Merge branch 'NetHack-3.6.0'
This commit is contained in:
188
doc/Guidebook.mn
188
doc/Guidebook.mn
@@ -1,4 +1,4 @@
|
||||
.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.258 $ $NHDT-Date: 1524190235 2018/04/20 02:10:35 $
|
||||
.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.262 $ $NHDT-Date: 1524524932 2018/04/23 23:08:52 $
|
||||
.\"
|
||||
.\" This is an excerpt from the 'roff' man page from the 'groff' package.
|
||||
.\" NetHack's Guidebook.mn currently does *not* adhere to these guidelines.
|
||||
@@ -21,7 +21,7 @@
|
||||
.ds vr "NetHack 3.6
|
||||
.ds f0 "\*(vr
|
||||
.ds f1
|
||||
.ds f2 "April 19, 2018
|
||||
.ds f2 "April 23, 2018
|
||||
.
|
||||
.\" labeled paragraph start (should be part of tmac.n, but I don't want to
|
||||
.\" make changes to that file)
|
||||
@@ -84,6 +84,14 @@
|
||||
.\}
|
||||
..
|
||||
.
|
||||
.\" A note on some special characters:
|
||||
.\" \(dq = double quote character
|
||||
.\" - = hyphen \- = minus sign
|
||||
.\" \(em = M-sized dash
|
||||
.\" ^ = small circumflex punctuation \(ha = larger circumflex character
|
||||
.\" ~ = small tilde punctuation \(ti = larger tilde character
|
||||
.
|
||||
.
|
||||
.\" finally, start the actual Guidebook...
|
||||
.
|
||||
.mt
|
||||
@@ -410,7 +418,7 @@ The message line (top)
|
||||
.pg
|
||||
The top line of the screen is reserved for messages that describe
|
||||
things that are impossible to represent visually. If you see a
|
||||
``\fB--More--\fP'' on the top line, this means that NetHack has
|
||||
``\fB\-\-More\-\-\fP'' on the top line, this means that NetHack has
|
||||
another message to display on the screen, but it wants to make certain
|
||||
that you've read the one that is there first. To read the next message,
|
||||
just press the space bar.
|
||||
@@ -427,7 +435,7 @@ so far. Each symbol on the screen represents something. You can set
|
||||
various graphics options to change some of the symbols the game uses;
|
||||
otherwise, the game will use default symbols. Here is a list of what the
|
||||
default symbols mean:
|
||||
.lp "- and | "
|
||||
.lp "\\- and | "
|
||||
The walls of a room, or an open door. Or a grave (|).
|
||||
.lp .
|
||||
The floor of a room, ice, or a doorless doorway.
|
||||
@@ -444,7 +452,7 @@ A closed door, or a spellbook containing a spell you may be able to learn.
|
||||
Your character or a human.
|
||||
.lp $
|
||||
A pile of gold.
|
||||
.lp ^
|
||||
.lp \(ha \" ^
|
||||
A trap (once you have detected it).
|
||||
.lp )
|
||||
A weapon.
|
||||
@@ -507,8 +515,8 @@ you are presented with will depend chiefly on how you have set the
|
||||
option.
|
||||
.pg
|
||||
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 possible choices.
|
||||
use?\ [a\-zA\-Z\ ?*]'', asks you to choose an object you are carrying.
|
||||
Here, ``a\-zA\-Z'' are the inventory letters of your possible choices.
|
||||
Typing `?' gives you an inventory list of these items, so you can see
|
||||
what each letter refers to. In this example, there is also a `*'
|
||||
indicating that you may choose an object not on the list, if you
|
||||
@@ -927,8 +935,8 @@ May be preceded by `m' to force a selection menu.
|
||||
Toggle the
|
||||
.op autopickup
|
||||
option on and off.
|
||||
.lp ^
|
||||
Ask for the type of a trap you found earlier.
|
||||
.lp \(ha \" ^
|
||||
Ask for the type of an adjacent trap you found earlier.
|
||||
.lp )
|
||||
Tell what weapon you are wielding.
|
||||
.lp [
|
||||
@@ -1203,7 +1211,8 @@ List and reorder known spells. Default key is '+'.
|
||||
.lp #seetools
|
||||
Show the tools currently in use. Default key is '('.
|
||||
.lp #seetrap
|
||||
Show the type of a trap near you. Default key is '^'.
|
||||
Show the type of an adjacent trap.
|
||||
Default key is '\(ha'.
