicolaas Lars Huttar Sean Hunt +Dylan O'Donnell Leon Arnott Stephen Spackman +Eric Backus M. Drew Streib Stefan Thielscher +Eric Hendrickson Malcolm Ryan Stephen White +Eric R. Smith Mark Gooderum Steve Creps +Eric S. Raymond Mark Modrall Steve Linhart +Erik Andersen Marvin Bressler Steve VanDevender +Fredrik Ljungdahl Matthew Day Teemu Suikki +Frederick Roeber Merlyn LeRoy Tim Lennan +Gil Neiger Michael Allison Timo Hakulinen +Greg Laskin Michael Feir Tom Almy +Greg Olson Michael Hamel Tom West +Gregg Wonderly Michael Sokolov Warren Cheung +Hao-yang Wang Mike Engber Warwick Allison +Helge Hafting Mike Gallop Yitzhak Sapir +Irina Rempt-Drijfhout Mike Passaretti Izchak Miller Mike Stephenson -J. Ali Harlow Mikko Juola .\"TABLE_END Do not delete this line. .TE .pg diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 6d240777f..1a8ad80cf 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -45,7 +45,7 @@ %.au \author{Original version - Eric S. Raymond\\ (Edited and expanded for 3.6 by Mike Stephenson and others)} -\date{June 20, 2019} +\date{November 2, 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.\\ @@ -1216,7 +1216,13 @@ Advance or check weapon and spell skills. Autocompletes. Default key is `{\tt M-e}'. %.lp \item[\tb{\#exploremode}] -Enter the explore mode. +Enter the explore mode.\\ +%.lp "" +Requires confirmation; default response is `{\tt n}' (no). +To really switch to explore mode, respond with `{\tt y}'. +You can set the +{\it paranoid\verb+_+confirmation:quit\/} +option to require a response of ``{\tt yes}'' instead. %.lp \item[\tb{\#fire}] Fire ammunition from quiver. Default key is `{\tt f}'. @@ -1324,7 +1330,13 @@ Default keys are `{\tt \^{}O}', and `{\tt M-O}'. Test the panic routine. Terminates the current game. Autocompletes. -Debug mode only. +Debug mode only.\\ +%.lp "" +Asks for confirmation; default is `{\tt n}' (no); continue playing. +To really panic, respond with `{\tt y}''. +You can set the +{\it paranoid\verb+_+confirmation:quit\/} +option to require a response of ``{\tt yes}'' instead. %.lp \item[\tb{\#pay}] Pay your shopping bill. Default key is `{\tt p}'. @@ -1361,12 +1373,14 @@ Quaff (drink) something. Default key is `{\tt q}'. %.lp \item[\tb{\#quit}] Quit the program without saving your game. Autocompletes. -Default key is `{\tt M-q}'. +Default key is `{\tt M-q}'.\\ %.lp "" Since using this command by accident would throw away the current game, -you are asked to confirm your intent before quitting. By default a -response of `{\tt y}' acknowledges that intent. You can set the -{\it paranoid\verb+_+confirmation\/} +you are asked to confirm your intent before quitting. +Default response is `{\tt n}' (no); continue playing. +To really quit, respond with `{\tt y}'. +You can set the +{\it paranoid\verb+_+confirmation:quit\/} option to require a response of ``{\tt yes}'' instead. %.lp \item[\tb{\#quiver}] @@ -2030,9 +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 @@ -2312,7 +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.) @@ -2544,7 +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! @@ -2687,9 +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 @@ -2852,19 +2866,32 @@ for system administrators. \subsection*{Using a configuration file} %.pg -The default name of the configuration file varies on different -operating systems. On MS-DOS and Windows, it is \mbox{``defaults.nh''} in -the same folder as \mbox{{\it nethack.exe\/}} or \mbox{{\it nethackW.exe\/}}. +The default name and location of the configuration file varies on different +operating systems.\\ + +%.lp "" On Unix, Linux and Mac OS X it is \mbox{``.nethackrc''} in the user's home directory. The file may not exist, but it is a normal ASCII text file and -can be created with any text editor. +can be created with any text editor.\\ -%.pg +%.lp "" +On Windows, it is \mbox{``.nethackrc''} in the foler +\mbox{{``\%USERPROFILE\%\textbackslash NetHack\textbackslash 3.6''}}. The +file may not exist, but it is a normal ASCII text file and can be created +with any text editor. +After runing {\it NetHack\/} for the first time, you should find a default +template for ths configuration file named \mbox{``.nethackrc.template''} in +\mbox{{``\%USERPROFILE\%\textbackslash NetHack\textbackslash 3.6''}}. +If you had not created the configuration file, {\it NetHack\/} will create +the configuration file for you using the default template file. + +%.lp "" +On MS-DOS it is \mbox{``defaults.nh''} in the same folder as +\mbox{{\it nethack.exe\/}}.\\ + +%.lp "" Any line in the configuration file starting with `{\tt \#}' is treated as a comment. -Empty lines are ignored. - -%.pg -Any line beginning with `{\tt [}' and ending in `{\tt ]}' is considered a section +Empty lines are ignored. Any line beginning with `{\tt [}' and ending in `{\tt ]}' is considered a section marker. The text between the square brackets is the section name. Lines after a section marker belong to that section, and are ignored unless a CHOOSE -statement was used to select that section. @@ -2872,9 +2899,13 @@ 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{} @@ -2889,7 +2920,7 @@ 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} @@ -2923,6 +2954,9 @@ 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. @@ -2932,11 +2966,11 @@ 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 @@ -2951,7 +2985,7 @@ 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} @@ -2964,7 +2998,7 @@ 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} @@ -2977,23 +3011,39 @@ 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{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 symbols files. +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 @@ -3003,22 +3053,17 @@ 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 @@ -4064,7 +4109,7 @@ Number of lines for traditional below-the-map status display. Acceptable values are 2 and 3 (default is 2). Curses and tty interfaces only. %.lp -\item[\ib{term\verb+_+cols}\ \ {\it and}]" +\item[\ib{term\verb+_+cols} {\normalfont and}] %.lp \item[\ib{term\verb+_+rows}] Curses interface only. @@ -4275,12 +4320,14 @@ character in the pattern, specifically: %.ei %.ed -A ``never pickup'' rule takes precedence over an ``always pickup'' rule if -both match. +The {\it autopickup\verb+_+exception\/} rules are processed in the order +in which they appear in your config file, thus allowing a later rule to override +an earlier rule. %.lp "" -Exceptions can be set with the `{\tt O}' command, but ones set that way will -not be preserved across saves and restores. +Exceptions can be set with the `{\tt O}' command, but because they are not included +in your config file, they won't be in effect if you save and then restore your game. +{\it autopickup\verb+_+exception\/} rules are not saved with the game. \elist %.lp "Here are some examples:" @@ -4337,157 +4384,157 @@ 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 15mm} %.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}'. +With {\it number\verb+_+pad\/} only. Default is~`{\tt n}'. %.lp -\item{\bb{doinv}} -Show inventory. With {\it number\verb+_+pad\/} only. Default is `{\tt 0}'. +\item[{\bb{doinv}}] +Show inventory. With {\it number\verb+_+pad\/} only. Default is~`{\tt 0}'. %.lp -\item{\bb{fight}} -Prefix key to force fight a direction. Default is `{\tt F}'. +\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 -}'. +Default is~`{\tt -}'. %.lp -\item{\bb{getdir.help}} -When asked for a direction, the key to show the help. Default is `{\tt ?}'. +\item[{\bb{getdir.help}}] +When asked for a direction, the key to show the help. Default is~`{\tt ?}'. %.lp -\item{\bb{getdir.self}} -When asked for a direction, the key to target yourself. Default is `{\tt .}'. +\item[{\bb{getdir.self}}] +When asked for a direction, the key to target yourself. Default is~`{\tt .}'. %.lp -\item{\bb{getdir.self2}} -When asked for a direction, the key to target yourself. Default is `{\tt s}'. +\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 \#}'. +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}'. +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}'. +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}'. +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}'. +Default is~`{\tt D}'. %.lp -\item{\bb{getpos.help}} -When asked for a location, the key to show help. Default is `{\tt ?}'. +\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}'. +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}'. +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}'. +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}'. +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 !}'. +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 *}'. +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 "}'. +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 .}'. +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 ,}'. +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 ;}'. +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 :}'. +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 @}'. +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}'. +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}'. +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 \$}'. +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}'. +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}'. +Default is~`{\tt Z}'. %.lp -\item{\bb{nopickup}} -Prefix key to move without picking up items. Default is `{\tt m}'. +\item[{\bb{nopickup}}] +Prefix key to move without picking up items. Default is~`{\tt m}'. %.lp -\item{\bb{redraw}} -Key to redraw the screen. Default is `{\tt \^{}R}'. +\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}'. +Default is~`{\tt \^{}L}'. %.lp -\item{\bb{repeat}} -Key to repeat previous command. Default is `{\tt \^{}A}'. +\item[{\bb{repeat}}] +Key to repeat previous command. Default is~`{\tt \^{}A}'. %.lp -\item{\bb{reqmenu}} -Prefix key to request menu from some commands. Default is `{\tt m}'. +\item[{\bb{reqmenu}}] +Prefix key to request menu from some commands. Default is~`{\tt m}'. %.lp -\item{\bb{run}} -Prefix key to run towards a direction. Default is `{\tt G}'. +\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}'. +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}'. +Default is~`{\tt 5}'. %.lp -\item{\bb{rush}} -Prefix key to rush towards a direction. Default is `{\tt g}'. -\elist +\item[{\bb{rush}}] +Prefix key to rush towards a direction. Default is~`{\tt g}'. \elist @@ -4692,6 +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 @@ -4744,23 +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 -value changes upwards or downwards. This attribute times out after -{\tt statushilites} turns. +\item[{\tt up}{\normalfont, }{\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). @@ -4769,10 +4814,26 @@ it also matches when value is below or above the percentage. Use prefix `{\tt <}' or `{\tt >}' to match when strictly below or above. (The numeric limit is relaxed slightly for those: {\tt >-1\%} and {\tt <101\%} are allowed.) -Only valid for ``{\it hitpoints\/}'' and ``{\it power\/}'' fields. +Only four fields support percentage rules. +Percentages for ``{\it hitpoints\/}'' and ``{\it power\/}'' are +straightforward; they're based on the corresponding maximum field. +Percentage highlight rules are also allowed for ``{\it experience level\/}'' +and ``{\it experience points\/}'' (valid when the +{\it showexp\/} +option is enabled). +For those, the percentage is based on the progress from the start of +the current experience level to the start of the next level. +So if level 2 starts at 20 points and level 3 starts at 40 points, +having 30 points is 50\% and 35 points is 75\%. +100\% is unattainable for experience because you'll gain a level and +the calculations will be reset for that new level, but a rule for +{\tt =100\%} is allowed and matches the special case of being +exactly 1 experience point short of the next level. +% (If you manage to reach level 30, there is no next level and the +% 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 =}'. @@ -4781,8 +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\/}''. @@ -4833,11 +4893,14 @@ Set the name of the symbol set that you want to load for display on the rogue level. \elist -You can also override one or more symbols using the {\it SYMBOLS\/} config -file option. 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+\\+'. +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+\\+'. 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 @@ -4975,7 +5038,8 @@ Default & Symbol Name & Description\\ \verb+@+ & S\verb+_+ss3 & (magic shield 3 of 4)\\ \verb@*@ & S\verb+_+ss4 & (magic shield 4 of 4)\\ \verb@^@ & S\verb+_+statue\verb+_+trap & (statue trap)\\ -\verb@ @ & S\verb+_+stone & (dark part of a room)\\ +\verb@ @ & S\verb+_+stone & (solid rock or unexplored terrain\\ + & & \,or dark part of a room)\\ \verb@]@ & S\verb+_+strange\verb+_+obj & (strange object)\\ \verb@-@ & S\verb+_+sw\verb+_+bc & (swallow bottom center)\\ \verb@\@ & S\verb+_+sw\verb+_+bl & (swallow bottom left)\\ @@ -4990,7 +5054,7 @@ Default & Symbol Name & Description\\ \verb@\@ & S\verb+_+throne & (opulent throne)\\ \verb@-@ & S\verb+_+tlcorn & (top left corner)\\ \verb@|@ & S\verb+_+tlwall & (wall)\\ -\verb@(@ & S\verb+_+tool & (useful item (pick-axe\, key\, lamp...))\\ +\verb@(@ & S\verb+_+tool & (useful item (pick-axe, key, lamp...))\\ \verb@^@ & S\verb+_+trap\verb+_+door & (trap door)\\ \verb@t@ & S\verb+_+trapper & (trapper or lurker above)\\ \verb@-@ & S\verb+_+trcorn & (top right corner)\\ @@ -5019,24 +5083,29 @@ Default & Symbol Name & Description\\ \verb@w@ & S\verb+_+worm & (worm)\\ \verb@~@ & S\verb+_+worm\verb+_+tail & (long worm tail)\\ \verb@W@ & S\verb+_+wraith & (wraith)\\ -\verb@x@ & S\verb+_+xan & (xan or other mythical/fantastic insect)\\ +\verb@x@ & S\verb+_+xan & (xan or other extraordinary insect)\\ \verb@X@ & S\verb+_+xorn & (xorn)\\ \verb@Y@ & S\verb+_+yeti & (apelike creature)\\ \verb@Z@ & S\verb+_+zombie & (zombie)\\ -\verb@z@ & S\verb+_+zruty & (zruty) +\verb@z@ & S\verb+_+zruty & (zruty)\\ +\verb@ @ & S\verb+_+pet\verb+_+override & (any pet if ACCESSIBILITY=1 is set)\\ +\verb@ @ & S\verb+_+player\verb+_+override & (hero if ACCESSIBILITY=1 is set) \end{longtable}% } +\hyphenation{sysconf} %no syllable breaks => don't hyphenate file name %.pg -There is one additional class of object, described as ``strange object'', -which will occasionally be the shape taken on by mimics and shown as -`{\tt \verb+]+}' -for maps displayed as text characters. -Although the displayed character is the same as the default value for -`S\verb+_+mimic\verb+_+def', it is a different symbol and there is no -corresponding -`S\verb+_+strange\verb+_+object' symbol nor any way to assign an -alternate value for it. +Notes: several symbols in this table appear to be blank. +They are the space character, except for S\verb+_+pet\verb+_+override +and S\verb+_+player\verb+_+override which don't have any default value +and can only be used if enabled in the ``sysconf'' file. + +%.pg +S\verb+_+rock is misleadingly named; rocks and stones use S\verb+_+gem. +Statues and boulders are the rock being referred to, but since +version 3.6.0, statues are displayed as the monster they depict. +So S\verb+_+rock is only used for boulders and not used at all if +overridden by the more specific S\verb+_+boulder. %.pg %.hn 2 @@ -5079,8 +5148,15 @@ is a symset called {\it NHAccess\/}. Selecting that symset in your configuration file will cause the game to run in a manner accessible to the blind. After you have gained some experience with the game and with editing files, you may want to alter settings via {\it SYMBOLS=\/} +and {\it ROGUESYMBOLS=\/} in your configuration file to better suit your preferences. -The most crucial settings to make the game accessible are: +See the previous section for the special symbols S\verb+_+pet\verb+_+override +to force a consistent symbol for all pets and S\verb+_+player\verb+_+override +to force a unique symbol for the player character if {\it accessibility\/} +is enabled in the {\it sysconf\/} file. + +%.pg +The most crucial settings to make the game more accessible are: %.pg \blist{} %.lp @@ -5412,7 +5488,7 @@ 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 @@ -5625,7 +5701,7 @@ 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. @@ -5659,6 +5735,11 @@ 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 @@ -5693,47 +5774,48 @@ of these miscreants in this, the list of Dungeoneers: \begin{center} \begin{tabular}{llll} %TABLE_START -Adam Aronow & Janet Walz & Nathan Eady\\ -Alex Kompel & Janne Salmij\"{a}rvi & Norm Meluch\\ -Alex Smith & Jean-Christophe Collet & Olaf Seibert\\ -Andreas Dorn & Jeff Bailey & Pasi Kallinen\\ -Andy Church & Jochen Erwied & Pat Rankin\\ -Andy Swanson & John Kallen & Patric Mueller\\ +Adam Aronow & J. Ali Harlow & Mikko Juola\\ +Alex Kompel & Janet Walz & Nathan Eady\\ +Alex Smith & Janne Salmij\"{a}rvi & Norm Meluch\\ +Andreas Dorn & Jean-Christophe Collet & Olaf Seibert\\ +Andy Church & Jeff Bailey & Pasi Kallinen\\ +Andy Swanson & Jochen Erwied & Pat Rankin\\ +Andy Thomson & 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\\ Bruce Cox & Joshua Delahunty & Richard Beigel\\ Bruce Holloway & Karl Garrison & Richard P. Hughey\\ Bruce Mewborne & Keizo Yamamoto & Rob Menke\\ -Carl Schelin & Ken Arnold & Robin Bandy\\ -Chris Russo & Ken Arromdee & Robin Johnson\\ -David Cohrs & Ken Lorber & Roderick Schertler\\ -David Damerell & Ken Washikita & Roland McGrath\\ -David Gentzel & Kevin Darcy & Ron Van Iwaarden\\ -David Hairston & Kevin Hugo & Ronnen Miller\\ -Dean Luick & Kevin Sitze & Ross Brown\\ -Del Lamb & Kevin Smolkowski & Sascha Wostmann\\ -Derek S. Ray & Kevin Sweet & Scott Bigham\\ -Deron Meranda & Lars Huttar & Scott R. Turner\\ -Dion Nicolaas & Leon Arnott & Sean Hunt\\ -Dylan O'Donnell & M. Drew Streib & Stephen Spackman\\ -Eric Backus & Malcolm Ryan & Stefan Thielscher\\ -Eric Hendrickson & Mark Gooderum & Stephen White\\ -Eric R. Smith & Mark Modrall & Steve Creps\\ -Eric S. Raymond & Marvin Bressler & Steve Linhart\\ -Erik Andersen & Matthew Day & Steve VanDevender\\ -Frederick Roeber & Merlyn LeRoy & Teemu Suikki\\ -Gil Neiger & Michael Allison & Tim Lennan\\ -Greg Laskin & Michael Feir & Timo Hakulinen\\ -Greg Olson & Michael Hamel & Tom Almy\\ -Gregg Wonderly & Michael Sokolov & Tom West\\ -Hao-yang Wang & Mike Engber & Warren Cheung\\ -Helge Hafting & Mike Gallop & Warwick Allison\\ -Irina Rempt-Drijfhout & Mike Passaretti & Yitzhak Sapir\\ -Izchak Miller & Mike Stephenson\\ -J. Ali Harlow & Mikko Juola +Carl Schelin & Keith Simpson & Robin Bandy\\ +Chris Russo & Ken Arnold & Robin Johnson\\ +David Cohrs & Ken Arromdee & Roderick Schertler\\ +David Damerell & Ken Lorber & Roland McGrath\\ +David Gentzel & Ken Washikita & Ron Van Iwaarden\\ +David Hairston & Kevin Darcy & Ronnen Miller\\ +Dean Luick & Kevin Hugo & Ross Brown\\ +Del Lamb & Kevin Sitze & Sascha Wostmann\\ +Derek S. Ray & Kevin Smolkowski & Scott Bigham\\ +Deron Meranda & Kevin Sweet & Scott R. Turner\\ +Dion Nicolaas & Lars Huttar & Sean Hunt\\ +Dylan O'Donnell & Leon Arnott & Stephen Spackman\\ +Eric Backus & M. Drew Streib & Stefan Thielscher\\ +Eric Hendrickson & Malcolm Ryan & Stephen White\\ +Eric R. Smith & Mark Gooderum & Steve Creps\\ +Eric S. Raymond & Mark Modrall & Steve Linhart\\ +Erik Andersen & Marvin Bressler & Steve VanDevender\\ +Fredrik Ljungdahl & Matthew Day & Teemu Suikki\\ +Frederick Roeber & Merlyn LeRoy & Tim Lennan\\ +Gil Neiger & Michael Allison & Timo Hakulinen\\ +Greg Laskin & Michael Feir & Tom Almy\\ +Greg Olson & Michael Hamel & Tom West\\ +Gregg Wonderly & Michael Sokolov & Warren Cheung\\ +Hao-yang Wang & Mike Engber & Warwick Allison\\ +Helge Hafting & Mike Gallop & Yitzhak Sapir\\ +Irina Rempt-Drijfhout & Mike Passaretti\\ +Izchak Miller & Mike Stephenson %TABLE_END Do not delete this line. \end{tabular} \end{center} diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index c622c832d..595c02aae 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -91,32 +91,32 @@ them to move quickly and sneak up on the local nasties. They start equipped with the tools for a proper scientific expedition. - Barbarians are warriors out of the hinterland, hardened to + Barbarians are warriors out of the hinterland, hardened to battle. They begin their quests with naught but uncommon strength, a trusty hauberk, and a great two-handed sword. - Cavemen and Cavewomen start with exceptional strength but, + Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons. - Healers are wise in medicine and apothecary. They know the - herbs and simples that can restore vitality, ease pain, anes- + Healers are wise in medicine and apothecary. They know the + herbs and simples that can restore vitality, ease pain, anes- thetize, and neutralize poisons; and with their instruments, they - can divine a being's state of health or sickness. Their medical + can divine a being's state of health or sickness. Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon. - Knights are distinguished from the common skirmisher by - their devotion to the ideals of chivalry and by the surpassing + Knights are distinguished from the common skirmisher by + their devotion to the ideals of chivalry and by the surpassing excellence of their armor. Monks are ascetics, who by rigorous practice of physical and mental disciplines have become capable of fighting as effectively - without weapons as with. They wear no armor but make up for it + without weapons as with. They wear no armor but make up for it with increased mobility. - Priests and Priestesses are clerics militant, crusaders ad- - vancing the cause of righteousness with arms, armor, and arts - thaumaturgic. Their ability to commune with deities via prayer + Priests and Priestesses are clerics militant, crusaders ad- + vancing the cause of righteousness with arms, armor, and arts + thaumaturgic. Their ability to commune with deities via prayer occasionally extricates them from peril, but can also put them in it. @@ -126,7 +126,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -136,63 +136,63 @@ - Rogues are agile and stealthy thieves, with knowledge of - locks, traps, and poisons. Their advantage lies in surprise, + Rogues are agile and stealthy thieves, with knowledge of + locks, traps, and poisons. Their advantage lies in surprise, which they employ to great advantage. - Samurai are the elite warriors of feudal Nippon. They are - lightly armored and quick, and wear the dai-sho, two swords of + Samurai are the elite warriors of feudal Nippon. They are + lightly armored and quick, and wear the dai-sho, two swords of the deadliest keenness. - Tourists start out with lots of gold (suitable for shopping - with), a credit card, lots of food, some maps, and an expensive + Tourists start out with lots of gold (suitable for shopping + with), a credit card, lots of food, some maps, and an expensive camera. Most monsters don't like being photographed. - Valkyries are hardy warrior women. Their upbringing in the - harsh Northlands makes them strong, inures them to extremes of + Valkyries are hardy warrior women. Their upbringing in the + harsh Northlands makes them strong, inures them to extremes of cold, and instills in them stealth and cunning. - Wizards start out with a knowledge of magic, a selection of - magical items, and a particular affinity for dweomercraft. Al- + Wizards start out with a knowledge of magic, a selection of + magical items, and a particular affinity for dweomercraft. Al- though seemingly weak and easy to overcome at first sight, an ex- perienced Wizard is a deadly foe. - You may also choose the race of your character (within lim- + You may also choose the race of your character (within lim- its; most roles have restrictions on which races are eligible for them): Dwarves are smaller than humans or elves, but are stocky and - solid individuals. Dwarves' most notable trait is their great - expertise in mining and metalwork. Dwarvish armor is said to be + solid individuals. Dwarves' most notable trait is their great + expertise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves. - Elves are agile, quick, and perceptive; very little of what - goes on will escape an Elf. The quality of Elven craftsmanship + Elves are agile, quick, and perceptive; very little of what + goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor. - Gnomes are smaller than but generally similar to dwarves. - Gnomes are known to be expert miners, and it is known that a se- - cret underground mine complex built by this race exists within + Gnomes are smaller than but generally similar to dwarves. + Gnomes are known to be expert miners, and it is known that a se- + cret underground mine complex built by this race exists within the Mazes of Menace, filled with both riches and danger. Humans are by far the most common race of the surface world, - and are thus the norm to which other races are often compared. - Although they have no special abilities, they can succeed in any + and are thus the norm to which other races are often compared. + Although they have no special abilities, they can succeed in any role. - Orcs are a cruel and barbaric race that hate every living - thing (including other orcs). Above all others, Orcs hate Elves - with a passion unequalled, and will go out of their way to kill - one at any opportunity. The armor and weapons fashioned by the + Orcs are a cruel and barbaric race that hate every living + thing (including other orcs). Above all others, Orcs hate Elves + with a passion unequalled, and will go out of their way to kill + one at any opportunity. The armor and weapons fashioned by the Orcs are typically of inferior quality. 