Make the existing '#vanquished' command be available during regular play, with M-V bound to it. 'm #vanquished' or 'm M-V' brings up the sorting menu that you get when answering 'a' rather than 'y' at the end-of-game "disclose vanquished creatures?" prompt. The original #vanquished came from slash'em, where it was available in normal play. When added to nethack, it was put in as wizard-mode- only. I added the sorting capability several years ago. The chosen sort is remembered and re-used if not reset but only for the remainder of the current session. It probably ought of become a run-time option so be settable in advance and across sessions but I haven't done that.
51 lines
2.5 KiB
Plaintext
51 lines
2.5 KiB
Plaintext
Debug-Mode Quick Reference:
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^E == detect secret doors and traps nearby
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^F == map level; reveals traps and secret corridors but not secret doors
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^G == create monster by name or class
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^I == identify items in pack
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^T == do intra-level teleport
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^V == do trans-level teleport; '?' yields menu of special destinations
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^W == make a wish for an item or a trap or a limited subset of terrain
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^X == show status, attributes, and characteristics (extended enlightenment)
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#debugfuzzer == set game to run on autopilot; keeps going until failure;
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escalates impossible warnings to panic
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#levelchange == set hero's experience level
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#lightsources == show mobile light sources
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#migratemons == show migrating monsters; [Opt] potentially create some
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#panic == panic test (warning: current game will be terminated)
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#polyself == polymorph self
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#stats == show memory statistics
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#terrain == show current level (more options than in normal play)
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#timeout == look at timeout queue and hero's timed intrinsics
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#vision == show vision array
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#wizborn == show monster birth/death/geno/extinct stats
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#wizcast == cast any spell
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#wizdispmacros == [Opt] check internal display classifications
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#wizfliplevel == transpose the current dungeon level
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#wizintrinsic == set selected intrinsic timeouts
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#wizkill == remove monster(s) from play
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#wizloaddes == load and execute a special level description lua script
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#wizloadlua == load and execute a lua script
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#wizmakemap == recreate the current dungeon level
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#wizmondiff == [Opt] check for discrepancies in monster difficulty ratings
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#wizrumorcheck == validate rumor indexing; also show first, second, and last
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random engravings, epitaphs, and hallucinatory monsters
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#wizseenv == show map locations' seen vectors
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#wizsmell == smell a monster
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#wiztelekinesis == magically shove a monster
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#wizwhere == show dungeon placement of all special levels
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#wmode == show wall modes
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Options:
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debug_hunger == disable hero's hunger
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debug_mongen == disable random monster generation
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debug_overwrite_stairs
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== allows stairs to be replaced by other terrain
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monpolycontrol == prompt for new form whenever any monster changes shape
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sanity_check == evaluate monsters, objects, and map prior to each turn
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wizweight == augment object descriptions with their objects' weight
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[Opt] = conditionally available depending upon build-time settings
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