|
||||
.lp #seeweapon
|
||||
Show the weapon currently wielded. Default key is ')'.
|
||||
.lp #shell
|
||||
@@ -1438,7 +1447,7 @@ doors).
|
||||
Secret doors are hidden. You can find them with the `s' (search)
|
||||
command. Once found they are in all ways equivalent to normal doors.
|
||||
.hn 2
|
||||
Traps (`^')
|
||||
Traps (`\(ha')
|
||||
.pg
|
||||
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
|
||||
@@ -1635,6 +1644,24 @@ 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.
|
||||
.
|
||||
.hn 2
|
||||
Persistence of Monsters
|
||||
.pg
|
||||
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 it is the
|
||||
one who moved rather than you.
|
||||
.pg
|
||||
However, if you encounter a monster which you can't see or sense \(em
|
||||
perhaps it is invisible and has just tapped you on the noggin \(em
|
||||
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
|
||||
moves to another location or you move to a spot where the marker's
|
||||
location ordinarily wouldn't be seen any more.
|
||||
.
|
||||
.hn 1
|
||||
Objects
|
||||
.pg
|
||||
@@ -2180,6 +2207,30 @@ There are a number
|
||||
of monsters in the dungeon that may be influenced by the amount of gold
|
||||
you are carrying (shopkeepers aside).
|
||||
.
|
||||
.hn 2
|
||||
Persistence of Objects
|
||||
.pg
|
||||
Normally, if you have seen an object at a particular map location and
|
||||
move to another location which 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 \(em
|
||||
perhaps a monster has picked it up or it has rotted away \(em
|
||||
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 and 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 monster
|
||||
actually took the object.
|
||||
If the object is still there, then once you see or feel that location
|
||||
again you will re-discover the object and resume remembering it.
|
||||
.pg
|
||||
The situation is the same for a pile of objects, except that only the
|
||||
top item of the pile is displayed.
|
||||
The
|
||||
.op hilite_pile
|
||||
option can be enabled in order to show an item differently when is
|
||||
the top one of a pile.
|
||||
.
|
||||
.hn 1
|
||||
Conduct
|
||||
.pg
|
||||
@@ -2431,7 +2482,7 @@ by the function that handles wishing.
|
||||
.pg
|
||||
Example:
|
||||
.sd
|
||||
\fBWIZKIT=~/wizkit.txt\fP
|
||||
\fBWIZKIT=\(ti/wizkit.txt\fP \" \(ti == '~'
|
||||
.ed
|
||||
.lp SOUNDDIR
|
||||
Define the directory that contains the sound files.
|
||||
@@ -2741,11 +2792,11 @@ Default '-'.
|
||||
.lp menu_deselect_page
|
||||
Menu character accelerator to deselect all items on this page of a menu.
|
||||
Implemented by the Amiga, Gem and tty ports.
|
||||
Default '\e'.
|
||||
Default '\\'.
|
||||
.lp menu_first_page
|
||||
Menu character accelerator to jump to the first page in a menu.
|
||||
Implemented by the Amiga, Gem and tty ports.
|
||||
Default '^'.
|
||||
Default '\(ha'.
|
||||
.lp menu_headings
|
||||
Controls how the headings in a menu are highlighted.
|
||||
Values are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
|
||||
@@ -2757,7 +2808,7 @@ Default '@'.
|
||||
.lp 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 '~'.
|
||||
Default '\(ti'. \" ~
|
||||
.lp menu_last_page
|
||||
Menu character accelerator to jump to the last page in a menu.
|
||||
Implemented by the Amiga, Gem and tty ports.
|
||||
@@ -2810,9 +2861,9 @@ defaults to `full'), or it can be negated (which defaults to `single').
|
||||
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
|
||||
.op "-A -B -C -H -K -M -P -Ra -Ro -S -T -V -W" ).
|
||||
.op "\-A \-B \-C \-H \-K \-M \-P \-Ra \-Ro \-S \-T \-V \-W" ).
|
||||
If
|
||||
.op "-@"
|
||||
.op "\-@"
|
||||
is used for the role, then a random one will be automatically chosen.
|
||||
Cannot be set with the `O' command.
|
||||
.lp "news "
|
||||
@@ -3033,7 +3084,7 @@ Persistent.
|
||||
Display a sparkly effect when a monster (including yourself) is hit by an
|
||||
attack to which it is resistant (default on). Persistent.