3. What do all those things on the screen mean? - On the screen is kept a map of where you have been and what - you have seen on the current dungeon level; as you explore more + On the screen is kept a map of where you have been and what + you have seen on the current dungeon level; as you explore more - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -204,47 +204,47 @@ of the level, it appears on the screen in front of you. - When NetHack's ancestor rogue first appeared, its screen - orientation was almost unique among computer fantasy games. - Since then, screen orientation has become the norm rather than - the exception; NetHack continues this fine tradition. Unlike - text adventure games that accept commands in pseudo-English sen- + When NetHack's ancestor rogue first appeared, its screen + orientation was almost unique among computer fantasy games. + Since then, screen orientation has become the norm rather than + the exception; NetHack continues this fine tradition. Unlike + text adventure games that accept commands in pseudo-English sen- tences and explain the results in words, NetHack commands are all - one or two keystrokes and the results are displayed graphically - on the screen. A minimum screen size of 24 lines by 80 columns - is recommended; if the screen is larger, only a 21x80 section + one or two keystrokes and the results are displayed graphically + on the screen. A minimum screen size of 24 lines by 80 columns + is recommended; if the screen is larger, only a 21x80 section will be used for the map. NetHack can even be played by blind players, with the assis- - tance of Braille readers or speech synthesisers. Instructions - for configuring NetHack for the blind are included later in this + tance of Braille readers or speech synthesisers. Instructions + for configuring NetHack for the blind are included later in this document. NetHack generates a new dungeon every time you play it; even - the authors still find it an entertaining and exciting game de- + the authors still find it an entertaining and exciting game de- spite having won several times. - NetHack offers a variety of display options. The options - available to you will vary from port to port, depending on the - capabilities of your hardware and software, and whether various + NetHack offers a variety of display options. The options + available to you will vary from port to port, depending on the + capabilities of your hardware and software, and whether various compile-time options were enabled when your executable was creat- ed. The three possible display options are: a monochrome charac- - ter interface, a color character interface, and a graphical in- + ter interface, a color character interface, and a graphical in- terface using small pictures called tiles. The two character in- terfaces allow fonts with other characters to be substituted, but - the default assignments use standard ASCII characters to repre- + the default assignments use standard ASCII characters to repre- sent everything. There is no difference between the various dis- play options with respect to game play. Because we cannot repro- duce the tiles or colors in the Guidebook, and because it is com- - mon to all ports, we will use the default ASCII characters from - the monochrome character display when referring to things you + mon to all ports, we will use the default ASCII characters from + the monochrome character display when referring to things you might see on the screen during your game. - In order to understand what is going on in NetHack, first - you must understand what NetHack is doing with the screen. The - NetHack screen replaces the "You see ..." descriptions of text - adventure games. Figure 1 is a sample of what a NetHack screen - might look like. The way the screen looks for you depends on + In order to understand what is going on in NetHack, first + you must understand what NetHack is doing with the screen. The + NetHack screen replaces the "You see ..." descriptions of text + adventure games. Figure 1 is a sample of what a NetHack screen + might look like. The way the screen looks for you depends on your platform. @@ -258,7 +258,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -286,9 +286,9 @@ 3.1. The status lines (bottom) - The bottom two lines of the screen contain several cryptic - pieces of information describing your current status. If either - status line becomes longer than the width of the screen, you + The bottom two lines of the screen contain several cryptic + pieces of information describing your current status. If either + status line becomes longer than the width of the screen, you might not see all of it. Here are explanations of what the vari- ous status items mean (though your configuration may not have all the status items listed below): @@ -298,33 +298,33 @@ experience level, see below). Strength - A measure of your character's strength; one of your six ba- - sic attributes. A human character's attributes can range - from 3 to 18 inclusive; non-humans may exceed these limits + A measure of your character's strength; one of your six ba- + sic attributes. A human character's attributes can range + from 3 to 18 inclusive; non-humans may exceed these limits (occasionally you may get super-strengths of the form 18/xx, - and magic can also cause attributes to exceed the normal - limits). The higher your strength, the stronger you are. + and magic can also cause attributes to exceed the normal + limits). The higher your strength, the stronger you are. Strength affects how successfully you perform physical - tasks, how much damage you do in combat, and how much loot + tasks, how much damage you do in combat, and how much loot you can carry. Dexterity - Dexterity affects your chances to hit in combat, to avoid - traps, and do other tasks requiring agility or manipulation + Dexterity affects your chances to hit in combat, to avoid + traps, and do other tasks requiring agility or manipulation of objects. Constitution - Constitution affects your ability to recover from injuries - and other strains on your stamina. When strength is low or - modest, constitution also affects how much you can carry. - With sufficiently high strength, the contribution to carry- + Constitution affects your ability to recover from injuries + and other strains on your stamina. When strength is low or + modest, constitution also affects how much you can carry. + With sufficiently high strength, the contribution to carry- ing capacity from your constitution no longer matters. Intelligence - Intelligence affects your ability to cast spells and read + Intelligence affects your ability to cast spells and read - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -342,7 +342,7 @@ Charisma Charisma affects how certain creatures react toward you. In - particular, it can affect the prices shopkeepers offer you. + particular, it can affect the prices shopkeepers offer you. Alignment Lawful, Neutral, or Chaotic. Often, Lawful is taken as good @@ -390,7 +390,7 @@ ical attacks. Many dungeons show only your experience level - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -456,7 +456,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -522,7 +522,7 @@ nasty and vicious. Sometimes, however, they can be helpful. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -533,62 +533,62 @@ I This marks the last known location of an invisible or other- - wise unseen monster. Note that the monster could have + wise unseen monster. Note that the monster could have moved. The `F' and `m' commands may be useful here. - You need not memorize all these symbols; you can ask the - game what any symbol represents with the `/' command (see the + You need not memorize all these symbols; you can ask the + game what any symbol represents with the `/' command (see the next section for more info). 4. Commands Commands can be initiated by typing one or two characters to - which the command is bound to, or typing the command name in the - extended commands entry. Some commands, like "search", do not + which the command is bound to, or typing the command name in the + extended commands entry. Some commands, like "search", do not require that any more information be collected by NetHack. Other - commands might require additional information, for example a di- - rection, or an object to be used. For those commands that re- - quire additional information, NetHack will present you with ei- - ther a menu of choices or with a command line prompt requesting + commands might require additional information, for example a di- + rection, or an object to be used. For those commands that re- + quire additional information, NetHack will present you with ei- + ther a menu of choices or with a command line prompt requesting information. Which you are presented with will depend chiefly on how you have set the menustyle option. - For example, a common question, in the form "What do you - want to use? [a-zA-Z ?*]", asks you to choose an object you are - carrying. Here, "a-zA-Z" are the inventory letters of your pos- - sible choices. Typing `?' gives you an inventory list of these - items, so you can see what each letter refers to. In this exam- + For example, a common question, in the form "What do you + want to use? [a-zA-Z ?*]", asks you to choose an object you are + carrying. Here, "a-zA-Z" are the inventory letters of your pos- + sible choices. Typing `?' gives you an inventory list of these + items, so you can see what each letter refers to. In this exam- ple, there is also a `*' indicating that you may choose an object not on the list, if you wanted to use something unexpected. Typ- - ing a `*' lists your entire inventory, so you can see the inven- - tory letters of every object you're carrying. Finally, if you + ing a `*' lists your entire inventory, so you can see the inven- + tory letters of every object you're carrying. Finally, if you change your mind and decide you don't want to do this command af- ter all, you can press the ESC key to abort the command. - You can put a number before some commands to repeat them - that many times; for example, "10s" will search ten times. If + You can put a number before some commands to repeat them + that many times; for example, "10s" will search ten times. If you have the number_pad option set, you must type `n' to prefix a - count, so the example above would be typed "n10s" instead. Com- - mands for which counts make no sense ignore them. In addition, - movement commands can be prefixed for greater control (see be- + count, so the example above would be typed "n10s" instead. Com- + mands for which counts make no sense ignore them. In addition, + movement commands can be prefixed for greater control (see be- low). To cancel a count or a prefix, press the ESC key. - The list of commands is rather long, but it can be read at - any time during the game through the `?' command, which accesses - a menu of helpful texts. Here are the default key bindings for + The list of commands is rather long, but it can be read at + any time during the game through the `?' command, which accesses + a menu of helpful texts. Here are the default key bindings for your reference: ? Help menu: display one of several help texts available. / The "whatis" command, to tell what a symbol represents. You may choose to specify a location or type a symbol (or even a - whole word) to explain. Specifying a location is done by - moving the cursor to a particular spot on the map and then + whole word) to explain. Specifying a location is done by + moving the cursor to a particular spot on the map and then pressing one of `.', `,', `;', or `:'. `.' will explain the symbol at the chosen location, conditionally check for "More - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -598,43 +598,43 @@ - info?" depending upon whether the help option is on, and - then you will be asked to pick another location; `,' will + info?" depending upon whether the help option is on, and + then you will be asked to pick another location; `,' will explain the symbol but skip any additional information, then let you pick another location; `;' will skip additional info and also not bother asking you to choose another location to examine; `:' will show additional info, if any, without ask- ing for confirmation. When picking a location, pressing the - ESC key will terminate this command, or pressing `?' will + ESC key will terminate this command, or pressing `?' will give a brief reminder about how it works. - If the autodescribe option is on, a short description of - what you see at each location is shown as you move the cur- - sor. Typing `#' while picking a location will toggle that - option on or off. The whatis_coord option controls whether + If the autodescribe option is on, a short description of + what you see at each location is shown as you move the cur- + sor. Typing `#' while picking a location will toggle that + option on or off. The whatis_coord option controls whether the short description includes map coordinates. - Specifying a name rather than a location always gives any + Specifying a name rather than a location always gives any additional information available about that name. - You may also request a description of nearby monsters, all - monsters currently displayed, nearby objects, or all ob- + You may also request a description of nearby monsters, all + monsters currently displayed, nearby objects, or all ob- jects. The whatis_coord option controls which format of map coordinate is included with their descriptions. & Tell what a command does. - < Go up to the previous level (if you are on a staircase or + < Go up to the previous level (if you are on a staircase or ladder). > Go down to the next level (if you are on a staircase or lad- der). [yuhjklbn] - Go one step in the direction indicated (see Figure 2). If - you sense or remember a monster there, you will fight the - monster instead. Only these one-step movement commands - cause you to fight monsters; the others (below) are "safe." + Go one step in the direction indicated (see Figure 2). If + you sense or remember a monster there, you will fight the + monster instead. Only these one-step movement commands + cause you to fight monsters; the others (below) are "safe." y k u 7 8 9 \ | / \ | / @@ -654,7 +654,7 @@ if you remember a monster there). - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -720,7 +720,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -786,7 +786,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -822,7 +822,7 @@ i List your inventory (everything you're carrying). I List selected parts of your inventory, usually be specifying - the character for a particular set of objects, like `[' for + the character for a particular set of objects, like `[' for armor or `!' for potions. I* - list all gems in inventory; @@ -838,12 +838,12 @@ O Set options. - A menu showing the current option values will be displayed. - You can change most values simply by selecting the menu en- + A menu showing the current option values will be displayed. + You can change most values simply by selecting the menu en- try for the given option (ie, by typing its letter or click- - ing upon it, depending on your user interface). For the - non-boolean choices, a further menu or prompt will appear - once you've closed this menu. The available options are + ing upon it, depending on your user interface). For the + non-boolean choices, a further menu or prompt will appear + once you've closed this menu. The available options are listed later in this Guidebook. Options are usually set be- fore the game rather than with the `O' command; see the sec- tion on options below. @@ -852,7 +852,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -862,10 +862,10 @@ - Shortcut for "#overview": list interesting dungeon levels + Shortcut for "#overview": list interesting dungeon levels visited. - (Prior to 3.6.0, `^O' was a debug mode command which listed + (Prior to 3.6.0, `^O' was a debug mode command which listed the placement of all special levels. Use "#wizwhere" to run that command.) @@ -874,15 +874,15 @@ P Put on an accessory (ring, amulet, or blindfold). This command may also be used to wear armor. The prompt for - which inventory item to use will only list accessories, but - choosing an unlisted item of armor will attempt to wear it. + which inventory item to use will only list accessories, but + choosing an unlisted item of armor will attempt to wear it. (See the `W' command below. It lists armor as the inventory choices but will accept an accessory and attempt to put that on.) ^P Repeat previous message. - Subsequent `^P's repeat earlier messages. For some inter- + Subsequent `^P's repeat earlier messages. For some inter- faces, the behavior can be varied via the msg_window option. q Quaff (drink) something (potion, water, etc). @@ -918,7 +918,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -959,19 +959,19 @@ T Take off armor. - If you're wearing more than one piece, you'll be prompted - for which one to take off. (Note that this treats a cloak - covering a suit and/or a shirt, or a suit covering a shirt, + If you're wearing more than one piece, you'll be prompted + for which one to take off. (Note that this treats a cloak + covering a suit and/or a shirt, or a suit covering a shirt, as if the underlying items weren't there.) When you're only - wearing one, then by default it will be taken off without - asking, but you can set the paranoid_confirmation option to + wearing one, then by default it will be taken off without + asking, but you can set the paranoid_confirmation option to require a prompt. - This command may also be used to remove accessories. The - prompt for which inventory item to take off only lists worn - armor, but a worn accessory can be chosen. (See the `R' + This command may also be used to remove accessories. The + prompt for which inventory item to take off only lists worn + armor, but a worn accessory can be chosen. (See the `R' command above. It lists accessories as the inventory choic- - es but will accept an item of armor and attempt to take it + es but will accept an item of armor and attempt to take it off.) ^T Teleport, if you have the ability. @@ -984,7 +984,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -996,44 +996,44 @@ w- - wield nothing, use your bare (or gloved) hands. - Some characters can wield two weapons at once; use the `X' + Some characters can wield two weapons at once; use the `X' command (or the "#twoweapon" extended command) to do so. W Wear armor. - This command may also be used to put on an accessory (ring, - amulet, or blindfold). The prompt for which inventory item + This command may also be used to put on an accessory (ring, + amulet, or blindfold). The prompt for which inventory item to use will only list armor, but choosing an unlisted acces- sory will attempt to put it on. (See the `P' command above. - It lists accessories as the inventory choices but will ac- + It lists accessories as the inventory choices but will ac- cept an item of armor and attempt to wear it.) x Exchange your wielded weapon with the item in your alternate weapon slot. The latter is used as your secondary weapon when engaging in - two-weapon combat. Note that if one of these slots is emp- + two-weapon combat. Note that if one of these slots is emp- ty, the exchange still takes place. X Toggle two-weapon combat, if your character can do it. Also available via the "#twoweapon" extended command. - (In versions prior to 3.6 this was the command to switch + (In versions prior to 3.6 this was the command to switch from normal play to "explore mode", also known as "discovery mode", which has now been moved to "#exploremode".) ^X Display basic information about your character. - Displays name, role, race, gender (unless role name makes - that redundant, such as Caveman or Priestess), and align- - ment, along with your patron deity and his or her opposi- - tion. It also shows most of the various items of informa- + Displays name, role, race, gender (unless role name makes + that redundant, such as Caveman or Priestess), and align- + ment, along with your patron deity and his or her opposi- + tion. It also shows most of the various items of informa- tion from the status line(s) in a less terse form, including - several additional things which don't appear in the normal + several additional things which don't appear in the normal status display due to space considerations. - In normal play, that's all that `^X' displays. In explore - mode, the role and status feedback is augmented by the in- + In normal play, that's all that `^X' displays. In explore + mode, the role and status feedback is augmented by the in- formation provided by enlightenment magic. z Zap a wand. @@ -1050,7 +1050,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1116,7 +1116,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1182,7 +1182,7 @@ - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1243,12 +1243,12 @@ #exploremode Enter the explore mode. - #fire - Fire ammunition from quiver. Default key is `f'. + Requires confirmation; default response is n (no). To real- + ly switch to explore mode, respond with y. You can set the + paranoid_confirmation:quit option to require a response of - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1258,15 +1258,20 @@ + yes instead. + + #fire + Fire ammunition from quiver. Default key is `f'. + #force Force a lock. Autocompletes. Default key is `M-f'. #glance - Show what type of thing a map symbol corresponds to. De- + Show what type of thing a map symbol corresponds to. De- fault key is `;'. #help - Show the help menu. Default key is `?', and also `h' if + Show the help menu. Default key is `?', and also `h' if number_pad is on. #herecmdmenu @@ -1282,15 +1287,15 @@ Inventory specific item types. Default key is `I'. #invoke - Invoke an object's special powers. Autocompletes. Default + Invoke an object's special powers. Autocompletes. Default key is `M-i'. #jump - Jump to another location. Autocompletes. Default key is + Jump to another location. Autocompletes. Default key is `M-j', and also `j' if number_pad is on. #kick - Kick something. Default key is `^D', and `k' if number_pad + Kick something. Default key is `^D', and `k' if number_pad is on. #known @@ -1302,19 +1307,14 @@ is ``'. #levelchange - Change your experience level. Autocompletes. Debug mode + Change your experience level. Autocompletes. Debug mode only. #lightsources Show mobile light sources. Autocompletes. Debug mode only. - #look - Look at what is here, under you. Default key is `:'. - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1324,6 +1324,9 @@ + #look + Look at what is here, under you. Default key is `:'. + #loot Loot a box or bag on the floor beneath you, or the saddle from a steed standing next to you. Autocompletes. Precede @@ -1371,16 +1374,13 @@ Test the panic routine. Terminates the current game. Auto- completes. Debug mode only. - #pay - Pay your shopping bill. Default key is `p'. - - #pickup - Pick up things at the current location. Default key is `,'. - The `m' prefix forces use of a menu. + Asks for confirmation; default is n (no); continue playing. + To really panic, respond with y. You can set the para- + noid_confirmation:quit option to require a response of yes + instead. - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1390,63 +1390,63 @@ + #pay + Pay your shopping bill. Default key is `p'. + + #pickup + Pick up things at the current location. Default key is `,'. + The `m' prefix forces use of a menu. + #polyself Polymorph self. Autocompletes. Debug mode only. #pray - Pray to the gods for help. Autocompletes. Default key is + Pray to the gods for help. Autocompletes. Default key is `M-p'. - Praying too soon after receiving prior help is a bad idea. - (Hint: entering the dungeon alive is treated as having re- + Praying too soon after receiving prior help is a bad idea. + (Hint: entering the dungeon alive is treated as having re- ceived help. You probably shouldn't start off a new game by - praying right away.) Since using this command by accident - can cause trouble, there is an option to make you confirm - your intent before praying. It is enabled by default, and - you can reset the paranoid_confirmation option to disable + praying right away.) Since using this command by accident + can cause trouble, there is an option to make you confirm + your intent before praying. It is enabled by default, and + you can reset the paranoid_confirmation option to disable it. #prevmsg - Show previously displayed game messages. Default key is + Show previously displayed game messages. Default key is `^P'. #puton - Put on an accessory (ring, amulet, etc). Default key is + Put on an accessory (ring, amulet, etc). Default key is `P'. #quaff Quaff (drink) something. Default key is `q'. #quit - Quit the program without saving your game. Autocompletes. + Quit the program without saving your game. Autocompletes. Default key is `M-q'. - Since using this command by accident would throw away the - current game, you are asked to confirm your intent before - quitting. By default a response of `y' acknowledges that - intent. You can set the paranoid_confirmation option to re- - quire a response of "yes" instead. + Since using this command by accident would throw away the + current game, you are asked to confirm your intent before + quitting. Default response is n (no); continue playing. To + really quit, respond with y. You can set the paranoid_con- + firmation:quit option to require a response of yes instead. #quiver Select ammunition for quiver. Default key is `Q'. #read - Read a scroll, a spellbook, or something else. Default key + Read a scroll, a spellbook, or something else. Default key is `r'. #redraw - Redraw the screen. Default key is `^R', and also `^L' if + Redraw the screen. Default key is `^R', and also `^L' if number_pad is on. - #remove - Remove an accessory (ring, amulet, etc). Default key is - `R'. - #ride - Ride (or stop riding) a saddled creature. Autocompletes. - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1456,17 +1456,23 @@ + #remove + Remove an accessory (ring, amulet, etc). Default key is + `R'. + + #ride + Ride (or stop riding) a saddled creature. Autocompletes. Default key is `M-R'. #rub - Rub a lamp or a stone. Autocompletes. Default key is `M- + Rub a lamp or a stone. Autocompletes. Default key is `M- r'. #save Save the game and exit the program. Default key is `S'. #search - Search for traps and secret doors around you. Default key + Search for traps and secret doors around you. Default key is `s'. #seeall @@ -1505,14 +1511,8 @@ #sit Sit down. Autocompletes. Default key is `M-s'. - #stats - Show memory usage statistics. Autocompletes. Debug mode - only. - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1522,6 +1522,10 @@ + #stats + Show memory usage statistics. Autocompletes. Debug mode + only. + #suspend Suspend the game. Default key is `^Z'. @@ -1538,7 +1542,7 @@ Teleport around the level. Default key is `^T'. #terrain - Show bare map without displaying monsters, objects, or + Show bare map without displaying monsters, objects, or traps. Autocompletes. #therecmdmenu @@ -1573,12 +1577,8 @@ Note that you must use suitable weapons for this type of combat, or it will be automatically turned off. - #untrap - Untrap something (trap, door, or chest). Default key is `M- - u', and `u' if number_pad is on. - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1588,6 +1588,10 @@ + #untrap + Untrap something (trap, door, or chest). Default key is `M- + u', and `u' if number_pad is on. + In some circumstances it can also be used to rescue trapped monsters. @@ -1595,7 +1599,7 @@ Go up a staircase. Default key is `<'. #vanquished - List vanquished monsters. Autocompletes. Debug mode only. + List vanquished monsters. Autocompletes. Debug mode only. #version Print compile time options for this version of NetHack. Au- @@ -1608,7 +1612,7 @@ Show vision array. Autocompletes. Debug mode only. #wait - Rest one move while doing nothing. Default key is `.', and + Rest one move while doing nothing. Default key is `.', and also ` ' if rest_on_space is on. #wear @@ -1618,7 +1622,7 @@ Tell what a key does. Default key is `&'. #whatis - Show what type of thing a symbol corresponds to. Default + Show what type of thing a symbol corresponds to. Default key is `/'. #wield @@ -1628,23 +1632,19 @@ Wipe off your face. Autocompletes. Default key is `M-w'. #wizbury - Bury objects under and around you. Autocompletes. Debug + Bury objects under and around you. Autocompletes. Debug mode only. #wizdetect - Search for hidden things (secret doors or traps or unseen - monsters) within a modest radius. Autocompletes. Debug + Search for hidden things (secret doors or traps or unseen + monsters) within a modest radius. Autocompletes. Debug mode only. Default key is `^E'. #wizgenesis Create a monster. May be prefixed by a count to create more - than one. Autocompletes. Debug mode only. Default key is - `^G'. - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1654,6 +1654,9 @@ + than one. Autocompletes. Debug mode only. Default key is + `^G'. + #wizidentify Identify all items in inventory. Autocompletes. Debug mode only. Default key is `^I'. @@ -1667,7 +1670,7 @@ Default key is `^V'. #wizmap - Map the level. Autocompletes. Debug mode only. Default + Map the level. Autocompletes. Debug mode only. Default key is `^F'. #wizrumorcheck @@ -1677,11 +1680,11 @@ Smell monster. Autocompletes. Debug mode only. #wizwhere - Show locations of special levels. Autocompletes. Debug + Show locations of special levels. Autocompletes. Debug mode only. #wizwish - Wish for something. Autocompletes. Debug mode only. De- + Wish for something. Autocompletes. Debug mode only. De- fault key is `^W'. #wmode @@ -1696,21 +1699,18 @@ If your keyboard has a meta key (which, when pressed in com- - bination with another key, modifies it by setting the "meta" - [8th, or "high"] bit), you can invoke many extended commands by + bination with another key, modifies it by setting the "meta" + [8th, or "high"] bit), you can invoke many extended commands by meta-ing the first letter of the command. In NT, OS/2, PC and ST NetHack, the "Alt" key can be used in - this fashion; on the Amiga, set the altmeta option to get this - behavior. On other systems, if typing "Alt" plus another key - transmits a two character sequence consisting of an Escape fol- - lowed by the other key, you may set the altmeta option to have - NetHack combine them into meta+key. + this fashion; on the Amiga, set the altmeta option to get this + behavior. On other systems, if typing "Alt" plus another key + transmits a two character sequence consisting of an Escape fol- + lowed by the other key, you may set the altmeta option to have - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1720,6 +1720,8 @@ + NetHack combine them into meta+key. + M-? #? (not supported by all platforms) M-2 #twoweapon (unless the number_pad option is enabled) @@ -1774,9 +1776,7 @@ - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1786,7 +1786,9 @@ - If the number_pad option is on, some additional letter com- + + + If the number_pad option is on, some additional letter com- mands are available: h #help @@ -1803,9 +1805,9 @@ 5. Rooms and corridors - Rooms and corridors in the dungeon are either lit or dark. - Any lit areas within your line of sight will be displayed; dark - areas are only displayed if they are within one space of you. + Rooms and corridors in the dungeon are either lit or dark. + Any lit areas within your line of sight will be displayed; dark + areas are only displayed if they are within one space of you. Walls and corridors remain on the map as you explore them. Secret corridors are hidden. You can find them with the `s' @@ -1814,35 +1816,33 @@ 5.1. Doorways Doorways connect rooms and corridors. Some doorways have no - doors; you can walk right through. Others have doors in them, + doors; you can walk right through. Others have doors in them, which may be open, closed, or locked. To open a closed door, use - the `o' (open) command; to close it again, use the `c' (close) + the `o' (open) command; to close it again, use the `c' (close) command. - You can get through a locked door by using a tool to pick + You can get through a locked door by using a tool to pick the lock with the `a' (apply) command, or by kicking it open with the `^D' (kick) command. - Open doors cannot be entered diagonally; you must approach - them straight on, horizontally or vertically. Doorways without + Open doors cannot be entered diagonally; you must approach + them straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion. - Doors can be useful for shutting out monsters. Most mon- - sters cannot open doors, although a few don't need to (for exam- + Doors can be useful for shutting out monsters. Most mon- + sters cannot open doors, although a few don't need to (for exam- ple, ghosts can walk through doors). - Secret doors are hidden. You can find them with the `s' - (search) command. Once found they are in all ways equivalent to + Secret doors are hidden. You can find them with the `s' + (search) command. Once found they are in all ways equivalent to normal doors. - 5.2. Traps (`^') - - There are traps throughout the dungeon to snare the unwary - delver. 