Redo the Achievements section in Guidebook.mn to be more compact. It's also become more complicated because it formats Guidebook.txt differently from Guidebook.ps/.pdf. Finally add the Achievements section to Guidebook.tex to catch up. Not as complicated but also not tested.
6190 lines
227 KiB
TeX
6190 lines
227 KiB
TeX
\documentstyle[titlepage,longtable]{article}
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% NetHack 3.6 Guidebook.tex $NHDT-Date: 1431192762 2015/12/16 17:32:42 $ $NHDT-Branch: master $:$NHDT-Revision: 1.60 $ */
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%+% we're still limping along in LaTeX 2.09 compatibility mode
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%-%\documentclass{article}
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%-%\usepackage{hyperref} % before longtable
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%-%% if hyperref isn't available, we can get by with this instead
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%-%%\RequirePackage[errorshow]{tracefnt} \DeclareSymbolFont{typewriter}{OT1}{cmtt}{m}{n}
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%-%\usepackage{longtable}
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\textheight 220mm
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\textwidth 160mm
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\oddsidemargin 0mm
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\evensidemargin 0mm
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\topmargin 0mm
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\newcommand{\nd}{\noindent}
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\newcommand{\tb}[1]{\tt #1 \hfill}
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\newcommand{\bb}[1]{\bf #1 \hfill}
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\newcommand{\ib}[1]{\it #1 \hfill}
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\newcommand{\blist}[1]
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{\begin{list}{$\bullet$}
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{\leftmargin 30mm \topsep 2mm \partopsep 0mm \parsep 0mm \itemsep 1mm
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\labelwidth 28mm \labelsep 2mm
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#1}}
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\newcommand{\elist}{\end{list}}
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% this will make \tt underscores look better, but requires that
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% math subscripts will never be used in this document
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\catcode`\_=12
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\begin{document}
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%
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% input file: guidebook.mn
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%
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%.ds h0 "
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%.ds h1 %.ds h2 \%
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%.ds f0 "
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%.mt
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\title{\LARGE A Guide to the Mazes of Menace:\\
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\Large Guidebook for {\it NetHack\/}}
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%.au
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\author{Original version - Eric S. Raymond\\
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(Edited and expanded for 3.7 by Mike Stephenson and others)}
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\date{February 10, 2020}
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\maketitle
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%.pg
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%.hn 1
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\section{Introduction}
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%.pg
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Recently, you have begun to find yourself unfulfilled and distant
|
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in your daily occupation. Strange dreams of prospecting, stealing,
|
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crusading, and combat have haunted you in your sleep for many months,
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|
but you aren't sure of the reason. You wonder whether you have in
|
|
fact been having those dreams all your life, and somehow managed to
|
|
forget about them until now. Some nights you awaken suddenly
|
|
and cry out, terrified at the vivid recollection of the strange and
|
|
powerful creatures that seem to be lurking behind every corner of the
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dungeon in your dream. Could these details haunting your dreams be real?
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|
As each night passes, you feel the desire to enter the mysterious caverns
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near the ruins grow stronger. Each morning, however, you quickly put
|
|
the idea out of your head as you recall the tales of those who entered
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the caverns before you and did not return. Eventually you can resist
|
|
the yearning to seek out the fantastic place in your dreams no longer.
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|
After all, when other adventurers came back this way after spending time
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in the caverns, they usually seemed better off than when they passed
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through the first time. And who was to say that all of those who did
|
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not return had not just kept going?
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%.pg
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Asking around, you hear about a bauble, called the Amulet of Yendor by some,
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which, if you can find it, will bring you great wealth. One legend you were
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told even mentioned that the one who finds the amulet will be granted
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immortality by the gods. The amulet is rumored to be somewhere beyond the
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Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
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legends, you immediately realize that there is some profound and
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undiscovered reason that you are to descend into the caverns and seek
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out that amulet of which they spoke. Even if the rumors of the amulet's
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powers are untrue, you decide that you should at least be able to sell the
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tales of your adventures to the local minstrels for a tidy sum, especially
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if you encounter any of the terrifying and magical creatures of
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your dreams along the way. You spend one last night fortifying yourself
|
|
at the local inn, becoming more and more depressed as you watch the odds
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of your success being posted on the inn's walls getting lower and lower.
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%.pg
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\nd In the morning you awake, collect your belongings, and
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set off for the dungeon. After several days of uneventful
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travel, you see the ancient ruins that mark the entrance to the
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Mazes of Menace. It is late at night, so you make camp at the entrance
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and spend the night sleeping under the open skies. In the morning, you
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gather your gear, eat what may be your last meal outside, and enter the
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dungeon\ldots
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%.hn 1
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\section{What is going on here?}
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%.pg
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You have just begun a game of {\it NetHack}. Your goal is to grab as much
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treasure as you can, retrieve the Amulet of Yendor, and escape the
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Mazes of Menace alive.
|
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|
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%.pg
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Your abilities and strengths for dealing with the hazards of adventure
|
|
will vary with your background and training:
|
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|
|
%.pg
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%
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\blist{}
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|
\item[\bb{Archeologists}]%
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understand dungeons pretty well; this enables them
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|
to move quickly and sneak up on the local nasties. They start equipped
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|
with the tools for a proper scientific expedition.
|
|
%.pg
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%
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|
\item[\bb{Barbarians}]%
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are warriors out of the hinterland, hardened to battle.