|
||||
.lp standout
|
||||
Boldface monsters and ``\fB--More--\fP'' (default off). Persistent.
|
||||
Boldface monsters and ``\fB\-\-More\-\-\fP'' (default off). Persistent.
|
||||
.lp statushilites
|
||||
Controls how many turns status hilite behaviors highlight
|
||||
the field. If negated or set to zero, disables status hiliting.
|
||||
@@ -3785,14 +3836,14 @@ 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. Note that
|
||||
file option. Symbols are specified as name:value pairs.
|
||||
Note that
|
||||
NetHack escape-processes the value string in conventional C fashion.
|
||||
This means that \e is a prefix to take the following character literally. Thus
|
||||
\e needs to be represented as \e\e.
|
||||
The special escape form
|
||||
\em switches on the meta bit in the symbol value, and the \e^ prefix causes the
|
||||
following character to be treated as a control
|
||||
character.
|
||||
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 \(ha prefix causes the following character to be treated as a
|
||||
control character.
|
||||
.pg
|
||||
.TS S
|
||||
center;
|
||||
@@ -3810,30 +3861,30 @@ Default Symbol Name Description
|
||||
\(dq S_amulet (amulet)
|
||||
A S_angel (angelic being)
|
||||
a S_ant (ant or other insect)
|
||||
^ S_anti_magic_trap (anti-magic field)
|
||||
\(ha 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)
|
||||
\(ha 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)
|
||||
\(ha 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)
|
||||
\- 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_crwall (wall)
|
||||
# S_darkroom (dark room)
|
||||
^ S_dart_trap (dart trap)
|
||||
\(ha S_dart_trap (dart trap)
|
||||
& S_demon (major demon)
|
||||
* S_digbeam (dig beam)
|
||||
> S_dnladder (ladder down)
|
||||
@@ -3843,18 +3894,18 @@ D S_dragon (dragon)
|
||||
; S_eel (sea monster)
|
||||
E S_elemental (elemental)
|
||||
/ S_explode1 (explosion top left)
|
||||
- S_explode2 (explosion top center)
|
||||
\- 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_explode8 (explosion bottom center)
|
||||
/ S_explode9 (explosion bottom right)
|
||||
e S_eye (eye or sphere)
|
||||
^ S_falling_rock_trap (falling rock trap)
|
||||
\(ha S_falling_rock_trap (falling rock trap)
|
||||
f S_feline (cat or other feline)
|
||||
^ S_fire_trap (fire trap)
|
||||
\(ha S_fire_trap (fire trap)
|
||||
! S_flashbeam (flash beam)
|
||||
% S_food (piece of food)
|
||||
{ S_fountain (fountain)
|
||||
@@ -3866,15 +3917,15 @@ G S_gnome (gnome)
|
||||
' S_golem (golem)
|
||||
| S_grave (grave)
|
||||
g S_gremlin (gremlin)
|
||||
- S_hbeam (horizontal beam [zap animation])
|
||||
\- 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)
|
||||
\(ha S_hole (hole)
|
||||
@ S_human (human or elf)
|
||||
h S_humanoid (humanoid)
|
||||
- S_hwall (horizontal wall)
|
||||
\- S_hwall (horizontal wall)
|
||||
\. S_ice (ice)
|
||||
i S_imp (imp or minor demon)
|
||||
I S_invisible (invisible monster)
|
||||
@@ -3882,17 +3933,17 @@ J S_jabberwock (jabberwock)
|
||||
j S_jelly (jelly)
|
||||
k S_kobold (kobold)
|
||||
K S_kop (Keystone Kop)
|
||||
^ S_land_mine (land mine)
|
||||
\(ha S_land_mine (land mine)
|
||||
} S_lava (molten lava)
|
||||
l S_leprechaun (leprechaun)
|
||||
^ S_level_teleporter (level teleporter)
|
||||
\(ha 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)
|
||||
\(ha S_magic_portal (magic portal)
|
||||
\(ha S_magic_trap (magic trap)
|
||||
m S_mimic (mimic)
|
||||
] S_mimic_def (mimic)
|
||||
M S_mummy (mummy)
|
||||
@@ -3902,9 +3953,9 @@ n S_nymph (nymph)
|
||||
O S_ogre (ogre)
|
||||
o S_orc (orc)
|
||||
p S_piercer (piercer)
|
||||
^ S_pit (pit)
|
||||
\(ha S_pit (pit)
|
||||
# S_poisoncloud (poison cloud)
|
||||
^ S_polymorph_trap (polymorph trap)
|
||||
\(ha S_polymorph_trap (polymorph trap)
|
||||
} S_pool (water)
|
||||