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 - NetHack 3.6 May 7, 2019 + + + + NetHack 3.6 November 2, 2019 @@ -1852,63 +1852,63 @@ + 5.2. Traps (`^') + + There are traps throughout the dungeon to snare the unwary + delver. 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 some- thing fall into it, or you discover it with the `s' (search) com- - mand. Monsters can fall prey to traps, too, which can be a very + mand. Monsters can fall prey to traps, too, which can be a very useful defensive strategy. There is a special pre-mapped branch of the dungeon based on - the classic computer game "Sokoban." The goal is to push the - boulders into the pits or holes. With careful foresight, it is - possible to complete all of the levels according to the tradi- - tional rules of Sokoban. Some allowances are permitted in case + the classic computer game "Sokoban." The goal is to push the + boulders into the pits or holes. With careful foresight, it is + possible to complete all of the levels according to the tradi- + tional rules of Sokoban. Some allowances are permitted in case the player gets stuck; however, they will lower your luck. 5.3. Stairs and ladders (`<', `>') - In general, each level in the dungeon will have a staircase + In general, each level in the dungeon will have a staircase going up (`<') to the previous level and another going down (`>') - to the next level. There are some exceptions though. For in- - stance, fairly early in the dungeon you will find a level with + to the next level. There are some exceptions though. For in- + stance, fairly early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the oth- - er branching into an area known as the Gnomish Mines. Those - mines eventually hit a dead end, so after exploring them (if you - choose to do so), you'll need to climb back up to the main dun- + er branching into an area known as the Gnomish Mines. Those + mines eventually hit a dead end, so after exploring them (if you + choose to do so), you'll need to climb back up to the main dun- geon. - When you traverse a set of stairs, or trigger a trap which - sends you to another level, the level you're leaving will be de- - activated and stored in a file on disk. If you're moving to a + When you traverse a set of stairs, or trigger a trap which + sends you to another level, the level you're leaving will be de- + activated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk - and reactivated. If you're moving to a level which has not yet - been visited, it will be created (from scratch for most random + and reactivated. If you're moving to a level which has not yet + been visited, it will be created (from scratch for most random levels, from a template for some "special" levels, or loaded from the remains of an earlier game for a "bones" level as briefly de- - scribed below). Monsters are only active on the current level; + scribed below). Monsters are only active on the current level; those on other levels are essentially placed into stasis. - Ordinarily when you climb a set of stairs, you will arrive - on the corresponding staircase at your destination. However, - pets (see below) and some other monsters will follow along if + Ordinarily when you climb a set of stairs, you will arrive + on the corresponding staircase at your destination. However, + pets (see below) and some other monsters will follow along if they're close enough when you travel up or down stairs, and occa- - sionally one of these creatures will displace you during the + sionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. - Ladders serve the same purpose as staircases, and the two - types of inter-level connections are nearly indistinguishable + Ladders serve the same purpose as staircases, and the two + types of inter-level connections are nearly indistinguishable during game play. - 5.4. Shops and shopping - - Occasionally you will run across a room with a shopkeeper - near the door and many items lying on the floor. You can buy - items by picking them up and then using the `p' command. You can - inquire about the price of an item prior to picking it up by us- - ing the "#chat" command while standing on it. Using an item - NetHack 3.6 May 7, 2019 + + + NetHack 3.6 November 2, 2019 @@ -1918,9 +1918,15 @@ - prior to paying for it will incur a charge, and the shopkeeper - won't allow you to leave the shop until you have paid any debt - you owe. + 5.4. Shops and shopping + + Occasionally you will run across a room with a shopkeeper + near the door and many items lying on the floor. You can buy + items by picking them up and then using the `p' command. You can + inquire about the price of an item prior to picking it up by us- + ing the "#chat" command while standing on it. Using an item pri- + or to paying for it will incur a charge, and the shopkeeper won't + allow you to leave the shop until you have paid any debt you owe. You can sell items to a shopkeeper by dropping them to the floor while inside a shop. You will either be offered an amount @@ -1955,26 +1961,20 @@ * The price of a given item can vary due to a variety of factors. - * A shopkeeper treats the spot immediately inside the door as if + * A shopkeeper treats the spot immediately inside the door as if it were outside the shop. * While the shopkeeper watches you like a hawk, he will generally ignore any other customers. - * If a shop is "closed for inventory," it will not open of its + * If a shop is "closed for inventory," it will not open of its own accord. * Shops do not get restocked with new items, regardless of inven- tory depletion. - 6. Monsters - Monsters you cannot see are not displayed on the screen. - Beware! You may suddenly come upon one in a dark place. Some - magic items can help you locate them before they locate you - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -1984,25 +1984,30 @@ + 6. Monsters + + Monsters you cannot see are not displayed on the screen. + Beware! You may suddenly come upon one in a dark place. Some + magic items can help you locate them before they locate you (which some monsters can do very well). - The commands `/' and `;' may be used to obtain information - about those monsters who are displayed on the screen. The com- - mand "#name" (by default bound to `C'), allows you to assign a - name to a monster, which may be useful to help distinguish one - from another when multiple monsters are present. Assigning a + The commands `/' and `;' may be used to obtain information + about those monsters who are displayed on the screen. The com- + mand "#name" (by default bound to `C'), allows you to assign a + name to a monster, which may be useful to help distinguish one + from another when multiple monsters are present. Assigning a name which is just a space will remove any prior name. The extended command "#chat" can be used to interact with an adjacent monster. There is no actual dialog (in other words, you don't get to choose what you'll say), but chatting with some mon- - sters such as a shopkeeper or the Oracle of Delphi can produce + sters such as a shopkeeper or the Oracle of Delphi can produce useful results. 6.1. Fighting - If you see a monster and you wish to fight it, just attempt - to walk into it. Many monsters you find will mind their own + If you see a monster and you wish to fight it, just attempt + to walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. @@ -2034,13 +2039,8 @@ feed it, too, by throwing it food. A properly trained pet can be very useful under certain circumstances. - Your pet also gains experience from killing monsters, and - can grow over time, gaining hit points and doing more damage. - Initially, your pet may even be better at killing things than - you, which makes pets useful for low-level characters. - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2050,6 +2050,11 @@ + Your pet also gains experience from killing monsters, and + can grow over time, gaining hit points and doing more damage. + Initially, your pet may even be better at killing things than + you, which makes pets useful for low-level characters. + Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become wild. Similarly, when you trigger certain types @@ -2076,37 +2081,32 @@ Use the `a' (apply) command and pick a saddle in your inven- tory to attempt to put that saddle on an adjacent creature. If - successful, it will be transferred to that creature's inventory. + successful, it will be transferred to that creature's inventory. Use the "#loot" command while adjacent to a saddled creature - to try to remove the saddle from that creature. If successful, + to try to remove the saddle from that creature. If successful, it will be transferred to your inventory. 6.4. Bones levels - You may encounter the shades and corpses of other adventur- + You may encounter the shades and corpses of other adventur- ers (or even former incarnations of yourself!) and their personal - effects. Ghosts are hard to kill, but easy to avoid, since - they're slow and do little damage. You can plunder the deceased - adventurer's possessions; however, they are likely to be cursed. + effects. Ghosts are hard to kill, but easy to avoid, since + they're slow and do little damage. You can plunder the deceased + adventurer's possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still lurking around, gloating over its last victory. 6.5. Persistence of Monsters Monsters (a generic reference which also includes humans and - pets) are only shown while they can be seen or otherwise sensed. - Moving to a location where you can't see or sense a monster any - more will result in it disappearing from your map, similarly if + pets) are only shown while they can be seen or otherwise sensed. + Moving to a location where you can't see or sense a monster any + more will result in it disappearing from your map, similarly if it is the one who moved rather than you. - 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 - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2116,63 +2116,63 @@ - persist until you have proven that there is no monster there, - even if the unseen monster moves to another location or you move - to a spot where the marker's location ordinarily wouldn't be seen - any more. + 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 per- + sist until you have proven that there is no monster there, even + if the unseen monster moves to another location or you move to a + spot where the marker's location ordinarily wouldn't be seen any + more. 7. Objects When you find something in the dungeon, it is common to want to pick it up. In NetHack, this is accomplished automatically by - walking over the object (unless you turn off the autopickup op- - tion (see below), or move with the `m' prefix (see above)), or + walking over the object (unless you turn off the autopickup op- + tion (see below), or move with the `m' prefix (see above)), or manually by using the `,' command. - If you're carrying too many items, NetHack will tell you so - and you won't be able to pick up anything more. Otherwise, it - will add the object(s) to your pack and tell you what you just + If you're carrying too many items, NetHack will tell you so + and you won't be able to pick up anything more. Otherwise, it + will add the object(s) to your pack and tell you what you just picked up. - As you add items to your inventory, you also add the weight - of that object to your load. The amount that you can carry de- - pends on your strength and your constitution. The stronger and - sturdier you are, the less the additional load will affect you. + As you add items to your inventory, you also add the weight + of that object to your load. The amount that you can carry de- + pends on your strength and your constitution. The stronger and + sturdier you are, the less the additional load will affect you. There comes a point, though, when the weight of all of that stuff - you are carrying around with you through the dungeon will encum- + you are carrying around with you through the dungeon will encum- ber you. Your reactions will get slower and you'll burn calories - faster, requiring food more frequently to cope with it. Eventu- - ally, you'll be so overloaded that you'll either have to discard + faster, requiring food more frequently to cope with it. Eventu- + ally, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse under its weight. - NetHack will tell you how badly you have loaded yourself. - If you are encumbered, one of the conditions "Burdened", + NetHack will tell you how badly you have loaded yourself. + If you are encumbered, one of the conditions "Burdened", "Stressed", "Strained", "Overtaxed" or "Overloaded" will be shown on the bottom line status display. When you pick up an object, it is assigned an inventory let- - ter. Many commands that operate on objects must ask you to find - out which object you want to use. When NetHack asks you to + ter. Many commands that operate on objects must ask you to find + out which object you want to use. When NetHack asks you to choose a particular object you are carrying, you are usually pre- - sented with a list of inventory letters to choose from (see Com- + sented with a list of inventory letters to choose from (see Com- mands, above). - Some objects, such as weapons, are easily differentiated. - Others, like scrolls and potions, are given descriptions which - vary according to type. During a game, any two objects with the - same description are the same type. However, the descriptions + Some objects, such as weapons, are easily differentiated. + Others, like scrolls and potions, are given descriptions which + vary according to type. During a game, any two objects with the + same description are the same type. However, the descriptions will vary from game to game. When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - extremely obvious, you will be asked what you want to call this - type of object so you will recognize it later. You can also use - the "#name" command, for the same purpose at any time, to name - all objects of a particular type or just an individual object. - When you use "#name" on an object which has already been named, + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2182,63 +2182,63 @@ - specifying a space as the value will remove the prior name in- + type of object so you will recognize it later. You can also use + the "#name" command, for the same purpose at any time, to name + all objects of a particular type or just an individual object. + When you use "#name" on an object which has already been named, + specifying a space as the value will remove the prior name in- stead of assigning a new one. 7.1. Curses and Blessings - Any object that you find may be cursed, even if the object + Any object that you find may be cursed, even if the object is otherwise helpful. The most common effect of a curse is being - stuck with (and to) the item. Cursed weapons weld themselves to - your hand when wielded, so you cannot unwield them. Any cursed - item you wear is not removable by ordinary means. In addition, - cursed arms and armor usually, but not always, bear negative en- + stuck with (and to) the item. Cursed weapons weld themselves to + your hand when wielded, so you cannot unwield them. Any cursed + item you wear is not removable by ordinary means. In addition, + cursed arms and armor usually, but not always, bear negative en- chantments that make them less effective in combat. Other cursed objects may act poorly or detrimentally in other ways. - Objects can also be blessed. Blessed items usually work - better or more beneficially than normal uncursed items. For ex- + Objects can also be blessed. Blessed items usually work + better or more beneficially than normal uncursed items. For ex- ample, a blessed weapon will do more damage against demons. Objects which are neither cursed nor blessed are referred to - as uncursed. They could just as easily have been described as - unblessed, but the uncursed designation is what you will see - within the game. A "glass half full versus glass half empty" + as uncursed. They could just as easily have been described as + unblessed, but the uncursed designation is what you will see + within the game. A "glass half full versus glass half empty" situation; make of that what you will. There are magical means of bestowing or removing curses upon - objects, so even if you are stuck with one, you can still have - the curse lifted and the item removed. Priests and Priestesses - have an innate sensitivity to this property in any object, so - they can more easily avoid cursed objects than other character + objects, so even if you are stuck with one, you can still have + the curse lifted and the item removed. Priests and Priestesses + have an innate sensitivity to this property in any object, so + they can more easily avoid cursed objects than other character roles. - An item with unknown status will be reported in your inven- + An item with unknown status will be reported in your inven- tory with no prefix. An item which you know the state of will be - distinguished in your inventory by the presence of the word + distinguished in your inventory by the presence of the word "cursed", "uncursed" or "blessed" in the description of the item. - In some cases "uncursed" will be omitted as being redundant when + In some cases "uncursed" will be omitted as being redundant when enough other information is displayed. The implicit_uncursed op- - tion can be used to control this; toggle it off to have "un- + tion can be used to control this; toggle it off to have "un- cursed" be displayed even when that can be deduced from other at- tributes. 7.2. Weapons (`)') - Given a chance, most monsters in the Mazes of Menace will - gratuitously try to kill you. You need weapons for self-defense - (killing them first). Without a weapon, you do only 1-2 hit - points of damage (plus bonuses, if any). Monk characters are an - exception; they normally do more damage with bare (or gloved) + Given a chance, most monsters in the Mazes of Menace will + gratuitously try to kill you. You need weapons for self-defense + (killing them first). Without a weapon, you do only 1-2 hit + points of damage (plus bonuses, if any). Monk characters are an + exception; they normally do more damage with bare (or gloved) hands than they do with weapons. - There are wielded weapons, like maces and swords, and thrown - weapons, like arrows and spears. To hit monsters with a weapon, - you must wield it and attack them, or throw it at them. You can - simply elect to throw a spear. To shoot an arrow, you should - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2248,63 +2248,63 @@ - first wield a bow, then throw the arrow. Crossbows shoot cross- + There are wielded weapons, like maces and swords, and thrown + weapons, like arrows and spears. To hit monsters with a weapon, + you must wield it and attack them, or throw it at them. You can + simply elect to throw a spear. To shoot an arrow, you should + first wield a bow, then throw the arrow. Crossbows shoot cross- bow bolts. Slings hurl rocks and (other) stones (like gems). - Enchanted weapons have a "plus" (or "to hit enhancement" - which can be either positive or negative) that adds to your - chance to hit and the damage you do to a monster. The only way + Enchanted weapons have a "plus" (or "to hit enhancement" + which can be either positive or negative) that adds to your + chance to hit and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically iden- - tified somehow. Most weapons are subject to some type of damage + tified somehow. Most weapons are subject to some type of damage like rust. Such "erosion" damage can be repaired. - The chance that an attack will successfully hit a monster, - and the amount of damage such a hit will do, depends upon many - factors. Among them are: type of weapon, quality of weapon (en- + The chance that an attack will successfully hit a monster, + and the amount of damage such a hit will do, depends upon many + factors. Among them are: type of weapon, quality of weapon (en- chantment and/or erosion), experience level, strength, dexterity, - encumbrance, and proficiency (see below). The monster's armor + encumbrance, and proficiency (see below). The monster's armor class -- a general defense rating, not necessarily due to wearing of armor -- is a factor too; also, some monsters are particularly vulnerable to certain types of weapons. - Many weapons can be wielded in one hand; some require both - hands. When wielding a two-handed weapon, you can not wear a - shield, and vice versa. When wielding a one-handed weapon, you - can have another weapon ready to use by setting things up with - the `x' command, which exchanges your primary (the one being - wielded) and alternate weapons. And if you have proficiency in - the "two weapon combat" skill, you may wield both weapons simul- + Many weapons can be wielded in one hand; some require both + hands. When wielding a two-handed weapon, you can not wear a + shield, and vice versa. When wielding a one-handed weapon, you + can have another weapon ready to use by setting things up with + the `x' command, which exchanges your primary (the one being + wielded) and alternate weapons. And if you have proficiency in + the "two weapon combat" skill, you may wield both weapons simul- taneously as primary and secondary; use the `X' command to engage - or disengage that. Only some types of characters (barbarians, + or disengage that. Only some types of characters (barbarians, for instance) have the necessary skill available. Even with that - skill, using two weapons at once incurs a penalty in the chance + skill, using two weapons at once incurs a penalty in the chance to hit your target compared to using just one weapon at a time. - There might be times when you'd rather not wield any weapon - at all. To accomplish that, wield `-', or else use the `A' com- - mand which allows you to unwield the current weapon in addition + There might be times when you'd rather not wield any weapon + at all. To accomplish that, wield `-', or else use the `A' com- + mand which allows you to unwield the current weapon in addition to taking off other worn items. - Those of you in the audience who are AD&D players, be aware + Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same dam- - age to monsters in NetHack. Some of the more obscure weapons + age to monsters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD&D supplement. - The commands to use weapons are `w' (wield), `t' (throw), - `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex- + The commands to use weapons are `w' (wield), `t' (throw), + `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex- change), `X' (twoweapon), and "#enhance" (see below). - 7.2.1. Throwing and shooting - - You can throw just about anything via the `t' command. It - will prompt for the item to throw; picking `?' will list things - in your inventory which are considered likely to be thrown, or - picking `*' will list your entire inventory. After you've chosen - what to throw, you will be prompted for a direction rather than - NetHack 3.6 May 7, 2019 + + + + NetHack 3.6 November 2, 2019 @@ -2314,35 +2314,42 @@ - for a specific target. The distance something can be thrown de- + 7.2.1. Throwing and shooting + + You can throw just about anything via the `t' command. It + will prompt for the item to throw; picking `?' will list things + in your inventory which are considered likely to be thrown, or + picking `*' will list your entire inventory. After you've chosen + what to throw, you will be prompted for a direction rather than + for a specific target. The distance something can be thrown de- pends mainly on the type of object and your strength. Arrows can - be thrown by hand, but can be thrown much farther and will be + be thrown by hand, but can be thrown much farther and will be more likely to hit when thrown while you are wielding a bow. - You can simplify the throwing operation by using the `Q' - command to select your preferred "missile", then using the `f' - command to throw it. You'll be prompted for a direction as - above, but you don't have to specify which item to throw each + You can simplify the throwing operation by using the `Q' + command to select your preferred "missile", then using the `f' + command to throw it. You'll be prompted for a direction as + above, but you don't have to specify which item to throw each time you use `f'. There is also an option, autoquiver, which has NetHack choose another item to automatically fill your quiver (or - quiver sack, or have at the ready) when the inventory slot used + quiver sack, or have at the ready) when the inventory slot used for `Q' runs out. - Some characters have the ability to fire a volley of multi- - ple items in a single turn. Knowing how to load several rounds + Some characters have the ability to fire a volley of multi- + ple items in a single turn. Knowing how to load several rounds of ammunition at once -- or hold several missiles in your hand -- - and still hit a target is not an easy task. Rangers are among - those who are adept at this task, as are those with a high level - of proficiency in the relevant weapon skill (in bow skill if - you're wielding one to shoot arrows, in crossbow skill if you're + and still hit a target is not an easy task. Rangers are among + those who are adept at this task, as are those with a high level + of proficiency in the relevant weapon skill (in bow skill if + you're wielding one to shoot arrows, in crossbow skill if you're wielding one to shoot bolts, or in sling skill if you're wielding one