! S_potion (potion)
|
||||
P S_pudding (pudding or ooze)
|
||||
@@ -3913,46 +3964,46 @@ Q S_quantmech (quantum mechanic)
|
||||
\&= S_ring (ring)
|
||||
\` S_rock (boulder or statue)
|
||||
r S_rodent (rodent)
|
||||
^ S_rolling_boulder_trap (rolling boulder trap)
|
||||
\(ha S_rolling_boulder_trap (rolling boulder trap)
|
||||
\. S_room (floor of a room)
|
||||
/ S_rslant (diagonal beam [zap animation])
|
||||
^ S_rust_trap (rust trap)
|
||||
\(ha 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)
|
||||
\(ha 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)
|
||||
\(ha S_spiked_pit (spiked pit)
|
||||
\(ha 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)
|
||||
\(ha 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_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_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_tdwall (wall)
|
||||
\(ha S_teleportation_trap (teleportation trap)
|
||||
\\ S_throne (opulent throne)
|
||||
- S_tlcorn (top left corner)
|
||||
\- S_tlcorn (top left corner)
|
||||
| S_tlwall (wall)
|
||||
( S_tool (useful item (pick-axe\, key\, lamp...))
|
||||
^ S_trap_door (trap door)
|
||||
\(ha S_trap_door (trap door)
|
||||
t S_trapper (trapper or lurker above)
|
||||
- S_trcorn (top right corner)
|
||||
\- S_trcorn (top right corner)
|
||||
# S_tree (tree)
|
||||
T S_troll (troll)
|
||||
| S_trwall (wall)
|
||||
- S_tuwall (wall)
|
||||
\- S_tuwall (wall)
|
||||
U S_umber (umber hulk)
|
||||
u S_unicorn (unicorn or horse)
|
||||
< S_upladder (ladder up)
|
||||
@@ -3962,9 +4013,9 @@ V S_vampire (vampire)
|
||||
# S_vcdbridge (vertical raised drawbridge)
|
||||
+ S_vcdoor (closed door in vertical wall)
|
||||
\. S_venom (splash of venom)
|
||||
^ S_vibrating_square (vibrating square)
|
||||
\(ha S_vibrating_square (vibrating square)
|
||||
\. S_vodbridge (vertical lowered drawbridge)
|
||||
- S_vodoor (open door in vertical wall)
|
||||
\- S_vodoor (open door in vertical wall)
|
||||
v S_vortex (vortex)
|
||||
| S_vwall (vertical wall)
|
||||
/ S_wand (wand)
|
||||
@@ -3972,7 +4023,7 @@ v S_vortex (vortex)
|
||||
) S_weapon (weapon)
|
||||
\(dq S_web (web)
|
||||
w S_worm (worm)
|
||||
~ S_worm_tail (long worm tail)
|
||||
\(ti S_worm_tail (long worm tail)
|
||||
W S_wraith (wraith)
|
||||
x S_xan (xan or other mythical/fantastic insect)
|
||||
X S_xorn (xorn)
|
||||
@@ -3982,6 +4033,13 @@ z S_zruty (zruty)
|
||||
.\"TABLE_END Do not delete this line.
|
||||
.TE
|
||||
.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 `]'
|
||||
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 corresponding
|
||||
`S_strange_object' symbol nor any way to assign an alternate value for it.
|
||||
.pg
|
||||
.hn 2
|
||||
Configuring NetHack for Play by the Blind
|
||||
.pg
|
||||
@@ -4162,7 +4220,7 @@ live, or quit and stop with whatever you have. If you quit, you keep
|
||||
all your gold, but if you swing and live, you might find more.
|
||||
.pg
|
||||
If you just want to see what the current top players/games list is, you
|
||||
can type \fBnethack -s all\fP on most versions.
|
||||
can type \fBnethack \-s all\fP on most versions.
|
||||
.
|
||||
.hn 1
|
||||
Explore mode
|
||||
@@ -4175,7 +4233,7 @@ paltry cost of not getting on the high score list.
|
||||
.pg
|
||||
There are two ways of enabling explore mode. One is to start the game
|
||||
with the
|
||||
.op -X
|
||||
.op \-X
|
||||
command-line switch or with the
|
||||
.op playmode:explore
|
||||
option. The other is to issue the ``#exploremode'' extended command while
|
||||
@@ -4192,7 +4250,7 @@ brief description. It is intended for tracking down problems within the
|
||||
program rather than to provide 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
|
||||
.op -D
|
||||
.op \-D
|
||||
command-line switch or with the
|
||||
.op playmode:debug
|
||||
option.