to shoot stones). The number of items that the character has - a chance to fire varies from turn to turn. You can explicitly - limit the number of shots by using a numeric prefix before the - `t' or `f' command. For example, "2f" (or "n2f" if using num- + a chance to fire varies from turn to turn. You can explicitly + limit the number of shots by using a numeric prefix before the + `t' or `f' command. For example, "2f" (or "n2f" if using num- ber_pad mode) would ensure that at most 2 arrows are shot even if - you could have fired 3. If you specify a larger number than - would have been shot ("4f" in this example), you'll just end up + you could have fired 3. If you specify a larger number than + would have been shot ("4f" in this example), you'll just end up shooting the same number (3, here) as if no limit had been speci- fied. Once the volley is in motion, all of the items will travel in the same direction; if the first ones kill a monster, the oth- @@ -2351,26 +2358,19 @@ 7.2.2. Weapon proficiency You will have varying degrees of skill in the weapons avail- - able. Weapon proficiency, or weapon skills, affect how well you - can use particular types of weapons, and you'll be able to im- - prove your skills as you progress through a game, depending on + able. Weapon proficiency, or weapon skills, affect how well you + can use particular types of weapons, and you'll be able to im- + prove your skills as you progress through a game, depending on your role, your experience level, and use of the weapons. - For the purposes of proficiency, weapons have been divided - up into various groups such as daggers, broadswords, and - polearms. Each role has a limit on what level of proficiency a - character can achieve for each group. For instance, wizards can - become highly skilled in daggers or staves but not in swords or - bows. - - The "#enhance" extended command is used to review current - weapons proficiency (also spell proficiency) and to choose which - skill(s) to improve when you've used one or more skills enough to - become eligible to do so. The skill rankings are "none" (some- - times also referred to as "restricted", because you won't be able + For the purposes of proficiency, weapons have been divided + up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a + character can achieve for each group. For instance, wizards can + become highly skilled in daggers or staves but not in swords or - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2380,63 +2380,63 @@ - to advance), "unskilled", "basic", "skilled", and "expert". Re- + bows. + + The "#enhance" extended command is used to review current + weapons proficiency (also spell proficiency) and to choose which + skill(s) to improve when you've used one or more skills enough to + become eligible to do so. The skill rankings are "none" (some- + times also referred to as "restricted", because you won't be able + to advance), "unskilled", "basic", "skilled", and "expert". Re- stricted skills simply will not appear in the list shown by "#en- hance". (Divine intervention might unrestrict a particular skill, in which case it will start at unskilled and be limited to - basic.) Some characters can enhance their barehanded combat or + basic.) Some characters can enhance their barehanded combat or martial arts skill beyond expert to "master" or "grand master". Use of a weapon in which you're restricted or unskilled will incur a modest penalty in the chance to hit a monster and also in - the amount of damage done when you do hit; at basic level, there - is no penalty or bonus; at skilled level, you receive a modest - bonus in the chance to hit and amount of damage done; at expert - level, the bonus is higher. A successful hit has a chance to - boost your training towards the next skill level (unless you've - already reached the limit for this skill). Once such training - reaches the threshold for that next level, you'll be told that - you feel more confident in your skills. At that point you can - use "#enhance" to increase one or more skills. Such skills are - not increased automatically because there is a limit to your to- - tal overall skills, so you need to actively choose which skills + the amount of damage done when you do hit; at basic level, there + is no penalty or bonus; at skilled level, you receive a modest + bonus in the chance to hit and amount of damage done; at expert + level, the bonus is higher. A successful hit has a chance to + boost your training towards the next skill level (unless you've + already reached the limit for this skill). Once such training + reaches the threshold for that next level, you'll be told that + you feel more confident in your skills. At that point you can + use "#enhance" to increase one or more skills. Such skills are + not increased automatically because there is a limit to your to- + tal overall skills, so you need to actively choose which skills to enhance and which to ignore. 7.2.3. Two-Weapon combat Some characters can use two weapons at once. Setting things - up to do so can seem cumbersome but becomes second nature with + up to do so can seem cumbersome but becomes second nature with use. To wield two weapons, you need to use the "#twoweapon" com- - mand. 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 + mand. 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 two + you stop -- or before you begin, for that matter -- wielding two weapons at once. The primary is your wielded weapon and the sec- - ondary is just an item in your inventory that's been designated + ondary is just an item in your inventory that's been designated as alternate weapon.) If your primary weapon is wielded but your off hand is empty - or has the wrong weapon, use the sequence `x', `w', `x' to first - swap your primary into your off hand, wield whatever you want as - secondary weapon, then swap them both back into the intended + or has the wrong weapon, use the sequence `x', `w', `x' to first + swap your primary into your off hand, wield whatever you want as + secondary weapon, then swap them both back into the intended hands. If your secondary or alternate weapon is correct but your primary one is not, simply use `w' to wield the primary. Lastly, - if neither hand holds the correct weapon, use `w', `x', `w' to + if neither hand holds the correct weapon, use `w', `x', `w' to first wield the intended secondary, swap it to off hand, and then wield the primary. - The whole process can be simplified via use of the push- - weapon option. When it is enabled, then using `w' to wield some- - thing causes the currently wielded weapon to become your alter- - nate weapon. So the sequence `w', `w' can be used to first wield - the weapon you intend to be secondary, and then wield the one you - want as primary which will push the first into secondary posi- - tion. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2446,8 +2446,16 @@ - When in two-weapon combat mode, using the `X' command tog- - gles back to single-weapon mode. Throwing or dropping either of + The whole process can be simplified via use of the push- + weapon option. When it is enabled, then using `w' to wield some- + thing causes the currently wielded weapon to become your alter- + nate weapon. So the sequence `w', `w' can be used to first wield + the weapon you intend to be secondary, and then wield the one you + want as primary which will push the first into secondary posi- + tion. + + When in two-weapon combat mode, using the `X' command tog- + gles back to single-weapon mode. Throwing or dropping either of the weapons or having one of them be stolen or destroyed will al- so make you revert to single-weapon combat. @@ -2455,10 +2463,10 @@ Lots of unfriendly things lurk about; you need armor to pro- tect yourself from their blows. Some types of armor offer better - protection than others. Your armor class is a measure of this + protection than others. Your armor class is a measure of this protection. Armor class (AC) is measured as in AD&D, with 10 be- - ing the equivalent of no armor, and lower numbers meaning better - armor. Each suit of armor which exists in AD&D gives the same + ing the equivalent of no armor, and lower numbers meaning better + armor. Each suit of armor which exists in AD&D gives the same protection in NetHack. Here is an (incomplete) list of the armor classes provided by various suits of armor: dragon scale mail 1 @@ -2480,29 +2488,21 @@ leather jacket 9 no armor 10 - You can also wear other pieces of armor (for example hel- + You can also wear other pieces of armor (for example hel- mets, boots, shields, cloaks) to lower your armor class even fur- - ther, but you can only wear one item of each category (one suit - of armor, one cloak, one helmet, one shield, and so on) at a + ther, but you can only wear one item of each category (one suit + of armor, one cloak, one helmet, one shield, and so on) at a time. - If a piece of armor is enchanted, its armor protection will - be better (or worse) than normal, and its "plus" (or minus) will - subtract from your armor class. For example, a +1 chain mail + If a piece of armor is enchanted, its armor protection will + be better (or worse) than normal, and its "plus" (or minus) will + subtract from your armor class. For example, a +1 chain mail would give you better protection than normal chain mail, lowering - your armor class one unit further to 4. When you put on a piece - of armor, you immediately find out the armor class and any - "plusses" it provides. Cursed pieces of armor usually have nega- - tive enchantments (minuses) in addition to being unremovable. - - Many types of armor are subject to some kind of damage like - rust. Such damage can be repaired. Some types of armor may in- - hibit spell casting. + your armor class one unit further to 4. When you put on a piece + of armor, you immediately find out the armor class and any - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2512,63 +2512,63 @@ + "plusses" it provides. Cursed pieces of armor usually have nega- + tive enchantments (minuses) in addition to being unremovable. + + Many types of armor are subject to some kind of damage like + rust. Such damage can be repaired. Some types of armor may in- + hibit spell casting. + The commands to use armor are `W' (wear) and `T' (take off). - The `A' command can also be used to take off armor as well as + The `A' command can also be used to take off armor as well as other worn items. 7.4. Food (`%') - Food is necessary to survive. If you go too long without - eating you will faint, and eventually die of starvation. Some - types of food will spoil, and become unhealthy to eat, if not + Food is necessary to survive. If you go too long without + eating you will faint, and eventually die of starvation. Some + types of food will spoil, and become unhealthy to eat, if not protected. Food stored in ice boxes or tins ("cans") will usual- - ly stay fresh, but ice boxes are heavy, and tins take a while to + ly stay fresh, but ice boxes are heavy, and tins take a while to open. When you kill monsters, they usually leave corpses which are - also "food." Many, but not all, of these are edible; some also - give you special powers when you eat them. A good rule of thumb + also "food." Many, but not all, of these are edible; some also + give you special powers when you eat them. A good rule of thumb is "you are what you eat." Some character roles and some monsters are vegetarian. Veg- - etarian monsters will typically never eat animal corpses, while - vegetarian players can, but with some rather unpleasant side-ef- + etarian monsters will typically never eat animal corpses, while + vegetarian players can, but with some rather unpleasant side-ef- fects. - You can name one food item after something you like to eat + You can name one food item after something you like to eat with the fruit option. The command to eat food is `e'. 7.5. Scrolls (`?') - Scrolls are labeled with various titles, probably chosen by + Scrolls are labeled with various titles, probably chosen by ancient wizards for their amusement value (for example "READ ME," - or "THANX MAUD" backwards). Scrolls disappear after you read + or "THANX MAUD" backwards). Scrolls disappear after you read them (except for blank ones, without magic spells on them). - One of the most useful of these is the scroll of identify, + One of the most useful of these is the scroll of identify, which can be used to determine what another object is, whether it - is cursed or blessed, and how many uses it has left. Some ob- - jects of subtle enchantment are difficult to identify without + is cursed or blessed, and how many uses it has left. Some ob- + jects of subtle enchantment are difficult to identify without these. A mail daemon may run up and deliver mail to you as a scroll - of mail (on versions compiled with this feature). To use this - feature on versions where NetHack mail delivery is triggered by - electronic mail appearing in your system mailbox, you must let + of mail (on versions compiled with this feature). To use this + feature on versions where NetHack mail delivery is triggered by + electronic mail appearing in your system mailbox, you must let NetHack know where to look for new mail by setting the "MAIL" en- - vironment variable to the file name of your mailbox. You may al- - so want to set the "MAILREADER" environment variable to the file - name of your favorite reader, so NetHack can shell to it when you - read the scroll. On versions of NetHack where mail is randomly - generated internal to the game, these environment variables are - ignored. You can disable the mail daemon by turning off the mail - option. + vironment variable to the file name of your mailbox. You may - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2578,63 +2578,63 @@ + also want to set the "MAILREADER" environment variable to the + file name of your favorite reader, so NetHack can shell to it + when you read the scroll. On versions of NetHack where mail is + randomly generated internal to the game, these environment vari- + ables are ignored. You can disable the mail daemon by turning + off the mail option. + The command to read a scroll is `r'. 7.6. Potions (`!') - Potions are distinguished by the color of the liquid inside + Potions are distinguished by the color of the liquid inside the flask. They disappear after you quaff them. - Clear potions are potions of water. Sometimes these are + Clear potions are potions of water. Sometimes these are blessed or cursed, resulting in holy or unholy water. Holy water - is the bane of the undead, so potions of holy water are good - things to throw (`t') at them. It is also sometimes very useful + is the bane of the undead, so potions of holy water are good + things to throw (`t') at them. It is also sometimes very useful to dip ("#dip") an object into a potion. The command to drink a potion is `q' (quaff). 7.7. Wands (`/') - Wands usually have multiple magical charges. Some types of + Wands usually have multiple magical charges. Some types of wands require a direction in which to zap them. You can also zap - them at yourself (just give a `.' or `s' for the direction). Be - warned, however, for this is often unwise. Other types of wands - don't require a direction. The number of charges in a wand is + them at yourself (just give a `.' or `s' for the direction). Be + warned, however, for this is often unwise. Other types of wands + don't require a direction. The number of charges in a wand is random and decreases by one whenever you use it. - When the number of charges left in a wand becomes zero, at- - tempts to use the wand will usually result in nothing happening. + When the number of charges left in a wand becomes zero, at- + tempts to use the wand will usually result in nothing happening. Occasionally, however, it may be possible to squeeze the last few - mana points from an otherwise spent wand, destroying it in the - process. A wand may be recharged by using suitable magic, but - doing so runs the risk of causing it to explode. The chance for - such an explosion starts out very small and increases each time + mana points from an otherwise spent wand, destroying it in the + process. A wand may be recharged by using suitable magic, but + doing so runs the risk of causing it to explode. The chance for + such an explosion starts out very small and increases each time the wand is recharged. In a truly desperate situation, when your back is up against - the wall, you might decide to go for broke and break your wand. - This is not for the faint of heart. Doing so will almost cer- + the wall, you might decide to go for broke and break your wand. + This is not for the faint of heart. Doing so will almost cer- tainly cause a catastrophic release of magical energies. - When you have fully identified a particular wand, inventory - display will include additional information in parentheses: the - number of times it has been recharged followed by a colon and + When you have fully identified a particular wand, inventory + display will include additional information in parentheses: the + number of times it has been recharged followed by a colon and then by its current number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled. The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. - 7.8. Rings (`=') - - Rings are very useful items, since they are relatively per- - manent magic, unlike the usually fleeting effects of potions, - scrolls, and wands. - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2644,6 +2644,12 @@ + 7.8. Rings (`=') + + Rings are very useful items, since they are relatively per- + manent magic, unlike the usually fleeting effects of potions, + scrolls, and wands. + Putting on a ring activates its magic. You can wear only two rings, one on each ring finger. @@ -2655,52 +2661,46 @@ 7.9. Spellbooks (`+') Spellbooks are tomes of mighty magic. When studied with the - `r' (read) command, they transfer to the reader the knowledge of - a spell (and therefore eventually become unreadable) -- unless - the attempt backfires. Reading a cursed spellbook or one with + `r' (read) command, they transfer to the reader the knowledge of + a spell (and 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! - A spell (even when learned) can also backfire when you cast - it. If you attempt to cast a spell well above your experience - level, or if you have little skill with the appropriate spell - type, or cast it at a time when your luck is particularly bad, - you can end up wasting both the energy and the time required in + A spell (even when learned) can also backfire when you cast + it. If you attempt to cast a spell well above your experience + level, or if you have little skill with the appropriate spell + type, or cast it at a time when your luck is particularly bad, + you can end up wasting both the energy and the time required in casting. - Casting a spell calls forth magical energies and focuses - them with your naked mind. Some of the magical energy released - comes from within you. Casting temporarily drains your magical + Casting a spell calls forth magical energies and focuses + them with your naked mind. Some of the magical energy released + comes from within you. Casting temporarily drains your magical power, which will slowly be recovered, and causes you to need ad- - ditional food. Casting of spells also requires practice. With - practice, your skill in each category of spell casting will im- - prove. Over time, however, your memory of each spell will dim, + ditional food. Casting of spells also requires practice. With + practice, your skill in each category of spell casting will im- + prove. Over time, however, your memory of each spell will dim, and you will need to relearn it. Some spells require a direction in which to cast them, simi- - lar to wands. To cast one at yourself, just give a `.' or `s' + lar to wands. To cast one at yourself, just give a `.' or `s' for the direction. A few spells require you to pick a target lo- - cation rather than just specify a particular direction. Other + cation rather than just specify a particular direction. Other spells don't require any direction or target. Just as weapons are divided into groups in which a character - can become proficient (to varying degrees), spells are similarly + can become proficient (to varying degrees), spells are similarly grouped. Successfully casting a spell exercises its skill group; - using the "#enhance" command to advance a sufficiently exercised - skill will affect all spells within the group. Advanced skill - may increase the potency of spells, reduce their risk of failure + using the "#enhance" command to advance a sufficiently exercised + skill will affect all spells within the group. Advanced skill + may increase the potency of spells, reduce their risk of failure during casting attempts, and improve the accuracy of the estimate - for how much longer they will be retained in your memory. Skill - slots are shared with weapons skills. (See also the section on + for how much longer they will be retained in your memory. Skill + slots are shared with weapons skills. (See also the section on "Weapon proficiency".) - Casting a spell also requires flexible movement, and wearing - various types of armor may interfere with that. - The command to read a spellbook is the same as for scrolls, - `r' (read). The `+' command lists each spell you know along with - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2710,29 +2710,34 @@ + Casting a spell also requires flexible movement, and wearing + various types of armor may interfere with that. + + The command to read a spellbook is the same as for scrolls, + `r' (read). The `+' command lists each spell you know along with its level, skill category, chance of failure when casting, and an - estimate of how strongly it is remembered. The `Z' (cast) com- + estimate of how strongly it is remembered. The `Z' (cast) com- mand casts a spell. 7.10. Tools (`(') Tools are miscellaneous objects with various purposes. Some - tools have a limited number of uses, akin to wand charges. For - example, lamps burn out after a while. Other tools are contain- + tools have a limited number of uses, akin to wand charges. For + example, lamps burn out after a while. Other tools are contain- ers, which objects can be placed into or taken out of. The command to use a tool is `a' (apply). 7.10.1. Containers - You may encounter bags, boxes, and chests in your travels. - A tool of this sort can be opened with the "#loot" extended com- - mand when you are standing on top of it (that is, on the same - floor spot), or with the `a' (apply) command when you are carry- - ing it. However, chests are often locked, and are in any case - unwieldy objects. You must set one down before unlocking it by + You may encounter bags, boxes, and chests in your travels. + A tool of this sort can be opened with the "#loot" extended com- + mand when you are standing on top of it (that is, on the same + floor spot), or with the `a' (apply) command when you are carry- + ing it. However, chests are often locked, and are in any case + unwieldy objects. You must set one down before unlocking it by using a key or lock-picking tool with the `a' (apply) command, by - kicking it with the `^D' command, or by using a weapon to force + kicking it with the `^D' command, or by using a weapon to force the lock with the "#force" extended command. Some chests are trapped, causing nasty things to happen when @@ -2741,32 +2746,27 @@ 7.11. Amulets (`"') - Amulets are very similar to rings, and often more powerful. + Amulets are very similar to rings, and often more powerful. Like rings, amulets have various magical properties, some benefi- cial, some harmful, which are activated by putting them on. Only one amulet may be worn at a time, around your neck. - The commands to use amulets are the same as for rings, `P' + The commands to use amulets are the same as for rings, `P' (put on) and `R' (remove). 7.12. Gems (`*') - Some gems are valuable, and can be sold for a lot of gold. - They are also a far more efficient way of carrying your riches. + Some gems are valuable, and can be sold for a lot of gold. + They are also a far more efficient way of carrying your riches. Valuable gems increase your score if you bring them with you when you exit. Other small rocks are also categorized as gems, but they are - much less valuable. All rocks, however, can be used as projec- - tile weapons (if you have a sling). In the most desperate of - cases, you can still throw them by hand. + much less valuable. All rocks, however, can be used as - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2776,63 +2776,63 @@ + projectile weapons (if you have a sling). In the most desperate + of cases, you can still throw them by hand. + 7.13. Large rocks (``') - Statues and boulders are not particularly useful, and are - generally heavy. It is rumored that some statues are not what + Statues and boulders are not particularly useful, and are + generally heavy. It is rumored that some statues are not what they seem. - Very large humanoids (giants and their ilk) have been known + Very large humanoids (giants and their ilk) have been known to use boulders as weapons. - For some configurations of the program, statues are no - longer shown as ``' but by the letter representing the monster + For some configurations of the program, statues are no + longer shown as ``' but by the letter representing the monster they depict instead. 7.14. Gold (`$') - Gold adds to your score, and you can buy things in shops - with it. There are a number of monsters in the dungeon that may + Gold adds to your score, and you can buy things in shops + with it. There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside). 7.15. Persistence of Objects Normally, if you have seen an object at a particular map lo- - cation 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. One notable - exception is that if the object gets covered by the "remembered, - unseen monster" marker. When that marker is later removed after - you've verified that no monster is there, you will forget that - there was any object there regardless of whether the unseen mon- - ster actually took the object. If the object is still there, + cation 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. One notable + exception is that if the object gets covered by the "remembered, + unseen monster" marker. When that marker is later removed after + you've verified that no monster is there, you will forget that + there was any object there regardless of whether the unseen mon- + ster actually took the object. If the object is still there, then once you see or feel that location again you will re-discov- er the object and resume remembering it. The situation is the same for a pile of objects, except that - only the top item of the pile is displayed. The hilite_pile op- - tion can be enabled in order to show an item differently when it + only the top item of the pile is displayed. The hilite_pile op- + tion can be enabled in order to show an item differently when it is the top one of a pile. 8. Conduct - As if winning NetHack were not difficult enough, certain - players seek to challenge themselves by imposing restrictions on - the way they play the game. The game automatically tracks some - of these challenges, which can be checked at any time with the - #conduct command or at the end of the game. When you perform an - action which breaks a challenge, it will no longer be listed. - This gives players extra "bragging rights" for winning the game - with these challenges. Note that it is perfectly acceptable to - win the game without resorting to these restrictions and that it - is unusual for players to adhere to challenges the first time - they win the game. + As if winning NetHack were not difficult enough, certain + players seek to challenge themselves by imposing restrictions on + the way they play the game. The game automatically tracks some + of these challenges, which can be checked at any time with the + #conduct command or at the end of the game. When you perform an + action which breaks a challenge, it will no longer be listed. + This gives players extra "bragging rights" for winning the game + with these challenges. Note that it is perfectly acceptable to - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2842,63 +2842,63 @@ - Several of the challenges are related to eating behavior. - The most difficult of these is the foodless challenge. Although + win the game without resorting to these restrictions and that it + is unusual for players to adhere to challenges the first time + they win the game. + + Several of the challenges are related to eating behavior. + The most difficult of these is the foodless challenge. Although creatures can survive long periods of time without food, there is - a physiological need for water; thus there is no restriction on - drinking beverages, even if they provide some minor food bene- - fits. Calling upon your god for help with starvation does not + a physiological need for water; thus there is no restriction on + drinking beverages, even if they provide some minor food bene- + fits. Calling upon your god for help with starvation does not violate any food challenges either. - A strict vegan diet is one which avoids any food derived + A strict vegan diet is one which avoids any food derived from animals. The primary source of nutrition is fruits and veg- etables. The corpses and tins of blobs (`b'), jellies (`j'), and - fungi (`F') are also considered to be vegetable matter. Certain - human food is prepared without animal products; namely, lembas - wafers, cram rations, food rations (gunyoki), K-rations, and C- - rations. Metal or another normally indigestible material eaten + fungi (`F') are also considered to be vegetable matter. Certain + human food is prepared without animal products; namely, lembas + wafers, cram rations, food rations (gunyoki), K-rations, and C- + rations. Metal or another normally indigestible material eaten while polymorphed into a creature that can digest it is also con- - sidered vegan food. Note however that eating such items still + sidered vegan food. Note however that eating such items still counts against foodless conduct. - Vegetarians do not eat animals; however, they are less se- - lective about eating animal byproducts than vegans. In addition + Vegetarians do not eat animals; however, they are less se- + lective about eating animal byproducts than vegans. In addition to the vegan items listed above, they may eat any kind of pudding (`P') other than the black puddings, eggs and food made from eggs - (fortune cookies and pancakes), food made with milk (cream pies + (fortune cookies and pancakes), food made with milk (cream pies and candy bars), and lumps of royal jelly. Monks are expected to observe a vegetarian diet. - Eating any kind of meat violates the vegetarian, vegan, and - foodless conducts. This includes tripe rations, the corpses or - tins of any monsters not mentioned above, and the various other - chunks of meat found in the dungeon. Swallowing and digesting a + Eating any kind of meat violates the vegetarian, vegan, and + foodless conducts. This includes tripe rations, the corpses or + tins of any monsters not mentioned above, and the various other + chunks of meat found in the dungeon. Swallowing and digesting a monster while polymorphed is treated as if you ate the creature's - corpse. Eating leather, dragon hide, or bone items while poly- - morphed into a creature that can digest it, or eating monster + corpse. Eating leather, dragon hide, or bone items while poly- + morphed into a creature that can digest it, or eating monster brains while polymorphed into a mind flayer, is considered eating an animal, although wax is only an animal byproduct. - Regardless of conduct, there will be some items which are - indigestible, and others which are hazardous to eat. Using a + Regardless of conduct, there will be some items which are + indigestible, and others which are hazardous to eat. Using a swallow-and-digest attack against a monster is equivalent to eat- - ing the monster's corpse. Please note that the term "vegan" is - used here only in the context of diet. You are still free to - choose not to use or wear items derived from animals (e.g. - leather, dragon hide, bone, horns, coral), but the game will not - keep track of this for you. Also note that "milky" potions may + ing the monster's corpse. Please note that the term "vegan" is + used here only in the context of diet. You are still free to + choose not to use or wear items derived from animals (e.g. + leather, dragon hide, bone, horns, coral), but the game will not + keep track of this for you. Also note that "milky" potions may be a translucent white, but they do not contain milk, so they are - compatible with a vegan diet. Slime molds or player-defined - "fruits", although they could be anything from "cherries" to + compatible with a vegan diet. Slime molds or player-defined + "fruits", although they could be anything from "cherries" to "pork chops", are also assumed to be vegan. - An atheist is one who rejects religion. This means that you - cannot #pray, #offer sacrifices to any god, #turn undead, or - #chat with a priest. Particularly selective readers may argue - that playing Monk or Priest characters should violate this - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2908,63 +2908,63 @@ - conduct; that is a choice left to the player. Offering the - Amulet of Yendor to your god is necessary to win the game and is - not counted against this conduct. You are also not penalized for - being spoken to by an angry god, priest(ess), or other religious + An atheist is one who rejects religion. This means that you + cannot #pray, #offer sacrifices to any god, #turn undead, or + #chat with a priest. Particularly selective readers may argue + that playing Monk or Priest characters should violate this con- + duct; that is a choice left to the player. Offering the Amulet + of Yendor to your god is necessary to win the game and is not + counted against this conduct. You are also not penalized for be- + ing spoken to by an angry god, priest(ess), or other religious figure; a true atheist would hear the words but attach no special meaning to them. - Most players fight with a wielded weapon (or tool intended + Most players fight with a wielded weapon (or tool intended to be wielded as a weapon). Another challenge is to win the game - without using such a wielded weapon. You are still permitted to - throw, fire, and kick weapons; use a wand, spell, or other type + without using such a wielded weapon. You are still permitted to + throw, fire, and kick weapons; use a wand, spell, or other type of item; or fight with your hands and feet. - In NetHack, a pacifist refuses to cause the death of any - other monster (i.e. if you would get experience for the death). - This is a particularly difficult challenge, although it is still + In NetHack, a pacifist refuses to cause the death of any + other monster (i.e. if you would get experience for the death). + This is a particularly difficult challenge, although it is still possible to gain experience by other means. An illiterate character cannot read or write. This includes - reading a scroll, spellbook, fortune cookie message, or t-shirt; + reading a scroll, spellbook, fortune cookie message, or t-shirt; writing a scroll; or making an engraving of anything other than a - single "X" (the traditional signature of an illiterate person). + single "X" (the traditional signature of an illiterate person). Reading an engraving, or any item that is absolutely necessary to - win the game, is not counted against this conduct. The identity - of scrolls and spellbooks (and knowledge of spells) in your - starting inventory is assumed to be learned from your teachers + win the game, is not counted against this conduct. The identity + of scrolls and spellbooks (and knowledge of spells) in your + starting inventory is assumed to be learned from your teachers prior to the start of the game and isn't counted. - There are several other challenges tracked by the game. It + There are several other challenges tracked by the game. It is possible to eliminate one or more species of monsters by geno- - cide; playing without this feature is considered a challenge. + cide; playing without this feature is considered a challenge. When the game offers you an opportunity to genocide monsters, you - may respond with the monster type "none" if you want to decline. - You can change the form of an item into another item of the same - type ("polypiling") or the form of your own body into another - creature ("polyself") by wand, spell, or potion of polymorph; - avoiding these effects are each considered challenges. Polymor- - phing monsters, including pets, does not break either of these - challenges. Finally, you may sometimes receive wishes; a game - without an attempt to wish for any items is a challenge, as is a - game without wishing for an artifact (even if the artifact imme- - diately disappears). When the game offers you an opportunity to - make a wish for an item, you may choose "nothing" if you want to + may respond with the monster type "none" if you want to decline. + You can change the form of an item into another item of the same + type ("polypiling") or the form of your own body into another + creature ("polyself") by wand, spell, or potion of polymorph; + avoiding these effects are each considered challenges. Polymor- + phing monsters, including pets, does not break either of these + challenges. Finally, you may sometimes receive wishes; a game + without an attempt to wish for any items is a challenge, as is a + game without wishing for an artifact (even if the artifact imme- + diately disappears). When the game offers you an opportunity to + make a wish for an item, you may choose "nothing" if you want to decline. 9. Options - Due to variations in personal tastes and conceptions of how + Due to variations in personal tastes and conceptions of how NetHack should do things, there are options you can set to change how NetHack behaves. - - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -2976,37 +2976,50 @@ 9.1. Setting the options - Options may be set in a number of ways. Within the game, + Options may be set in a number of ways. Within the game, the `O' command allows you to view all options and change most of - them. You can also set options automatically by placing them in - a configuration file, or in the NETHACKOPTIONS environment vari- + them. You can also set options automatically by placing them in + a configuration file, or in the NETHACKOPTIONS environment vari- able. Some versions of NetHack also have front-end programs that - allow you to set options before starting the game or a global + allow you to set options before starting the game or a global configuration for system administrators. 9.2. Using a configuration file The default name of the configuration file varies on differ- - ent operating systems. On MS-DOS and Windows, it is - "defaults.nh" in the same folder as nethack.exe or nethackW.exe. - On UNIX, Linux, and Mac OS X it is ".nethackrc" in the user's - home directory. The file may not exist, but it is a normal ASCII - text file and can be created with any text editor. + ent operating systems. - Any line in the configuration file starting with `#' is + On UNIX, Linux, and Mac OS X it is ".nethackrc" in the us- + er's home directory. The file may not exist, but it is a normal + ASCII text file and can be created with any text editor. + + On Windows, it is ".nethackrc" in "\%USERPRO- + FILE%\NetHack\3.6". The file may not exist, but it is a normal + ASCII text file can can be created with any text editor. After + running NetHack for the first time, you should find a default + template for the configuration file named ".nethackrc.template" + in "\%USERPROFILE%\NetHack\3.6". If you had not created the con- + figuration file, NetHack will create the configuration file for + you using the default template file. + + On MS-DOS, it is "defaults.nh" in the same folder as + nethack.exe. + + Any line in the configuration file starting with `#' is treated as a comment. Empty lines are ignored. - Any line beginning with `[' and ending in `]' is considered - a section marker. The text between the square brackets is the - section name. Lines after a section marker belong to that sec- - tion, and are ignored unless a CHOOSE statement was used to se- + Any line beginning with `[' and ending in `]' is considered + a section marker. The text between the square brackets is the + section name. Lines after a section marker belong to that sec- + tion, and are ignored unless a CHOOSE statement was used to se- lect that section. Section names are case insensitive. - You can use different configuration statements in the file, + You can use different configuration statements in the file, some of which can be used multiple times. In general, the state- ments are written in capital letters, followed by an equals sign, - followed by settings particular to that statement. Here is a - list of allowed statements: + followed by settings particular to that statement. + + Here is a list of allowed statements: OPTIONS There are two types of options, boolean and compound options. @@ -3015,22 +3028,9 @@ "no" or `!' to turn it off. For compound options, the option name and value are separated by a colon. Some options are per- sistent, and apply only to new games. You can specify multiple - OPTIONS statements, and multiple options separated by commas in - a single OPTIONS statement. (Comma separated options are pro- - cessed from right to left.) - - Example: - - OPTIONS=dogname:Fido - OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+ - - HACKDIR - Default location of files NetHack needs. On Windows HACKDIR - defaults to the location of the NetHack.exe or NetHackw.exe - file so setting HACKDIR to override that is not usually - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3040,7 +3040,20 @@ - necessary or recommended. + OPTIONS statements, and multiple options separated by commas in + a single OPTIONS statement. (Comma separated options are pro- + cessed from right to left.) + + Example: + + OPTIONS=dogname:Fido + OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+ + + HACKDIR + Default location of files NetHack needs. On Windows HACKDIR + defaults to the location of the NetHack.exe or NetHackw.exe + file so setting HACKDIR to override that is not usually neces- + sary or recommended. LEVELDIR The location that in-progress level files are stored. Defaults @@ -3069,9 +3082,9 @@ extended command. Prefix the command with "!" to disable the autocompletion for that command. - Example: + Example: - AUTOCOMPLETE=zap,!annotate + AUTOCOMPLETE=zap,!annotate AUTOPICKUP_EXCEPTION Set exceptions to the pickup_types option. See the "Configur- @@ -3081,22 +3094,9 @@ Change the key bindings of some special keys, menu accelera- tors, or 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. - - Example: - - BIND=^X:getpos.autodescribe - - CHOOSE - Chooses at random one of the comma-separated parameters as an - active section name. Lines in other sections are ignored. - - Example: - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3106,28 +3106,54 @@ - OPTIONS=color - CHOOSE=char A,char B - [char A] - OPTIONS=role:arc,race:dwa,align:law,gender:fem - [char B] - OPTIONS=role:wiz,race:elf,align:cha,gender:mal + See the "Changing Key Bindings" section for more information. - MSGTYPE - Change the way messages are shown in the top status line. See - the "Configuring Message Types" section. + Example: + + BIND=^X:getpos.autodescribe + + CHOOSE + Chooses at random one of the comma-separated parameters as an + active section name. Lines in other sections are ignored. + + Example: + + OPTIONS=color + CHOOSE=char A,char B + [char A] + OPTIONS=role:arc,race:dwa,align:law,gender:fem + [char B] + OPTIONS=role:wiz,race:elf,align:cha,gender:mal MENUCOLOR Highlight menu lines with different colors. See the "Configur- ing Menu Colors" section. + MSGTYPE + Change the way messages are shown in the top status line. See + the "Configuring Message Types" section. + + ROGUESYMBOLS + Custom symbols for for the rogue level's symbol set. See SYM- + BOLS below. + + SOUND + Define a sound mapping. See the "Configuring User Sounds" sec- + tion. + + SOUNDDIR + Define the directory that contains the sound files. See the + "Configuring User Sounds" section. + SYMBOLS - Override one or more symbols in the symbols files. See the + Override one or more symbols in the symbol set used for all + dungeon levels except for the special rogue level. See the "Modifying NetHack Symbols" section. - Example: + Example: - SYMBOLS=S_boulder:0 + # replace small punctuation (tick marks) with digits + SYMBOLS=S_boulder:0,S_golem:7 WIZKIT Debug mode only: extra items to add to initial inventory. @@ -3135,34 +3161,8 @@ names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing. - Example: - WIZKIT=~/wizkit.txt - - SOUNDDIR - Define the directory that contains the sound files. See the - "Configuring User Sounds" section. - - SOUND - Define a sound mapping. See the "Configuring User Sounds" sec- - tion. - - Here is a short example of config file contents: - - - - - - - - - - - - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3172,6 +3172,14 @@ + Example: + + WIZKIT=~/wizkit.txt + + + + Here is a short example of config file contents: + # Set your character's role, race, gender, and alignment. OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful # @@ -3218,17 +3226,9 @@ Instead of a comma-separated list of options, NETHACKOPTIONS can be set to the full name of a configuration file you want to - use. If that full name doesn't start with a slash, precede it - with `@' (at-sign) to let NetHack know that the rest is intended - as a file name. If it does start with `/', the at-sign is op- - tional. - - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3238,6 +3238,11 @@ + use. If that full name doesn't start with a slash, precede it + with `@' (at-sign) to let NetHack know that the rest is intended + as a file name. If it does start with `/', the at-sign is op- + tional. + 9.4. Customization options Here are explanations of what the various options do. Char- @@ -3275,26 +3280,21 @@ tent. autopickup - Automatically pick up things onto which you move (default on). + Automatically pick up things onto which you move (default on). Persistent. See pickup_types to refine the behavior. autoquiver - This option controls what happens when you attempt the `f' - (fire) command when nothing is quivered or readied (default - false). When true, the computer will fill your quiver or - quiver sack or make ready some suitable weapon. Note that it - will not take into account the blessed/cursed status, enchant- + This option controls what happens when you attempt the `f' + (fire) command when nothing is quivered or readied (default + false). When true, the computer will fill your quiver or + quiver sack or make ready some suitable weapon. Note that it + will not take into account the blessed/cursed status, enchant- ment, damage, or quality of the weapon; you are free to manual- - ly fill your quiver or quiver sack or make ready with the `Q' + ly fill your quiver or quiver sack or make ready with the `Q' command instead. If no weapon is found or the option is false, - the `t' (throw) command is executed instead. Persistent. - - blind - Start the character permanently blind (default false). Persis- - tent. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3304,45 +3304,51 @@ + the `t' (throw) command is executed instead. Persistent. + + blind + Start the character permanently blind (default false). Persis- + tent. + bones - Allow saving and loading bones files (default true). Persis- + Allow saving and loading bones files (default true). Persis- tent. boulder - Set the character used to display boulders (default is the + Set the character used to display boulders (default is the "large rock" class symbol, ``'). catname - Name your starting cat (for example "catname:Morris"). Cannot + Name your starting cat (for example "catname:Morris"). Cannot be set with the `O' command. character - Synonym for "role" to pick the type of your character (for ex- + Synonym for "role" to pick the type of your character (for ex- ample "character:Monk"). See role for more details. checkpoint - Save game state after each level change, for possible recovery + Save game state after each level change, for possible recovery after program crash (default on). Persistent. checkspace - Check free disk space before writing files to disk (default - on). You may have to turn this off if you have more than 2 GB - free space on the partition used for your save and level files - (because too much space might overflow the calculation and end + Check free disk space before writing files to disk (default + on). You may have to turn this off if you have more than 2 GB + free space on the partition used for your save and level files + (because too much space might overflow the calculation and end up looking like insufficient space). Only applies when MFLOPPY was defined during compilation. clicklook - Allows looking at things on the screen by navigating the mouse + Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button (default off). cmdassist - Have the game provide some additional command assistance for - new players if it detects some anticipated mistakes (default + Have the game provide some additional command assistance for + new players if it detects some anticipated mistakes (default on). confirm - Have user confirm attacks on pets, shopkeepers, and other + Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on). Persistent. dark_room @@ -3351,16 +3357,10 @@ disclose Controls what information the program reveals when the game ends. Value is a space separated list of prompting/category - pairs (default is "ni na nv ng nc no", prompt with default re- - sponse of `n' for each candidate). Persistent. The possibili- - ties are: + pairs (default is "ni na nv ng nc no", prompt with default - - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3370,6 +3370,9 @@ + response of `n' for each candidate). Persistent. The possi- + bilities are: + i - disclose your inventory; a - disclose your attributes; v - summarize monsters that have been vanquished; @@ -3406,9 +3409,9 @@ tory to prompt and default to yes, attributes to prompt and de- fault to no, vanquished to disclose without prompting, genocid- ed to not disclose and not prompt, conduct to implicitly prompt - and default to no, and overview to disclose without prompting. + and default to no, and overview to disclose without prompting. - Note that the vanquished monsters list includes all monsters + Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you. And the dun- geon overview shows all levels you had visited but does not re- veal things about them that you hadn't discovered. @@ -3418,15 +3421,12 @@ set with the `O' command. extmenu - Changes the extended commands interface to pop-up a menu of + Changes the extended commands interface to pop-up a menu of available commands. It is keystroke compatible with the tradi- - tional interface except that it does not require that you hit - Enter. It is implemented for the tty interface (default off). + tional interface except that it does not require that you hit - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3436,6 +3436,8 @@ + Enter. It is implemented for the tty interface (default off). + For the X11 interface, which always uses a menu for choosing an extended command, it controls whether the menu shows all avail- able commands (on) or just the subset of commands which have @@ -3487,12 +3489,10 @@ means that you might miss some interesting and/or important in- formation. Persistent. - herecmd_menu - When using a windowport that supports mouse and clicking on - yourself or next to you, show a menu of possible actions for - NetHack 3.6 May 7, 2019 + + NetHack 3.6 November 2, 2019 @@ -3502,6 +3502,9 @@ + herecmd_menu + When using a windowport that supports mouse and clicking on + yourself or next to you, show a menu of possible actions for the location. Same as "#herecmdmenu" and "#therecmdmenu" com- mands. @@ -3544,21 +3547,18 @@ on). Persistent. lit_corridor - Show corridor squares seen by night vision or a light source + Show corridor squares seen by night vision or a light source held by your character as lit (default off). Persistent. lootabc - When using a menu to interact with a container, use the old - `a', `b', and `c' keyboard shortcuts rather than the mnemonics + When using a menu to interact with a container, use the old + `a', `b', and `c' keyboard shortcuts rather than the mnemonics `o', `i', and `b' (default off). Persistent. - mail - Enable mail delivery during the game (default on). Persistent. - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3568,6 +3568,9 @@ + mail + Enable mail delivery during the game (default on). Persistent. + male An obsolete synonym for "gender:male". Cannot be set with the `O' command. @@ -3600,8 +3603,8 @@ Implemented by the Amiga, Gem, X11 and tty ports. Default `-'. menu_deselect_page - Menu character accelerator to deselect all items on this page - of a menu. Implemented by the Amiga, Gem and tty ports. De- + Menu character accelerator to deselect all items on this page + of a menu. Implemented by the Amiga, Gem and tty ports. De- fault `\'. menu_first_page @@ -3609,22 +3612,19 @@ Implemented by the Amiga, Gem and tty ports. Default `^'. menu_headings - Controls how the headings in a menu are highlighted. Values - are "none", "bold", "dim", "underline", "blink", or "inverse". + Controls how the headings in a menu are highlighted. Values + are "none", "bold", "dim", "underline", "blink", or "inverse". Not all ports can actually display all types. menu_invert_all - Menu character accelerator to invert all items in a menu. Im- + Menu character accelerator to invert all items in a menu. Im- plemented by the Amiga, Gem, X11 and tty ports. Default `@'. menu_invert_page - Menu character accelerator to invert all items on this page of - a menu. Implemented by the Amiga, Gem and tty ports. Default - `~'. + Menu character accelerator to invert all items on this page of - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3634,21 +3634,24 @@ + a menu. Implemented by the Amiga, Gem and tty ports. Default + `~'. + menu_last_page - Menu character accelerator to jump to the last page in a menu. + Menu character accelerator to jump to the last page in a menu. Implemented by the Amiga, Gem and tty ports. Default `|'. menu_next_page - Menu character accelerator to goto the next menu page. Imple- + Menu character accelerator to goto the next menu page. Imple- mented by the Amiga, Gem and tty ports. Default `>'. menu_objsyms - Show object symbols in menu headings in menus where the object + Show object symbols in menu headings in menus where the object symbols act as menu accelerators (default off). menu_overlay - Do not clear the screen before drawing menus, and align menus - to the right edge of the screen. Only for the tty port. (de- + Do not clear the screen before drawing menus, and align menus + to the right edge of the screen. Only for the tty port. (de- fault on) menu_previous_page @@ -3656,16 +3659,16 @@ plemented by the Amiga, Gem and tty ports. Default `<'. menu_search - Menu character accelerator to search for a menu item. Imple- + Menu character accelerator to search for a menu item. Imple- mented by the Amiga, Gem, X11 and tty ports. Default `:'. menu_select_all - Menu character accelerator to select all items in a menu. Im- + Menu character accelerator to select all items in a menu. Im- plemented by the Amiga, Gem, X11 and tty ports. Default `.'