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
%.au
|
||||
\author{Original version - Eric S. Raymond\\
|
||||
(Edited and expanded for 3.6 by Mike Stephenson and others)}
|
||||
\date{April 19, 2018}
|
||||
\date{April 23, 2018}
|
||||
|
||||
\maketitle
|
||||
|
||||
@@ -1028,7 +1028,7 @@ May be preceded by `{\tt m}' to force a selection menu.
|
||||
Toggle the {\it autopickup\/} option on and off.
|
||||
%.lp
|
||||
\item[\tb{\^{}}]
|
||||
Ask for the type of a trap you found earlier.
|
||||
Ask for the type of an adjacent trap you found earlier.
|
||||
%.lp
|
||||
\item[\tb{)}]
|
||||
Tell what weapon you are wielding.
|
||||
@@ -1364,7 +1364,7 @@ List and reorder known spells. Default key is '{\tt +}'.
|
||||
Show the tools currently in use. Default key is '{\tt (}'.
|
||||
%.lp
|
||||
\item[\tb{\#seetrap}]
|
||||
Show the type of a trap near you. Default key is '{\tt \^{}}'.
|
||||
Show the type of an adjacent trap. Default key is '{\tt \^{}}'.
|
||||
%.lp
|
||||
\item[\tb{\#seeweapon}]
|
||||
Show the weapon currently wielded. Default key is '{\tt )}'.
|
||||
@@ -1915,6 +1915,26 @@ 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.
|
||||
|
||||
%.hn 2
|
||||
\subsection*{Persistence of Monsters}
|
||||
|
||||
%.pg
|
||||
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 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
|
||||
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
|
||||
moves to another location or you move to a spot where the marker's
|
||||
location ordinarily wouldn't be seen any more.
|
||||
|
||||
%.hn 1
|
||||
\section{Objects}
|
||||
|
||||
@@ -2545,6 +2565,32 @@ There are a number
|
||||
of monsters in the dungeon that may be influenced by the amount of gold
|
||||
you are carrying (shopkeepers aside).
|
||||
|
||||
%.hn 2
|
||||
\subsection*{Persistence of Objects}
|
||||
|
||||
%.pg
|
||||
Normally, if you have seen an object at a particular map location and
|
||||
move to another location which 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 and 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 monster
|
||||
actually took the object.
|
||||
If the object is still there, then once you see or feel that location
|
||||
again you will re-discover the object and resume remembering it.
|
||||
|
||||
%.pg
|
||||
The situation is the same for a pile of objects, except that only the
|
||||
top item of the pile is displayed.
|
||||
The
|
||||
{\it hilite\verb+_+pile\/}
|
||||
option can be enabled in order to show an item differently when is
|
||||
the top one of a pile.
|
||||
|
||||
%.hn 1
|
||||
\section{Conduct}
|
||||
|
||||
@@ -4443,7 +4489,7 @@ 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+\\+'.
|
||||
The special escape form
|
||||
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
|
||||
character.
|
||||
@@ -4632,7 +4678,18 @@ Default & Symbol Name & Description\\
|
||||
\end{longtable}%
|
||||
}
|
||||
|
||||
%.lp
|
||||
%.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.
|
||||
|
||||
%.pg
|
||||
%.hn 2
|
||||
\subsection*{Configuring {\it NetHack\/} for Play by the Blind}
|
||||
|
||||
|
||||
9590
doc/Guidebook.txt
9590
doc/Guidebook.txt
File diff suppressed because it is too large
Load Diff
@@ -540,6 +540,8 @@ wizard mode 'sanity_check' gave spurious "mon not on map" warnings when mounted
|
||||
at the prompt for entering a level annotation, responding with <return>
|
||||
erroneously removed old annotation; use <space><return> to do that
|
||||
reorder the #droptype menu and add some separator lines
|
||||
moving from a pit to an adjacent pit with uncleared debris shouldn't be a fall
|
||||
open drawbridge spanning ice would vanish if the ice melted
|
||||
|
||||
|
||||
Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
|
||||
|
||||
Reference in New Issue
Block a user