. menu_select_page - Menu character accelerator to select all items on this page of - a menu. Implemented by the Amiga, Gem and tty ports. Default + Menu character accelerator to select all items on this page of + a menu. Implemented by the Amiga, Gem and tty ports. Default `,'. monpolycontrol @@ -3673,24 +3676,21 @@ off). Debug mode only. mouse_support - Allow use of the mouse for input and travel. Valid settings + Allow use of the mouse for input and travel. Valid settings are: 0 - disabled 1 - enabled and make OS adjustments to support mouse use in the game 2 - like 1 but does not make any OS adjustments - Omitting a value is the same as specifying 1 and negating + Omitting a value is the same as specifying 1 and negating mouse_support is the same as specifying 0. msghistory - The number of top line messages to keep (and be able to recall - with `^P') (default 20). Cannot be set with the `O' command. + The number of top line messages to keep (and be able to recall - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3700,10 +3700,12 @@ + with `^P') (default 20). Cannot be set with the `O' command. + msg_window - Allows you to change the way recalled messages are displayed. - Currently it is only supported for tty (all four choices) and - for curses (`f' and `r' choices, default `r'). The possible + Allows you to change the way recalled messages are displayed. + Currently it is only supported for tty (all four choices) and + for curses (`f' and `r' choices, default `r'). The possible values are: s - single message (default; only choice prior to 3.4.0); @@ -3711,16 +3713,16 @@ f - full window, oldest message first; r - full window reversed, newest message first. - For backward compatibility, no value needs to be specified - (which defaults to "full"), or it can be negated (which + For backward compatibility, no value needs to be specified + (which defaults to "full"), or it can be negated (which defaults to "single"). name - Set your character's name (defaults to your user name). You - can also set your character's role by appending a dash and one + Set your character's name (defaults to your user name). You + can also set your character's role by appending a dash and one or more letters of the role (that is, by suffixing one of -A -B - -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the - role, then a random one will be automatically chosen. Cannot + -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the + role, then a random one will be automatically chosen. Cannot be set with the `O' command. news @@ -3752,11 +3754,9 @@ acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo- date some QWERTZ keyboards which have the location of the `y' and `z' keys swapped.) When moving by numbers, to enter a - count prefix for those commands which accept one (such as "12s" - to search twelve times), precede it with the letter `n' - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3766,6 +3766,8 @@ + count prefix for those commands which accept one (such as "12s" + to search twelve times), precede it with the letter `n' ("n12s"). packorder @@ -3818,11 +3820,9 @@ petattr Specifies one or more text highlighting attributes to use when showing pets on the map. Effectively a superset of the - hilite_pet boolean option. Curses interface only; value is one - or more of the following letters. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3832,6 +3832,9 @@ + hilite_pet boolean option. Curses interface only; value is one + or more of the following letters. + n - Normal text (no highlighting) i - Inverse video (default) b - Bold text @@ -3883,12 +3886,9 @@ When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A - value of 0 means "no limit" (always list the objects); a value - of 1 effectively means "never show the objects" since the pile - size will always be at least that big; default value is 5. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3898,6 +3898,9 @@ + value of 0 means "no limit" (always list the objects); a value + of 1 effectively means "never show the objects" since the pile + size will always be at least that big; default value is 5. Persistent. playmode @@ -3949,12 +3952,9 @@ Controls the amount of screen updating for the map window when engaged in multi-turn movement (running via shift+direction or control+direction and so forth, or via the travel command or - mouse click). The possible values are: - - teleport - update the map after movement has finished; - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -3964,6 +3964,9 @@ + mouse click). The possible values are: + + teleport - update the map after movement has finished; run - update the map after every seven or so steps; walk - update the map after each step; crawl - like walk, but pause briefly after each step. @@ -4015,12 +4018,9 @@ like with the #loot and pickup commands; none - show lists the traditional way without sorting. - sortpack - Sort the pack contents by type when displaying inventory (de- - fault on). Persistent. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4030,6 +4030,10 @@ + sortpack + Sort the pack contents by type when displaying inventory (de- + fault on). Persistent. + sparkle Display a sparkly effect when a monster (including yourself) is hit by an attack to which it is resistant (default on). Per- @@ -4080,13 +4084,9 @@ parent window, but it no longer leaves the score list around after game end on a terminal or emulating window. - travel - Allow the travel command (default on). Turning this option off - will prevent the game from attempting unintended moves if you - make inadvertent mouse clicks on the map window. Persistent. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4096,6 +4096,11 @@ + travel + Allow the travel command (default on). Turning this option off + will prevent the game from attempting unintended moves if you + make inadvertent mouse clicks on the map window. Persistent. + verbose Provide more commentary during the game (default on). Persis- tent. @@ -4144,15 +4149,10 @@ keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. (default off) - windowtype - When the program has been built to support multiple interfaces, - select which one to use, such as "tty" or "X11" (default de- - pends on build-time settings; use "#version" to check). Cannot - be set with the `O' command. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4162,6 +4162,12 @@ + windowtype + When the program has been built to support multiple interfaces, + select which one to use, such as "tty" or "X11" (default de- + pends on build-time settings; use "#version" to check). Cannot + be set with the `O' command. + When used, it should be the first option set since its value might enable or disable the availability of various other op- tions. For multiple lines in a configuration file, that would @@ -4209,16 +4215,10 @@ If NetHack can, it should display color if it can for different monsters, objects, and dungeon features. - eight_bit_tty - If NetHack can, it should pass eight-bit character values (for - example, specified with the traps option) straight through to - your terminal (default off). - - font_map - if NetHack can, it should use a font by the chosen name for the - NetHack 3.6 May 7, 2019 + + NetHack 3.6 November 2, 2019 @@ -4228,6 +4228,13 @@ + eight_bit_tty + If NetHack can, it should pass eight-bit character values (for + example, specified with the traps option) straight through to + your terminal (default off). + + font_map + if NetHack can, it should use a font by the chosen name for the map window. font_menu @@ -4251,18 +4258,18 @@ dow. font_size_menu - If NetHack can, it should use this size font for menu windows. + If NetHack can, it should use this size font for menu windows. font_size_message - If NetHack can, it should use this size font for the message + If NetHack can, it should use this size font for the message window. font_size_status - If NetHack can, it should use this size font for the status + If NetHack can, it should use this size font for the status window. font_size_text - If NetHack can, it should use this size font for text windows. + If NetHack can, it should use this size font for text windows. fullscreen If NetHack can, it should try and display on the entire screen @@ -4276,15 +4283,8 @@ large_font If NetHack can, it should use a large font. - map_mode - If NetHack can, it should display the map in the manner speci- - fied. - player_selection - If NetHack can, it should pop up dialog boxes, or use prompts - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4294,6 +4294,12 @@ + map_mode + If NetHack can, it should display the map in the manner speci- + fied. + + player_selection + If NetHack can, it should pop up dialog boxes, or use prompts for character selection. popup_dialog @@ -4341,16 +4347,10 @@ ified but will settle for smaller sizes if they are too big. Default is the current window size. - tiled_map - If NetHack can, it should display a tiled map if it can. - - tile_file - Specify the name of an alternative tile file to override the - default. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4360,6 +4360,13 @@ + tiled_map + If NetHack can, it should display a tiled map if it can. + + tile_file + Specify the name of an alternative tile file to override the + default. + tile_height Specify the preferred height of each tile in a tile capable port. @@ -4371,52 +4378,45 @@ Use bold black instead of blue for black glyphs (TTY only). use_inverse - If NetHack can, it should display inverse when the game speci- + If NetHack can, it should display inverse when the game speci- fies it. vary_msgcount - If NetHack can, it should display this number of messages at a + If NetHack can, it should display this number of messages at a time in the message window. windowborders - Whether to draw boxes around the map, status area, message - area, and persistent inventory window if enabled. Curses in- + Whether to draw boxes around the map, status area, message + area, and persistent inventory window if enabled. Curses in- terface only. Acceptable values are 0 - off, never show borders 1 - on, always show borders 2 - auto, on if display is at least (24+2)x(80+2) (default) - (The 26x82 size threshold for `2' refers to number of rows and - columns of the display. A width of at least 110 columns + (The 26x82 size threshold for `2' refers to number of rows and + columns of the display. A width of at least 110 columns (80+2+26+2) is needed for align_status set to left or right.) windowcolors - If NetHack can, it should display windows with the specified + If NetHack can, it should display windows with the specified foreground/background colors. Windows GUI only. The format is OPTION=windowcolors:wintype foreground/background - where wintype is one of "menu", "message", "status", or - "text", and foreground and background are colors, either a hexa- - decimal \'#rrggbb', one of the named colors (black, red, green, - brown, blue, magenta, cyan, orange, brightgreen, yellow, bright- - blue, brightmagenta, brightcyan, white, trueblack, gray, purple, - silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one - of Windows UI colors (activeborder, activecaption, appworkspace, - background, btnface, btnshadow, btntext, captiontext, graytext, - greytext, highlight, highlighttext, inactiveborder, inactivecap- - tion, menu, menutext, scrollbar, window, windowframe, window- - text). - - wraptext - If NetHack can, it should wrap long lines of text if they don't - fit in the visible area of the window. + where wintype is one of "menu", "message", "status", or + "text", and foreground and background are colors, either a hexa- + decimal \'#rrggbb', one of the named colors (black, red, green, + brown, blue, magenta, cyan, orange, brightgreen, yellow, bright- + blue, brightmagenta, brightcyan, white, trueblack, gray, purple, + silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one + of Windows UI colors (activeborder, activecaption, appworkspace, + background, btnface, btnshadow, btntext, captiontext, graytext, + greytext, highlight, highlighttext, inactiveborder, inactivecap- + tion, menu, menutext, scrollbar, window, windowframe, - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4426,14 +4426,20 @@ + windowtext). + + wraptext + If NetHack can, it should wrap long lines of text if they don't + fit in the visible area of the window. + 9.6. Platform-specific Customization options - Here are explanations of options that are used by specific + Here are explanations of options that are used by specific platforms or ports to customize and change the port behavior. altkeyhandler - Select an alternate keystroke handler dll to load (Win32 tty - NetHack only). The name of the handler is specified without + Select an alternate keystroke handler dll to load (Win32 tty + NetHack only). The name of the handler is specified without the .dll extension and without any path information. Cannot be set with the `O' command. @@ -4443,23 +4449,23 @@ altmeta On other (non-Amiga) systems where this option is available, it - can be set to tell NetHack to convert a two character sequence - beginning with ESC into a meta-shifted version of the second + can be set to tell NetHack to convert a two character sequence + beginning with ESC into a meta-shifted version of the second character (default off). - This conversion is only done for commands, not for other input + This conversion is only done for commands, not for other input prompts. Note that typing one or more digits as a count prefix prior to a command -- preceded by n if the number_pad option is - set -- is also subject to this conversion, so attempting to - abort the count by typing ESC will leave NetHack waiting for + set -- is also subject to this conversion, so attempting to + abort the count by typing ESC will leave NetHack waiting for another character to complete the two character sequence. Type - a second ESC to finish cancelling such a count. At other + a second ESC to finish cancelling such a count. At other prompts a single ESC suffices. BIOS Use BIOS calls to update the screen display quickly and to read - the keyboard (allowing the use of arrow keys to move) on ma- - chines with an IBM PC compatible BIOS ROM (default off, OS/2, + the keyboard (allowing the use of arrow keys to move) on ma- + chines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only). flush @@ -4472,17 +4478,11 @@ (default on, Mac NetHack only). rawio - Force raw (non-cbreak) mode for faster output and more bullet- - proof input (MS-DOS sometimes treats `^P' as a printer toggle - without it) (default off, OS/2, PC, and ST NetHack only). - Note: DEC Rainbows hang if this is turned on. Cannot be set - with the `O' command. - - soundcard - (default on, PC NetHack only). Cannot be set with the `O' + Force raw (non-cbreak) mode for faster output and more bullet- + proof input (MS-DOS sometimes treats `^P' as a printer toggle - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4492,45 +4492,51 @@ - command. + without it) (default off, OS/2, PC, and ST NetHack only). + Note: DEC Rainbows hang if this is turned on. Cannot be set + with the `O' command. + + soundcard + (default on, PC NetHack only). Cannot be set with the `O' com- + mand. subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of + (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help - compensate for international keyboard issues. OPTIONS=subkey- - value:171/92 will return 92 to NetHack, if 171 was originally - going to be returned. You can use multiple subkeyvalue state- + compensate for international keyboard issues. OPTIONS=subkey- + value:171/92 will return 92 to NetHack, if 171 was originally + going to be returned. You can use multiple subkeyvalue state- ments in the config file if needed. Cannot be set with the `O' command. video Set the video mode used (PC NetHack only). Values are "autode- - tect", "default", or "vga". Setting "vga" (or "autodetect" - with vga hardware present) will cause the game to display + tect", "default", or "vga". Setting "vga" (or "autodetect" + with vga hardware present) will cause the game to display tiles. Cannot be set with the `O' command. videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order - of colors is red, green, brown, blue, magenta, cyan, - bright.white, bright.red, bright.green, yellow, bright.blue, - bright.magenta, and bright.cyan. Cannot be set with the `O' + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order + of colors is red, green, brown, blue, magenta, cyan, + bright.white, bright.red, bright.green, yellow, bright.blue, + bright.magenta, and bright.cyan. Cannot be set with the `O' command. videoshades Set the intensity level of the three gray scales available (de- fault dark normal light, PC NetHack only). If the game display - is difficult to read, try adjusting these scales; if this does - not correct the problem, try !color. Cannot be set with the + is difficult to read, try adjusting these scales; if this does + not correct the problem, try !color. Cannot be set with the `O' command. 9.7. Regular Expressions - Regular expressions are normally POSIX extended regular ex- - pressions. It is possible to compile NetHack without regular ex- - pression support on a platform where there is no regular expres- - sion library. While this is not true of any modern platform, if - your NetHack was built this way, patterns are instead glob pat- + Regular expressions are normally POSIX extended regular ex- + pressions. It is possible to compile NetHack without regular ex- + pression support on a platform where there is no regular expres- + sion library. While this is not true of any modern platform, if + your NetHack was built this way, patterns are instead glob pat- terns. This applies to Autopickup exceptions, Message types, Menu colors, and User sounds. @@ -4539,16 +4545,10 @@ You can further refine the behavior of the autopickup option beyond what is available through the pickup_types option. - By placing autopickup_exception lines in your configuration - file, you can define patterns to be checked when the game is - about to autopickup something. - - autopickup_exception - Sets an exception to the pickup_types option. The autopick- - up_exception option should be followed by a regular expression - NetHack 3.6 May 7, 2019 + + NetHack 3.6 November 2, 2019 @@ -4558,20 +4558,30 @@ - to be used as a pattern to match against the singular form of + By placing autopickup_exception lines in your configuration + file, you can define patterns to be checked when the game is + about to autopickup something. + + autopickup_exception + Sets an exception to the pickup_types option. The autopick- + up_exception option should be followed by a regular expression + to be used as a pattern to match against the singular form of the description of an object at your location. - In addition, some characters are treated specially if they oc- + In addition, some characters are treated specially if they oc- cur as the first character in the pattern, specifically: < - always pickup an object that matches rest of pattern; > - never pickup an object that matches rest of pattern. - A "never pickup" rule takes precedence over an "always pickup" - rule if both match. + The autopickup_exception rules are processed in the order in + which they appear in your config file, thus allowing a later + rule to override an earlier rule. - Exceptions can be set with the `O' command, but ones set that - way will not be preserved across saves and restores. + Exceptions can be set with the `O' command, but because they + are not included in your config file, they won't be in effect + if you save and then restore your game. autopickup_exception + rules and not saved with the game. Here are some examples: @@ -4602,6 +4612,18 @@ Extended command keys You can bind multiple keys to the same extended command. Un- bind a key by using "nothing" as the extended command to bind + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 71 + + + to. You can also bind the "", "", and "" keys. @@ -4612,18 +4634,6 @@ Special command keys Below are the special commands you can rebind. Some of them - - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 71 - - - 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 @@ -4667,6 +4677,19 @@ When asked for a location, the key to go to previous closest interesting thing. Default is `A'. + + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 72 + + + getpos.door.next When asked for a location, the key to go to next closest door or doorway. Default is `d'. @@ -4679,17 +4702,6 @@ When asked for a location, the key to show help. Default is `?'. - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 72 - - - getpos.mon.next When asked for a location, the key to go to next closest mon- ster. Default is `m'. @@ -4732,6 +4744,18 @@ getpos.pick.quick When asked for a location, the key to choose the location, skip + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 73 + + + asking for more info, and exit the location asking loop. De- fault is `;'. @@ -4743,19 +4767,6 @@ When asked for a location, the key to go to your location. De- fault is `@'. - - - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 73 - - - getpos.unexplored.next When asked for a location, the key to go to next closest unex- plored location. Default is `x'. @@ -4796,11 +4807,23 @@ Prefix key to run towards a direction. Default is `G'. run.nopickup - Prefix key to run towards a direction without picking up items + Prefix key to run towards a direction without picking up items on the way. Default is `M'. + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 74 + + + run.numpad - Prefix key to run towards a direction. With number_pad only. + Prefix key to run towards a direction. With number_pad only. Default is `5'. rush @@ -4811,17 +4834,6 @@ You can change the way the messages are shown in the message area, when the message matches a user-defined pattern. - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 74 - - - In general, the config file entries to configure the message types look like this: MSGTYPE=type "pattern" @@ -4835,50 +4847,38 @@ show - show message normally; hide - never show the message; stop - wait for user with more-prompt; - norep - show the message once, but not again if no other mes- + norep - show the message once, but not again if no other mes- sage is shown in between. - Here's an example of message types using NetHack's internal + Here's an example of message types using NetHack's internal pattern matching facility: MSGTYPE=stop "You feel hungry." MSGTYPE=hide "You displaced *." - specifies that whenever a message "You feel hungry" is shown, - the user is prompted with more-prompt, and a message matching + specifies that whenever a message "You feel hungry" is shown, + the user is prompted with more-prompt, and a message matching "You displaced ." is not shown at all. - The order of the defined MSGTYPE-lines is important; the last - matching rule is used. Put the general case first, exceptions + The order of the defined MSGTYPE-lines is important; the last + matching rule is used. Put the general case first, exceptions below them. 9.11. Configuring Menu Colors Some platforms allow you to define colors used in menu lines - when the line matches a user-defined pattern. At this time the + when the line matches a user-defined pattern. At this time the tty, win32tty and win32gui support this. - In general, the config file entries to configure the menu + In general, the config file entries to configure the menu color mappings look like this: MENUCOLOR="pattern"=color&attribute pattern - the pattern to match; - color - the color to use for lines matching the pat- - tern; - attribute - the attribute to use for lines matching the - pattern. The attribute is optional, and if - left out, you must also leave out the preced- - ing ampersand. If no attribute is defined, - no attribute is used. - - The pattern should be a regular expression. - - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, light-green, yellow, light-blue, light- - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4888,63 +4888,63 @@ - magenta, light-cyan, and white. And no-color, the default - foreground color, which isn't necessarily the same as any of - the other colors. + color - the color to use for lines matching the pat- + tern; + attribute - the attribute to use for lines matching the + pattern. The attribute is optional, and if + left out, you must also leave out the preced- + ing ampersand. If no attribute is defined, + no attribute is used. - Allowed attributes are none, bold, dim, underline, blink, and - inverse. "Normal" is a synonym for "none". Note that the + The pattern should be a regular expression. + + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, light-green, yellow, light-blue, light-ma- + genta, light-cyan, and white. And no-color, the default fore- + ground color, which isn't necessarily the same as any of the + other colors. + + Allowed attributes are none, bold, dim, underline, blink, and + inverse. "Normal" is a synonym for "none". Note that the platform used may interpret the attributes any way it wants. - Here's an example of menu colors using NetHack's internal pat- + Here's an example of menu colors using NetHack's internal pat- tern matching facility: MENUCOLOR="* blessed *"=green MENUCOLOR="* cursed *"=red MENUCOLOR="* cursed *(being worn)"=red&underline - specifies that any menu line with " blessed " contained in it - will be shown in green color, lines with " cursed " will be - shown in red, and lines with " cursed " followed by "(being - worn)" on the same line will be shown in red color and under- - lined. You can have multiple MENUCOLOR entries in your config - file, and the last MENUCOLOR-line in your config file that + specifies that any menu line with " blessed " contained in it + will be shown in green color, lines with " cursed " will be + shown in red, and lines with " cursed " followed by "(being + worn)" on the same line will be shown in red color and under- + lined. You can have multiple MENUCOLOR entries in your config + file, and the last MENUCOLOR-line in your config file that matches a menu line will be used for the line. Note that if you intend to have one or more color specifica- - tions match " uncursed ", you will probably want to turn the im- + tions match " uncursed ", you will probably want to turn the im- plicit_uncursed option off so that all items known to be uncursed are actually displayed with the "uncursed" description. 9.12. Configuring User Sounds - Some platforms allow you to define sound files to be played - when a message that matches a user-defined pattern is delivered + Some platforms allow you to define sound files to be played + when a message that matches a user-defined pattern is delivered to the message window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. - The following config file entries are relevant to mapping + The following config file entries are relevant to mapping user sounds to messages: SOUNDDIR The directory that houses the sound files to be played. - SOUND - An entry that maps a sound file to a user-specified message - pattern. Each SOUND entry is broken down into the following - parts: - - MESG - message window mapping (the only one supported in - 3.6); - pattern - the pattern to match; - sound file - the sound file to play; - volume - the volume to be set while playing the sound file. - - The pattern should be a POSIX extended regular expression. - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -4954,6 +4954,19 @@ + SOUND + An entry that maps a sound file to a user-specified message + pattern. Each SOUND entry is broken down into the following + parts: + + MESG - message window mapping (the only one supported in + 3.6); + pattern - the pattern to match; + sound file - the sound file to play; + volume - the volume to be set while playing the sound file. + + The pattern should be a POSIX extended regular expression. + 9.13. Configuring Status Hilites Your copy of NetHack may have been compiled with support for @@ -4994,6 +5007,19 @@ them. To specify multiple attributes, use `+' to combine those. For example: "magenta&inverse+dim". + + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 77 + + + Note that the display may substitute or ignore particular attributes depending upon its capabilities, and in general may interpret the attributes any way it wants. For example, on some @@ -5007,19 +5033,6 @@ You can adjust the appearance of the following status fields: - - - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 77 - - - title dungeon-level experience-level strength gold experience dexterity hitpoints HD @@ -5047,36 +5060,23 @@ * "always" will set the default attributes for that field. - * "up" and "down" set the field attributes for when the - field value changes upwards or downwards. This attribute - times out after statushilites turns. + * "up", "down" set the field attributes for when the field + value changes upwards or downwards. This attribute times + out after statushilites turns. * "changed" sets the field attribute for when the field val- - ue changes. This attribute times out after statushilites - turns. (If a field has both a "changed" rule and an "up" - or "down" rule which matches a change in the field's val- + ue changes. This attribute times out after statushilites + turns. (If a field has both a "changed" rule and an "up" + or "down" rule which matches a change in the field's val- ue, the "up" or "down" one takes precedence.) - * percentage sets the field attribute when the field value - matches the percentage. It is specified as a number be- - tween 0 and 100, followed by `%' (percent sign). If the - percentage is prefixed with `<=' or `>=', it also matches - when value is below or above the percentage. Use prefix - `<' or `>' to match when strictly below or above. (The - numeric limit is relaxed slightly for those: >-1% and - <101% are allowed.) Only valid for "hitpoints" and "pow- - er" fields. - - * absolute value sets the attribute when the field value - matches that number. The number must be 0 or higher, ex- - cept for "armor-class' which allows negative values, and - may optionally be preceded by `='. If the number is pre- - ceded by `<=' or `>=' instead, it also matches when value - is below or above. If the prefix is `<' or `>', only - match when strictly above or below. + * percentage sets the field attribute when the field value + matches the percentage. It is specified as a number be- + tween 0 and 100, followed by `%' (percent sign). If the + percentage is prefixed with `<=' or `>=', it also matches - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5086,6 +5086,33 @@ + when value is below or above the percentage. Use prefix + `<' or `>' to match when strictly below or above. (The + numeric limit is relaxed slightly for those: >-1% and + <101% are allowed.) Only four fields support percentage + rules. Percentages for "hitpoints" and "power" are + straightforward; they're based on the corresponding maxi- + mum field. Percentage highlight rules are also allowed + for "experience level" and "experience points" (valid when + the showexp option is enabled). For those, the percentage + is based on the progress from the start of the current ex- + perience level to the start of the next level. So if lev- + el 2 starts at 20 points and level 3 starts at 40 points, + having 30 points is 50% and 35 points is 75%. 100% is + unattainable for experience because you'll gain a level + and the calculations will be reset for that new level, but + a rule for =100% is allowed and matches the special case + of being exactly 1 experience point short of the next lev- + el. + + * absolute value sets the attribute when the field value + matches that number. The number must be 0 or higher, ex- + cept for "armor-class' which allows negative values, and + may optionally be preceded by `='. If the number is pre- + ceded by `<=' or `>=' instead, it also matches when value + is below or above. If the prefix is `<' or `>', only + match when strictly above or below. + * text match sets the attribute when the field value matches the text. Text matches can only be used for "alignment", "carrying-capacity", "hunger", "dungeon-level", and "ti- @@ -5111,6 +5138,20 @@ OPTION=hilite_status: condition/major/orange&inverse OPTION=hilite_status: condition/lev+fly/red&inverse + + + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 79 + + + 9.14. Modifying NetHack Symbols NetHack can load entire symbol sets from the symbol file. @@ -5126,89 +5167,48 @@ play on the rogue level. You can also override one or more symbols using the SYMBOLS - config file option. Symbols are specified as name:value pairs. - Note that NetHack escape-processes the value string in conven- - tional C fashion. This means that \ is a prefix to take the fol- - lowing character literally. Thus \ needs to be represented as - \\. The special prefix form \m switches on the meta bit in the - symbol value, and the ^ prefix causes the following character to - be treated as a control character. + and ROGUESYMBOLS config file options. Symbols are specified as + name:value pairs. Note that NetHack escape-processes the value + string in conventional C fashion. This means that \ is a prefix + to take the following character literally. Thus \ needs to be + represented as \\. The special prefix form \m switches on the + meta bit in the symbol value, and the ^ prefix causes the follow- + ing character to be treated as a control character. - NetHack Symbols - Default Symbol Name Description - ------------------------------------------------------------------------ - S_air (air) - _ S_altar (altar) + NetHack Symbols + Symbol Name Description + ----------------------------------------------------------------- + S_air (air) + _ S_altar (altar) + " S_amulet (amulet) + A S_angel (angelic being) + a S_ant (ant or other insect) + ^ S_anti_magic_trap (anti-magic field) + [ S_armor (suit or piece of armor) + [ S_armour (suit or piece of armor) + ^ S_arrow_trap (arrow trap) + 0 S_ball (iron ball) + # S_bars (iron bars) + B S_bat (bat or bird) + ^ S_bear_trap (bear trap) + - S_blcorn (bottom left corner) + b S_blob (blob) + + S_book (spellbook) + ) S_boomleft (boomerang open left) + ( S_boomright (boomerang open right) + ` S_boulder (boulder) + - S_brcorn (bottom right corner) + C S_centaur (centaur) + _ S_chain (iron chain) + # S_cloud (cloud) + c S_cockatrice (cockatrice) + $ S_coin (pile of coins) + # S_corr (corridor) + - S_crwall (wall) - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 79 - - - - " S_amulet (amulet) - A S_angel (angelic being) - a S_ant (ant or other insect) - ^ S_anti_magic_trap (anti-magic field) - [ S_armor (suit or piece of armor) - [ S_armour (suit or piece of armor) - ^ S_arrow_trap (arrow trap) - 0 S_ball (iron ball) - # S_bars (iron bars) - B S_bat (bat or bird) - ^ S_bear_trap (bear trap) - - S_blcorn (bottom left corner) - b S_blob (blob) - + S_book (spellbook) - ) S_boomleft (boomerang open left) - ( S_boomright (boomerang open right) - ` S_boulder (boulder) - - S_brcorn (bottom right corner) - C S_centaur (centaur) - _ S_chain (iron chain) - # S_cloud (cloud) - c S_cockatrice (cockatrice) - $ S_coin (pile of coins) - # S_corr (corridor) - - S_crwall (wall) - # S_darkroom (dark room) - ^ S_dart_trap (dart trap) - & S_demon (major demon) - * S_digbeam (dig beam) - > S_dnladder (ladder down) - > S_dnstair (staircase down) - d S_dog (dog or other canine) - D S_dragon (dragon) - ; S_eel (sea monster) - E S_elemental (elemental) - / S_explode1 (explosion top left) - - S_explode2 (explosion top center) - \ S_explode3 (explosion top right) - | S_explode4 (explosion middle left) - S_explode5 (explosion middle center) - | S_explode6 (explosion middle right) - \ S_explode7 (explosion bottom left) - - S_explode8 (explosion bottom center) - / S_explode9 (explosion bottom right) - e S_eye (eye or sphere) - ^ S_falling_rock_trap (falling rock trap) - f S_feline (cat or other feline) - ^ S_fire_trap (fire trap) - ! S_flashbeam (flash beam) - % S_food (piece of food) - { S_fountain (fountain) - F S_fungus (fungus or mold) - * S_gem (gem or rock) - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5218,63 +5218,63 @@ - S_ghost (ghost) - H S_giant (giant humanoid) - G S_gnome (gnome) - ' S_golem (golem) - | S_grave (grave) - g S_gremlin (gremlin) - - S_hbeam (horizontal beam [zap animation]) - # S_hcdbridge (horizontal raised drawbridge) - + S_hcdoor (closed door in horizontal wall) - . S_hodbridge (horizontal lowered drawbridge) - | S_hodoor (open door in horizontal wall) - ^ S_hole (hole) - @ S_human (human or elf) - h S_humanoid (humanoid) - - S_hwall (horizontal wall) - . S_ice (ice) - i S_imp (imp or minor demon) - I S_invisible (invisible monster) - J S_jabberwock (jabberwock) - j S_jelly (jelly) - k S_kobold (kobold) - K S_kop (Keystone Kop) - ^ S_land_mine (land mine) - } S_lava (molten lava) - l S_leprechaun (leprechaun) - ^ S_level_teleporter (level teleporter) - L S_lich (lich) - y S_light (light) - # S_litcorr (lit corridor) - : S_lizard (lizard) - \ S_lslant (diagonal beam [zap animation]) - ^ S_magic_portal (magic portal) - ^ S_magic_trap (magic trap) - m S_mimic (mimic) - ] S_mimic_def (mimic) - M S_mummy (mummy) - N S_naga (naga) - . S_ndoor (doorway without door) - n S_nymph (nymph) - O S_ogre (ogre) - o S_orc (orc) - p S_piercer (piercer) - ^ S_pit (pit) - # S_poisoncloud (poison cloud) - ^ S_polymorph_trap (polymorph trap) - } S_pool (water) - ! S_potion (potion) - P S_pudding (pudding or ooze) - q S_quadruped (quadruped) - Q S_quantmech (quantum mechanic) - = S_ring (ring) - ` S_rock (boulder or statue) - r S_rodent (rodent) + # S_darkroom (dark room) + ^ S_dart_trap (dart trap) + & S_demon (major demon) + * S_digbeam (dig beam) + > S_dnladder (ladder down) + > S_dnstair (staircase down) + d S_dog (dog or other canine) + D S_dragon (dragon) + ; S_eel (sea monster) + E S_elemental (elemental) + / S_explode1 (explosion top left) + - S_explode2 (explosion top center) + \ S_explode3 (explosion top right) + | S_explode4 (explosion middle left) + S_explode5 (explosion middle center) + | S_explode6 (explosion middle right) + \ S_explode7 (explosion bottom left) + - S_explode8 (explosion bottom center) + / S_explode9 (explosion bottom right) + e S_eye (eye or sphere) + ^ S_falling_rock_trap (falling rock trap) + f S_feline (cat or other feline) + ^ S_fire_trap (fire trap) + ! S_flashbeam (flash beam) + % S_food (piece of food) + { S_fountain (fountain) + F S_fungus (fungus or mold) + * S_gem (gem or rock) + S_ghost (ghost) + H S_giant (giant humanoid) + G S_gnome (gnome) + ' S_golem (golem) + | S_grave (grave) + g S_gremlin (gremlin) + - S_hbeam (horizontal beam [zap animation]) + # S_hcdbridge (horizontal raised drawbridge) + + S_hcdoor (closed door in horizontal wall) + . S_hodbridge (horizontal lowered drawbridge) + | S_hodoor (open door in horizontal wall) + ^ S_hole (hole) + @ S_human (human or elf) + h S_humanoid (humanoid) + - S_hwall (horizontal wall) + . S_ice (ice) + i S_imp (imp or minor demon) + I S_invisible (invisible monster) + J S_jabberwock (jabberwock) + j S_jelly (jelly) + k S_kobold (kobold) + K S_kop (Keystone Kop) + ^ S_land_mine (land mine) + } S_lava (molten lava) + l S_leprechaun (leprechaun) - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5284,63 +5284,63 @@ - ^ S_rolling_boulder_trap (rolling boulder trap) - . S_room (floor of a room) - / S_rslant (diagonal beam [zap animation]) - ^ S_rust_trap (rust trap) - R S_rustmonst (rust monster or disenchanter) - ? S_scroll (scroll) - # S_sink (sink) - ^ S_sleeping_gas_trap (sleeping gas trap) - S S_snake (snake) - s S_spider (arachnid or centipede) - ^ S_spiked_pit (spiked pit) - ^ S_squeaky_board (squeaky board) - 0 S_ss1 (magic shield 1 of 4) - # S_ss2 (magic shield 2 of 4) - @ S_ss3 (magic shield 3 of 4) - * S_ss4 (magic shield 4 of 4) - ^ S_statue_trap (statue trap) - S_stone (dark part of a room) - ] S_strange_obj (strange object) - - S_sw_bc (swallow bottom center) - \ S_sw_bl (swallow bottom left) - / S_sw_br (swallow bottom right) - | S_sw_ml (swallow middle left) - | S_sw_mr (swallow middle right) - - S_sw_tc (swallow top center) - / S_sw_tl (swallow top left) - \ S_sw_tr (swallow top right) - - S_tdwall (wall) - ^ S_teleportation_trap (teleportation trap) - \ S_throne (opulent throne) - - S_tlcorn (top left corner) - | S_tlwall (wall) - ( S_tool (useful item (pick-axe, key, lamp...)) - ^ S_trap_door (trap door) - t S_trapper (trapper or lurker above) - - S_trcorn (top right corner) - # S_tree (tree) - T S_troll (troll) - | S_trwall (wall) - - S_tuwall (wall) - U S_umber (umber hulk) - u S_unicorn (unicorn or horse) - < S_upladder (ladder up) - < S_upstair (staircase up) - V S_vampire (vampire) - | S_vbeam (vertical beam [zap animation]) - # S_vcdbridge (vertical raised drawbridge) - + S_vcdoor (closed door in vertical wall) - . S_venom (splash of venom) - ^ S_vibrating_square (vibrating square) - . S_vodbridge (vertical lowered drawbridge) - - S_vodoor (open door in vertical wall) - v S_vortex (vortex) + ^ S_level_teleporter (level teleporter) + L S_lich (lich) + y S_light (light) + # S_litcorr (lit corridor) + : S_lizard (lizard) + \ S_lslant (diagonal beam [zap animation]) + ^ S_magic_portal (magic portal) + ^ S_magic_trap (magic trap) + m S_mimic (mimic) + ] S_mimic_def (mimic) + M S_mummy (mummy) + N S_naga (naga) + . S_ndoor (doorway without door) + n S_nymph (nymph) + O S_ogre (ogre) + o S_orc (orc) + p S_piercer (piercer) + ^ S_pit (pit) + # S_poisoncloud (poison cloud) + ^ S_polymorph_trap (polymorph trap) + } S_pool (water) + ! S_potion (potion) + P S_pudding (pudding or ooze) + q S_quadruped (quadruped) + Q S_quantmech (quantum mechanic) + = S_ring (ring) + ` S_rock (boulder or statue) + r S_rodent (rodent) + ^ S_rolling_boulder_trap (rolling boulder trap) + . S_room (floor of a room) + / S_rslant (diagonal beam [zap animation]) + ^ S_rust_trap (rust trap) + R S_rustmonst (rust monster or disenchanter) + ? S_scroll (scroll) + # S_sink (sink) + ^ S_sleeping_gas_trap (sleeping gas trap) + S S_snake (snake) + s S_spider (arachnid or centipede) + ^ S_spiked_pit (spiked pit) + ^ S_squeaky_board (squeaky board) + 0 S_ss1 (magic shield 1 of 4) + # S_ss2 (magic shield 2 of 4) + @ S_ss3 (magic shield 3 of 4) + * S_ss4 (magic shield 4 of 4) + ^ S_statue_trap (statue trap) + S_stone (solid rock or unexplored terrain + or dark part of a room) + ] S_strange_obj (strange object) + - S_sw_bc (swallow bottom center) + \ S_sw_bl (swallow bottom left) + / S_sw_br (swallow bottom right) + | S_sw_ml (swallow middle left) + | S_sw_mr (swallow middle right) - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5350,63 +5350,63 @@ - | S_vwall (vertical wall) - / S_wand (wand) - } S_water (water) - ) S_weapon (weapon) - " S_web (web) - w S_worm (worm) - ~ S_worm_tail (long worm tail) - W S_wraith (wraith) - x S_xan (xan or other mythical/fantastic insect) - X S_xorn (xorn) - Y S_yeti (apelike creature) - Z S_zombie (zombie) - z S_zruty (zruty) + - S_sw_tc (swallow top center) + / S_sw_tl (swallow top left) + \ S_sw_tr (swallow top right) + - S_tdwall (wall) + ^ S_teleportation_trap (teleportation trap) + \ S_throne (opulent throne) + - S_tlcorn (top left corner) + | S_tlwall (wall) + ( S_tool (useful item (pick-axe, key, lamp...)) + ^ S_trap_door (trap door) + t S_trapper (trapper or lurker above) + - S_trcorn (top right corner) + # S_tree (tree) + T S_troll (troll) + | S_trwall (wall) + - S_tuwall (wall) + U S_umber (umber hulk) + u S_unicorn (unicorn or horse) + < S_upladder (ladder up) + < S_upstair (staircase up) + V S_vampire (vampire) + | S_vbeam (vertical beam [zap animation]) + # S_vcdbridge (vertical raised drawbridge) + + S_vcdoor (closed door in vertical wall) + . S_venom (splash of venom) + ^ S_vibrating_square (vibrating square) + . S_vodbridge (vertical lowered drawbridge) + - S_vodoor (open door in vertical wall) + v S_vortex (vortex) + | S_vwall (vertical wall) + / S_wand (wand) + } S_water (water) + ) S_weapon (weapon) + " S_web (web) + w S_worm (worm) + ~ S_worm_tail (long worm tail) + W S_wraith (wraith) + x S_xan (xan or other extraordinary insect) + X S_xorn (xorn) + Y S_yeti (apelike creature) + Z S_zombie (zombie) + z S_zruty (zruty) + S_pet_override (any pet if ACCESSIBILITY=1 is set) + S_player_override (hero if ACCESSIBILITY=1 is set) - There is one additional class of object, described as - "strange object", which will occasionally be the shape taken on - by mimics and shown as `]' for maps displayed as text characters. - Although the displayed character is the same as the default value - for "S_mimic_def", it is a different symbol and there is no cor- - responding "S_strange_object" symbol nor any way to assign an al- - ternate value for it. + Notes: several symbols in this table appear to be blank. + They are the space character, except for S_pet_override and + S_player_override which don't have any default value and can only + be used if enabled in the "sysconf" file. - 9.15. Configuring NetHack for Play by the Blind - - NetHack can be set up to use only standard ASCII characters - for making maps of the dungeons. This makes the MS-DOS versions - of NetHack completely accessible to the blind who use speech - and/or Braille access technologies. Players will require a good - working knowledge of their screen-reader's review features, and - will have to know how to navigate horizontally and vertically - character by character. They will also find the search capabili- - ties of their screen-readers to be quite valuable. Be certain to - examine this Guidebook before playing so you have an idea what - the screen layout is like. You'll also need to be able to locate - the PC cursor. It is always where your character is located. - Merely searching for an @-sign will not always find your charac- - ter since there are other humanoids represented by the same sign. - Your screen-reader should also have a function which gives you - the row and column of your review cursor and the PC cursor. - These co-ordinates are often useful in giving players a better - sense of the overall location of items on the screen. - - NetHack can also be compiled with support for sending the - game messages to an external program, such as a text-to-speech - synthesizer. If the "#version" extended command shows "external - program as a message handler", your NetHack has been compiled - with the capability. When compiling NetHack from source on Linux - and other POSIX systems, define MSGHANDLER to enable it. To use - the capability, set the environment variable NETHACK_MSGHANDLER - to an executable, which will be executed with the game message as - the program's only parameter. - - While it is not difficult for experienced users to edit the - defaults.nh file to accomplish this, novices may find this task + S_rock is misleadingly named; rocks and stones use S_gem. + Statues and boulders are the rock being referred to, but since + version 3.6.0, statues are displayed as the monster they depict. + So S_rock is only used for boulders and not used at all if - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5416,63 +5416,63 @@ + overridden by the more specific S_boulder. + + 9.15. Configuring NetHack for Play by the Blind + + NetHack can be set up to use only standard ASCII characters + for making maps of the dungeons. This makes the MS-DOS versions + of NetHack completely accessible to the blind who use speech + and/or Braille access technologies. Players will require a good + working knowledge of their screen-reader's review features, and + will have to know how to navigate horizontally and vertically + character by character. They will also find the search capabili- + ties of their screen-readers to be quite valuable. Be certain to + examine this Guidebook before playing so you have an idea what + the screen layout is like. You'll also need to be able to locate + the PC cursor. It is always where your character is located. + Merely searching for an @-sign will not always find your charac- + ter since there are other humanoids represented by the same sign. + Your screen-reader should also have a function which gives you + the row and column of your review cursor and the PC cursor. + These co-ordinates are often useful in giving players a better + sense of the overall location of items on the screen. + + NetHack can also be compiled with support for sending the + game messages to an external program, such as a text-to-speech + synthesizer. If the "#version" extended command shows "external + program as a message handler", your NetHack has been compiled + with the capability. When compiling NetHack from source on Linux + and other POSIX systems, define MSGHANDLER to enable it. To use + the capability, set the environment variable NETHACK_MSGHANDLER + to an executable, which will be executed with the game message as + the program's only parameter. + + While it is not difficult for experienced users to edit the + defaults.nh file to accomplish this, novices may find this task somewhat daunting. Included within the "symbols" file of all of- ficial distributions of NetHack is a symset called NHAccess. Se- - lecting that symset in your configuration file will cause the - game to run in a manner accessible to the blind. After you have - gained some experience with the game and with editing files, you - may want to alter settings via SYMBOLS= in your configuration - file to better suit your preferences. The most crucial settings - to make the game accessible are: + lecting that symset in your configuration file will cause the + game to run in a manner accessible to the blind. After you have + gained some experience with the game and with editing files, you + may want to alter settings via SYMBOLS= and ROGUESYMBOLS= in your + configuration file to better suit your preferences. See the pre- + vious section for the special symbols S_pet_override to force a + consistent symbol for all pets and S_player_override to force a + unique symbol for the player character if accessibility is en- + abled in the sysconf file. + + The most crucial settings to make the game more accessible + are: symset:NHAccess Load a symbol set appropriate for use by blind players. roguesymset:NHAccess - Load a symbol set for the rogue level that is appropriate for - use by blind players. - - menustyle:traditional - This will assist in the interface to speech synthesizers. - - nomenu_overlay - Show menus on a cleared screen and aligned to the left edge. - - number_pad - A lot of speech access programs use the number-pad to review - the screen. If this is the case, disable the number_pad option - and use the traditional Rogue-like commands. - - autodescribe - Automatically describe the terrain under the cursor when tar- - geting. - - mention_walls - Give feedback messages when walking towards a wall or when - travel command was interrupted. - - whatis_coord:compass - When targeting with cursor, describe the cursor position with - coordinates relative to your character. - - whatis_filter:area - When targeting with cursor, filter possible locations so only - those in the same area (eg. same room, or same corridor) are - considered. - - whatis_moveskip - When targeting with cursor and using fast-move, skip the same - glyphs instead of moving 8 units at a time. - - nostatus_updates - Prevent updates to the status lines at the bottom of the - screen, if your screen-reader reads those lines. The same in- - formation can be seen via the #attributes command. + Load a symbol set for the rogue level that is appropriate for - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5482,39 +5482,89 @@ + use by blind players. + + menustyle:traditional + This will assist in the interface to speech synthesizers. + + nomenu_overlay + Show menus on a cleared screen and aligned to the left edge. + + number_pad + A lot of speech access programs use the number-pad to review + the screen. If this is the case, disable the number_pad option + and use the traditional Rogue-like commands. + + autodescribe + Automatically describe the terrain under the cursor when tar- + geting. + + mention_walls + Give feedback messages when walking towards a wall or when + travel command was interrupted. + + whatis_coord:compass + When targeting with cursor, describe the cursor position with + coordinates relative to your character. + + whatis_filter:area + When targeting with cursor, filter possible locations so only + those in the same area (eg. same room, or same corridor) are + considered. + + whatis_moveskip + When targeting with cursor and using fast-move, skip the same + glyphs instead of moving 8 units at a time. + + nostatus_updates + Prevent updates to the status lines at the bottom of the + screen, if your screen-reader reads those lines. The same in- + formation can be seen via the "#attributes" command. + 9.16. Global Configuration for System Administrators - If NetHack is compiled with the SYSCF option, a system ad- - ministrator should set up a global configuration; this is a file + If NetHack is compiled with the SYSCF option, a system ad- + ministrator should set up a global configuration; this is a file in the same format as the traditional per-user configuration file (see above). This file should be named sysconf and placed in the - same directory as the other NetHack support files. The options + same directory as the other NetHack support files. The options recognized in this file are listed below. Any option not set us- - es a compiled-in default (which may not be appropriate for your + es a compiled-in default (which may not be appropriate for your system). - WIZARDS = A space-separated list of user names who are allowed + WIZARDS = A space-separated list of user names who are allowed to play in debug mode (commonly referred to as wizard mode). A value of a single asterisk (*) allows anyone to start a game in debug mode. + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 85 + + + SHELLERS = A list of users who are allowed to use the shell es- cape command (!). The syntax is the same as WIZARDS. - EXPLORERS = A list of users who are allowed to use the explore + EXPLORERS = A list of users who are allowed to use the explore mode. The syntax is the same as WIZARDS. MAXPLAYERS = Limit the maximum number of games that can be run- ning at the same time. - SUPPORT = A string explaining how to get local support (no de- + SUPPORT = A string explaining how to get local support (no de- fault value). - RECOVER = A string explaining how to recover a game on this + RECOVER = A string explaining how to recover a game on this system (no default value). - SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE - option. When disabled, incubi and succubi behave like nymphs. + SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE + option. When disabled, incubi and succubi behave like nymphs. CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ- ARDS, and SHELLERS check for the player name instead of the us- @@ -5537,17 +5587,6 @@ PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- spectively, to identify unique people for the score file. - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 85 - - - MAX_STATUENAME_RANK = Maximum number of score file entries to use for random statue names (default is 10). @@ -5563,6 +5602,18 @@ %T - current time, UNIX timestamp format %d - game start time, YYYYMMDDhhmmss format %D - current time, YYYYMMDDhhmmss format + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 86 + + + %n - player name %N - first character of player name @@ -5602,18 +5653,6 @@ There are two ways of enabling explore mode. One is to start the game with the -X command-line switch or with the play- mode:explore option. The other is to issue the "#exploremode" - - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 86 - - - extended command while already playing the game. Starting a new game in explore mode provides your character with a wand of wish- ing in initial inventory; switching during play does not. The @@ -5629,6 +5668,18 @@ vide god-like powers to your character, and players who attempt debugging are expected to figure out how to use it themselves. It is initiated by starting the game with the -D command-line + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 87 + + + switch or with the playmode:debug option. For some systems, the player must be logged in under a par- @@ -5668,75 +5719,24 @@ Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack - - - NetHack 3.6 May 7, 2019 - - - - - - NetHack Guidebook 87 - - - 1.4. He then coordinated a cast of thousands in enhancing and - debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. + debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Later, Mike coordinated a major rewrite of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep- oint, and Janet Walz, to produce NetHack 3.0c. - NetHack 3.0 was ported to the Atari by Eric R. Smith, to - OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three + NetHack 3.0 was ported to the Atari by Eric R. Smith, to + OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0. - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay - code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the - Macintosh. Along with various other Dungeoneers, they continued - to enhance the PC, Macintosh, and Amiga ports through the later - revisions of 3.0. - - Headed by Mike Stephenson and coordinated by Izchak Miller - and Janet Walz, the NetHack Development Team which now included - Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, - Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, - Eric Raymond, and Eric Smith undertook a radical revision of 3.0. - They re-structured the game's design, and re-wrote major parts of - the code. They added multiple dungeons, a new display, special - individual character quests, a new endgame and many other new - features, and produced NetHack 3.1. - - Ken Lorber, Gregg Wonderly and Greg Olson, with help from - Richard Addison, Mike Passaretti, and Olaf Seibert, developed - NetHack 3.1 for the Amiga. - - Norm Meluch and Kevin Smolkowski, with help from Carl Sche- - lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported - NetHack 3.1 to the PC. - - Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike - Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny - Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack - 3.1 for the Macintosh, porting it for MPW. Building on their de- - velopment, Barton House added a Think C port. - - Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- - ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - Delahunty, was responsible for the VMS version of NetHack 3.1. - Michael Allison ported NetHack 3.1 to Windows NT. - - Dean Luick, with help from David Cohrs, developed NetHack - 3.1 for X11. Warwick Allison wrote a tiled version of NetHack - for the Atari; he later contributed the tiles to the NetHack De- - velopment Team and tile support was then added to other plat- - forms. + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5746,63 +5746,63 @@ + code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the + Macintosh. Along with various other Dungeoneers, they continued + to enhance the PC, Macintosh, and Amiga ports through the later + revisions of 3.0. + + Headed by Mike Stephenson and coordinated by Izchak Miller + and Janet Walz, the NetHack Development Team which now included + Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, + Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, + Eric Raymond, and Eric Smith undertook a radical revision of 3.0. + They re-structured the game's design, and re-wrote major parts of + the code. They added multiple dungeons, a new display, special + individual character quests, a new endgame and many other new + features, and produced NetHack 3.1. + + Ken Lorber, Gregg Wonderly and Greg Olson, with help from + Richard Addison, Mike Passaretti, and Olaf Seibert, developed + NetHack 3.1 for the Amiga. + + Norm Meluch and Kevin Smolkowski, with help from Carl Sche- + lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported + NetHack 3.1 to the PC. + + Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike + Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny + Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack + 3.1 for the Macintosh, porting it for MPW. Building on their de- + velopment, Bart House added a Think C port. + + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- + ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua + Delahunty, was responsible for the VMS version of NetHack 3.1. + Michael Allison ported NetHack 3.1 to Windows NT. + + Dean Luick, with help from David Cohrs, developed NetHack + 3.1 for X11. Warwick Allison wrote a tiled version of NetHack + for the Atari; he later contributed the tiles to the NetHack De- + velopment Team and tile support was then added to other plat- + forms. + The 3.2 NetHack Development Team, comprised of Michael Alli- son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er- - ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released + ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marked the tenth anniversary of the formation of - the development team. In a testament to their dedication to the - game, all thirteen members of the original NetHack Development - Team remained on the team at the start of work on that release. - During the interval between the release of 3.1.3 and 3.2, one of - the founding members of the NetHack Development Team, Dr. Izchak - Miller, was diagnosed with cancer and passed away. That release - of the game was dedicated to him by the development and porting - teams. - - During the lifespan of NetHack 3.1 and 3.2, several enthusi- - asts of the game added their own modifications to the game and - made these "variants" publicly available: - - Tom Proudfoot and Yuval Oren created NetHack++, which was - quickly renamed NetHack--. Working independently, Stephen White - wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and - his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War- - wick Allison improved the spell casting system with the Wizard - Patch. Warwick Allison also ported NetHack to use the Qt inter- - face. - - Warren Cheung combined SLASH with the Wizard Patch to pro- - duce Slash'EM, and with the help of Kevin Hugo, added more fea- - tures. Kevin later joined the NetHack Development Team and in- - corporated the best of these ideas in NetHack 3.3. - - The final update to 3.2 was the bug fix release 3.2.3, which - was released simultaneously with 3.3.0 in December 1999 just in - time for the Year 2000. - - The 3.3 NetHack Development Team, consisting of Michael Al- - lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, - Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor- - ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet - Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 - in August of 2000. - - Version 3.3 offered many firsts. It was the first version to - separate race and profession. The Elf class was removed in pref- - erence to an elf race, and the races of dwarves, gnomes, and orcs - made their first appearance in the game alongside the familiar - human race. Monk and Ranger roles joined Archeologists, Barbar- - ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, - Tourists, Valkyries and of course, Wizards. It was also the - first version to allow you to ride a steed, and was the first - version to have a publicly available web-site listing all the - bugs that had been discovered. Despite that constantly growing + the development team. In a testament to their dedication to the + game, all thirteen members of the original NetHack Development + Team remained on the team at the start of work on that release. + During the interval between the release of 3.1.3 and 3.2, one of + the founding members of the NetHack Development Team, Dr. Izchak + Miller, was diagnosed with cancer and passed away. That release + of the game was dedicated to him by the development and porting - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5812,63 +5812,63 @@ - bug list, 3.3 proved stable enough to last for more than a year + teams. + + During the lifespan of NetHack 3.1 and 3.2, several enthusi- + asts of the game added their own modifications to the game and + made these "variants" publicly available: + + Tom Proudfoot and Yuval Oren created NetHack++, which was + quickly renamed NetHack--. Working independently, Stephen White + wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and + his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War- + wick Allison improved the spell casting system with the Wizard + Patch. Warwick Allison also ported NetHack to use the Qt inter- + face. + + Warren Cheung combined SLASH with the Wizard Patch to pro- + duce Slash'EM, and with the help of Kevin Hugo, added more fea- + tures. Kevin later joined the NetHack Development Team and in- + corporated the best of these ideas in NetHack 3.3. + + The final update to 3.2 was the bug fix release 3.2.3, which + was released simultaneously with 3.3.0 in December 1999 just in + time for the Year 2000. + + The 3.3 NetHack Development Team, consisting of Michael Al- + lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, + Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor- + ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet + Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 + in August of 2000. + + Version 3.3 offered many firsts. It was the first version to + separate race and profession. The Elf class was removed in pref- + erence to an elf race, and the races of dwarves, gnomes, and orcs + made their first appearance in the game alongside the familiar + human race. Monk and Ranger roles joined Archeologists, Barbar- + ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, + Tourists, Valkyries and of course, Wizards. It was also the + first version to allow you to ride a steed, and was the first + version to have a publicly available web-site listing all the + bugs that had been discovered. Despite that constantly growing + bug list, 3.3 proved stable enough to last for more than a year and a half. - The 3.4 NetHack Development Team initially consisted of - Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin - Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet - Walz, and Paul Winner, with Warwick Allison joining just before + The 3.4 NetHack Development Team initially consisted of + Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin + Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet + Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002. - As with version 3.3, various people contributed to the game + As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on: - Pat Rankin maintained 3.4 for VMS. - - Michael Allison maintained NetHack 3.4 for the MS-DOS plat- - form. Paul Winner and Yitzhak Sapir provided encouragement. - - Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- - hanced the Macintosh port of 3.4. - - Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, - and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft - Windows platform. Alex Kompel contributed a new graphical inter- - face for the Windows port. Alex Kompel also contributed a Win- - dows CE port for 3.4.1. - - Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 - the past several releases. Unfortunately Ron's last OS/2 machine - stopped working in early 2006. A great many thanks to Ron for - keeping NetHack alive on OS/2 all these years. - - Janne Salmijarvi and Teemu Suikki maintained and enhanced - the Amiga port of 3.4 after Janne Salmijarvi resurrected it for - 3.3.1. - - Christian "Marvin" Bressler maintained 3.4 for the Atari af- - ter he resurrected it for 3.3.1. - - The release of NetHack 3.4.3 in December 2003 marked the be- - ginning of a long release hiatus. 3.4.3 proved to be a remarkably - stable version that provided continued enjoyment by the community - for more than a decade. The NetHack Development Team slowly and - quietly continued to work on the game behind the scenes during - the tenure of 3.4.3. It was during that same period that several - new variants emerged within the NetHack community. Notably - sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack - and its successors originally by Daniel Thaler and then by Alex - Smith, and Dynahack by Tung Nguyen. Some of those variants con- - tinue to be developed, maintained, and enjoyed by the community - to this day. - - In September 2014, an interim snapshot of the code under de- - velopment was released publicly by other parties. Since that code - NetHack 3.6 May 7, 2019 + + NetHack 3.6 November 2, 2019 @@ -5878,63 +5878,63 @@ - was a work-in-progress and had not gone through the process of - debugging it as a suitable release, it was decided that the ver- - sion numbers present on that code snapshot would be retired and - never used in an official NetHack release. An announcement was - posted on the NetHack Development Team's official nethack.org - website to that effect, stating that there would never be a + Pat Rankin maintained 3.4 for VMS. + + Michael Allison maintained NetHack 3.4 for the MS-DOS plat- + form. Paul Winner and Yitzhak Sapir provided encouragement. + + Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- + hanced the Macintosh port of 3.4. + + Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, + and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft + Windows platform. Alex Kompel contributed a new graphical inter- + face for the Windows port. Alex Kompel also contributed a Win- + dows CE port for 3.4.1. + + Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 + the past several releases. Unfortunately Ron's last OS/2 machine + stopped working in early 2006. A great many thanks to Ron for + keeping NetHack alive on OS/2 all these years. + + Janne Salmijarvi and Teemu Suikki maintained and enhanced + the Amiga port of 3.4 after Janne Salmijarvi resurrected it for + 3.3.1. + + Christian "Marvin" Bressler maintained 3.4 for the Atari af- + ter he resurrected it for 3.3.1. + + The release of NetHack 3.4.3 in December 2003 marked the be- + ginning of a long release hiatus. 3.4.3 proved to be a remarkably + stable version that provided continued enjoyment by the community + for more than a decade. The NetHack Development Team slowly and + quietly continued to work on the game behind the scenes during + the tenure of 3.4.3. It was during that same period that several + new variants emerged within the NetHack community. Notably + sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack + and its successors originally by Daniel Thaler and then by Alex + Smith, and Dynahack by Tung Nguyen. Some of those variants con- + tinue to be developed, maintained, and enjoyed by the community + to this day. + + In September 2014, an interim snapshot of the code under de- + velopment was released publicly by other parties. Since that code + was a work-in-progress and had not gone through the process of + debugging it as a suitable release, it was decided that the ver- + sion numbers present on that code snapshot would be retired and + never used in an official NetHack release. An announcement was + posted on the NetHack Development Team's official nethack.org + website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version. - In January 2015, preparation began for the release of + In January 2015, preparation began for the release of NetHack 3.6. - At the beginning of development for what would eventually - get released as 3.6.0, the NetHack Development Team consisted of - Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, - Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen- - son, Janet Walz, and Paul Winner. In early 2015, ahead of the - release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek - S. Ray joined the NetHack Development Team. - - Near the end of the development of 3.6.0, one of the signif- - icant inspirations for many of the humorous and fun features - found in the game, author Terry Pratchett, passed away. NetHack - 3.6.0 introduced a tribute to him. - - 3.6.0 was released in December 2015, and merged work done by - the development team since the release of 3.4.3 with some of the - beloved community patches. Many bugs were fixed and some code was - restructured. - - The NetHack Development Team, as well as Steve VanDevender - and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper- - ate on various UNIX flavors and maintained the X11 interface. - - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- - tained the port of NetHack 3.6 for Mac OSX. - - Michael Allison, David Cohrs, Barton House, Pasi Kallinen, - Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main- - tained the port of NetHack 3.6 for Microsoft Windows. - - Pat Rankin attempted to keep the VMS port running for - NetHack 3.6, hindered by limited access. Kevin Smolkowski has up- - dated and tested it for the most recent version of OpenVMS (V8.4 - as of this writing) on Alpha and Integrity (aka Itanium aka IA64) - but not VAX. - - Ray Chason resurrected the msdos port for 3.6 and contrib- - uted the necessary updates to the community at large. - - In late April 2018, several hundred bug fixes for 3.6.0 and - some new features were assembled and released as NetHack 3.6.1. - The NetHack Development Team at the time of release of 3.6.1 con- - sisted of Warwick Allison, Michael Allison, Ken Arromdee, David - Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, + At the beginning of development for what would eventually + get released as 3.6.0, the NetHack Development Team consisted of - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -5944,63 +5944,63 @@ - Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike + Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, + Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen- + son, Janet Walz, and Paul Winner. In early 2015, ahead of the + release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek + S. Ray joined the NetHack Development Team. + + Near the end of the development of 3.6.0, one of the signif- + icant inspirations for many of the humorous and fun features + found in the game, author Terry Pratchett, passed away. NetHack + 3.6.0 introduced a tribute to him. + + 3.6.0 was released in December 2015, and merged work done by + the development team since the release of 3.4.3 with some of the + beloved community patches. Many bugs were fixed and some code was + restructured. + + The NetHack Development Team, as well as Steve VanDevender + and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper- + ate on various UNIX flavors and maintained the X11 interface. + + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- + tained the port of NetHack 3.6 for Mac OSX. + + Michael Allison, David Cohrs, Bart House, Pasi Kallinen, + Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main- + tained the port of NetHack 3.6 for Microsoft Windows. + + Pat Rankin attempted to keep the VMS port running for + NetHack 3.6, hindered by limited access. Kevin Smolkowski has up- + dated and tested it for the most recent version of OpenVMS (V8.4 + as of this writing) on Alpha and Integrity (aka Itanium aka IA64) + but not VAX. + + Ray Chason resurrected the msdos port for 3.6 and contrib- + uted the necessary updates to the community at large. + + In late April 2018, several hundred bug fixes for 3.6.0 and + some new features were assembled and released as NetHack 3.6.1. + The NetHack Development Team at the time of release of 3.6.1 con- + sisted of Warwick Allison, Michael Allison, Ken Arromdee, David + Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, + Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner. In early May 2019, another 320 bug fixes along with some en- - hancements and the adopted curses window port, were released as + hancements and the adopted curses window port, were released as 3.6.2. + Bart House, who had contributed to the game as a porting + team participant for decades, joined the NetHack Development Team + in late May 2019. + The official NetHack web site is maintained by Ken Lorber at http://www.nethack.org/. - 12.1. SPECIAL THANKS - On behalf of the NetHack community, thank you very much once - again to M. Drew Streib and Pasi Kallinen for providing a public - NetHack server at nethack.alt.org. Thanks to Keith Simpson and - Andy Thomson for hardfought.org. Thanks to all those unnamed dun- - geoneers who invest their time and effort into annual NetHack - tournaments such as Junethack, The November NetHack Tournament - and in days past, devnull.net (gone for now, but not forgotten). - - - - - - - - - - - - - - From time to time, some depraved individual out there in - netland sends a particularly intriguing modification to help out - with the game. The NetHack Development Team sometimes makes note - of the names of the worst of these miscreants in this, the list - of Dungeoneers: - Adam Aronow Janet Walz Nathan Eady - Alex Kompel Janne Salmijarvi Norm Meluch - Alex Smith Jean-Christophe Collet Olaf Seibert - 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 - Benson I. Margulies Johnny Lee Ralf Brown - Bill Dyer Jon W{tte Ray Chason - Boudewijn Waijers Jonathan Handler Richard Addison - Bruce Cox Joshua Delahunty Richard Beigel - Bruce Holloway Karl Garrison Richard P. Hughey - Bruce Mewborne Keizo Yamamoto Rob Menke - Carl Schelin Ken Arnold Robin Bandy - Chris Russo Ken Arromdee Robin Johnson - David Cohrs Ken Lorber Roderick Schertler - David Damerell Ken Washikita Roland McGrath - David Gentzel Kevin Darcy Ron Van Iwaarden - David Hairston Kevin Hugo Ronnen Miller - Dean Luick Kevin Sitze Ross Brown - Del Lamb Kevin Smolkowski Sascha Wostmann - Derek S. Ray Kevin Sweet Scott Bigham - Deron Meranda Lars Huttar Scott R. Turner - Dion Nicolaas Leon Arnott Sean Hunt - Dylan O'Donnell M. Drew Streib Stephen Spackman - - - - NetHack 3.6 May 7, 2019 + NetHack 3.6 November 2, 2019 @@ -6010,21 +6010,78 @@ - Eric Backus Malcolm Ryan Stefan Thielscher - Eric Hendrickson Mark Gooderum Stephen White - Eric R. Smith Mark Modrall Steve Creps - Eric S. Raymond Marvin Bressler Steve Linhart - Erik Andersen Matthew Day Steve VanDevender - Frederick Roeber Merlyn LeRoy Teemu Suikki - Gil Neiger Michael Allison Tim Lennan - Greg Laskin Michael Feir Timo Hakulinen - Greg Olson Michael Hamel Tom Almy - Gregg Wonderly Michael Sokolov Tom West - Hao-yang Wang Mike Engber Warren Cheung - Helge Hafting Mike Gallop Warwick Allison - Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir - Izchak Miller Mike Stephenson - J. Ali Harlow Mikko Juola + 12.1. SPECIAL THANKS + + On behalf of the NetHack community, thank you very much once + again to M. Drew Streib and Pasi Kallinen for providing a public + NetHack server at nethack.alt.org. Thanks to Keith Simpson and + Andy Thomson for hardfought.org. Thanks to all those unnamed dun- + geoneers who invest their time and effort into annual NetHack + tournaments such as Junethack, The November NetHack Tournament + and in days past, devnull.net (gone for now, but not forgotten). + + - - - - - - - - - - + + From time to time, some depraved individual out there in + netland sends a particularly intriguing modification to help out + with the game. The NetHack Development Team sometimes makes note + of the names of the worst of these miscreants in this, the list + of Dungeoneers: + Adam Aronow J. Ali Harlow Mikko Juola + Alex Kompel Janet Walz Nathan Eady + Alex Smith Janne Salmijarvi Norm Meluch + Andreas Dorn Jean-Christophe Collet Olaf Seibert + Andy Church Jeff Bailey Pasi Kallinen + Andy Swanson Jochen Erwied Pat Rankin + Andy Thomson John Kallen Patric Mueller + Ari Huttunen John Rupley Paul Winner + 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 + Bruce Cox Joshua Delahunty Richard Beigel + Bruce Holloway Karl Garrison Richard P. Hughey + Bruce Mewborne Keizo Yamamoto Rob Menke + Carl Schelin Keith Simpson Robin Bandy + Chris Russo Ken Arnold Robin Johnson + David Cohrs Ken Arromdee Roderick Schertler + David Damerell Ken Lorber Roland McGrath + David Gentzel Ken Washikita Ron Van Iwaarden + David Hairston Kevin Darcy Ronnen Miller + Dean Luick Kevin Hugo Ross Brown + Del Lamb Kevin Sitze Sascha Wostmann + Derek S. Ray Kevin Smolkowski Scott Bigham + Deron Meranda Kevin Sweet Scott R. Turner + Dion Nicolaas Lars Huttar Sean Hunt + Dylan O'Donnell Leon Arnott Stephen Spackman + Eric Backus M. Drew Streib Stefan Thielscher + Eric Hendrickson Malcolm Ryan Stephen White + Eric R. Smith Mark Gooderum Steve Creps + Eric S. Raymond Mark Modrall Steve Linhart + Erik Andersen Marvin Bressler Steve VanDevender + Fredrik Ljungdahl Matthew Day Teemu Suikki + Frederick Roeber Merlyn LeRoy Tim Lennan + Gil Neiger Michael Allison Timo Hakulinen + Greg Laskin Michael Feir Tom Almy + + + + NetHack 3.6 November 2, 2019 + + + + + + NetHack Guidebook 93 + + + + Greg Olson Michael Hamel Tom West + Gregg Wonderly Michael Sokolov Warren Cheung + Hao-yang Wang Mike Engber Warwick Allison + Helge Hafting Mike Gallop Yitzhak Sapir + Irina Rempt-Drijfhout Mike Passaretti + Izchak Miller Mike Stephenson Brand and product names are trademarks or registered trade- marks of their respective holders. @@ -6066,7 +6123,16 @@ - NetHack 3.6 May 7, 2019 + + + + + + + + + + NetHack 3.6 November 2, 2019 diff --git a/doc/config.nh b/doc/config.nh index ce5410382..437158250 100644 --- a/doc/config.nh +++ b/doc/config.nh @@ -347,7 +347,8 @@ # How the map window is shown? Windows GUI only. # possible map_mode options include: tiles, ascii4x6, # ascii6x8, ascii8x8, ascii16x8, ascii7x12, ascii8x12, ascii16x12, -# ascii12x16, ascii10x18, fit_to_screen +# ascii12x16, ascii10x18, fit_to_screen, ascii_fit_to_screen, +# tiles_fit_to_screen #OPTIONS=map_mode:tiles # Define alternative file for the files, and the tile size diff --git a/doc/fixes36.3 b/doc/fixes36.3 index d03090095..5443c831e 100644 --- a/doc/fixes36.3 +++ b/doc/fixes36.3 @@ -1,4 +1,4 @@ -$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.79 $ $NHDT-Date: 1561917056 2019/06/30 17:50:56 $ +$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.159 $ $NHDT-Date: 1572892926 2019/11/04 18:42:06 $ This fixes36.3 file is here to capture information about updates in the 3.6.x lineage following the release of 3.6.2 in May 2019. Please note, however, @@ -94,6 +94,129 @@ saving bones with 'perm_invent' On could result in "Bad fruit #N" warnings update persistent inventory window immediately if 'sortpack' option is toggled grammar bit for wizard mode final disclosure; attribute section could show "You had N experience points, 1 more were needed to attain level X+1." +if an engulfer has any worn items, hero could pick them up from inside and + they wouldn't be unworn properly, eventually triggering warnings or + worse (Juiblex will wear an amulet if created with one; a shapechanger + might wear one and then turn into an engulfer) +kicking an altar ignored god's wrath if hero injured himself during the kick +detect unseen/secret door detection/^E failed to find monsters hiding under + objects and failed to find monsters hiding at trap locations +when farlook describes a monster at a visible spot as trapped, reveal the trap +fix theft when poly'd into nymph form; 3.6.2 change made that anger the victim +hero poly'd into nymph would steal gold along with other items +change wizard mode #panic to require "yes" if 'paranoid_confirm:quit' is set +add some additional validation checks when setting up a new timer (triggered + by an ancient source comment rather than by any observed problems) +if a chaotic monk or wizard gets crowned and is given a spellbook rather than + Stormbringer as the crowning gift, don't describe the hero as having + been "chosen to steal souls for [Arioch's] glory" +for multi-shot shooting by monsters, a typo checked hero's weapon for + compatibility with ammo when monster was wielding an elven bow +when a boulder was teleported, if it landed in a pit or trap door or hole its + former location wasn't updated to show that it wasn't there anymore + (noticed in Sokoban but not limited to there) +Terry Pratchett tribute, fix typo in passage #4 for Mort ("the" -> "they") +fix typo in end_of_input() present since 3.6.0 that would prevent compilation + for NOSAVEONHANGUP+INSURANCE configuration +when a status condition becomes fatal, keep it listed as an active condition + during disclosure and/or dumplog rather than having it already reset +when a shape-shifted sandestin was turned to stone, it died and reverted to + sandestin form with 0 HP; that confused known_hitum() because + sandestins are immune to stoning; net result was monster dying twice, + triggering "dmonsfree: N removed doesn't match N+1 pending" warning; + instead of dying, make it revert to sandestin form with full health +toggling perm_invent (where supported) while swallowed or underwater didn't + necessarily update the persistent inventory window right away +have 'O' update persistent inventory window if 'implicit_uncursed', + 'menucolors', or 'guicolors' (curses) is toggled or if menucolors is + On and any menu color patterns are added or removed +'O's "set