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|
They begin their quests with naught but uncommon strength, a trusty hauberk,
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|
and a great two-handed sword.
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%.pg
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|
%
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|
\item[\bb{Cavemen {\rm and} Cavewomen}]
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start with exceptional strength, but unfortunately, neolithic weapons.
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|
%.pg
|
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%
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|
\item[\bb{Healers}]%
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|
are wise in medicine and apothecary. They know the
|
|
herbs and simples that can restore vitality, ease pain, anesthetize,
|
|
and neutralize
|
|
poisons; and with their instruments, they 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.
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%.pg
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|
%
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|
\item[\bb{Knights}]%
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|
are distinguished from the common skirmisher by their
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|
devotion to the ideals of chivalry and by the surpassing excellence of
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|
their armor.
|
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%.pg
|
|
%
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|
\item[\bb{Monks}]%
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|
are ascetics, who by rigorous practice of physical and mental
|
|
disciplines have become capable of fighting as effectively without weapons
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as with. They wear no armor but make up for it with increased mobility.
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|
%.pg
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%
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|
\item[\bb{Priests {\rm and} Priestesses}]%
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|
are clerics militant, crusaders
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|
advancing the cause of righteousness with arms, armor, and arts
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|
thaumaturgic. Their ability to commune with deities via prayer
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|
occasionally extricates them from peril, but can also put them in it.
|
|
%.pg
|
|
%
|
|
\item[\bb{Rangers}]%
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|
are most at home in the woods, and some say slightly out
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|
of place in a dungeon. They are, however, experts in archery as well
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|
as tracking and stealthy movement.
|
|
%.pg
|
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%
|
|
\item[\bb{Rogues}]%
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|
are agile and stealthy thieves, with knowledge of locks,
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|
traps, and poisons. Their advantage lies in surprise, which they employ
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|
to great advantage.
|
|
%.pg
|
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%
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|
\item[\bb{Samurai}]%
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|
are the elite warriors of feudal Nippon. They are lightly
|
|
armored and quick, and wear the %
|
|
{\it dai-sho}, two swords of the deadliest
|
|
keenness.
|
|
%.pg
|
|
%
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|
\item[\bb{Tourists}]%
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|
start out with lots of gold (suitable for shopping with),
|
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a credit card, lots of food, some maps, and an expensive camera. Most
|
|
monsters don't like being photographed.
|
|
%.pg
|
|
%
|
|
\item[\bb{Valkyries}]%
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|
are hardy warrior women. Their upbringing in the harsh
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Northlands makes them strong, inures them to extremes of cold, and instills
|
|
in them stealth and cunning.
|
|
%.pg
|
|
%
|
|
\item[\bb{Wizards}]%
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|
start out with a knowledge of magic, a selection of magical
|
|
items, and a particular affinity for dweomercraft. Although seemingly weak
|
|
and easy to overcome at first sight, an experienced Wizard is a deadly foe.
|
|
\elist
|
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|
|
%.pg
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|
You may also choose the race of your character (within limits; most
|
|
roles have restrictions on which races are eligible for them):
|
|
|
|
%.pg
|
|
%
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\blist{}
|
|
\item[\bb{Dwarves}]%
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|
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 second in quality not even to the
|
|
mithril armor of the Elves.
|
|
%.pg
|
|
%
|
|
\item[\bb{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.
|
|
%.pg
|
|
%
|
|
\item[\bb{Gnomes}]%
|
|
are smaller than but generally similar to dwarves. Gnomes are
|
|
known to be expert miners, and it is known that a secret underground mine
|
|
complex built by this race exists within the Mazes of Menace, filled with
|
|
both riches and danger.
|
|
%.pg
|
|
%
|
|
\item[\bb{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 role.
|
|
%.pg
|
|
%
|
|
\item[\bb{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.
|
|
\elist
|
|
|
|
%.hn 1
|
|
\section{What do all those things on the screen mean?}
|
|
%.pg
|
|
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 of the level,
|
|
it appears on the screen in front of you.
|
|
|
|
%.pg
|
|
When {\it NetHack\/}'s ancestor {\it 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; {\it NetHack\/} continues this fine tradition. Unlike text
|
|
adventure games that accept commands in pseudo-English sentences and
|
|
explain the results in words, {\it 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 $21\times80$ section will be used for the map.
|
|
|
|
%.pg
|
|
{\it NetHack\/} can even be played by blind players, with the assistance of
|
|
Braille readers or speech synthesisers. Instructions for configuring
|
|
{\it NetHack\/} for the blind are included later in this document.
|
|
|
|
%.pg
|
|
{\it NetHack\/} generates a new dungeon every time you play it; even the
|
|
authors still find it an entertaining and exciting game despite
|
|
having won several times.
|
|
|
|
%.pg
|
|
{\it 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 created. The three possible display
|
|
options are: a monochrome character interface, a color character interface,
|
|
and a graphical interface using small pictures called tiles. The two
|
|
character interfaces allow fonts with other characters to be substituted,
|
|
but the default assignments use standard ASCII characters to represent
|
|
everything. There is no difference between the various display options
|
|
with respect to game play. Because we cannot reproduce the tiles or
|
|
colors in the Guidebook, and because it is common 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.
|
|
%.pg
|
|
In order to understand what is going on in {\it NetHack}, first you must
|
|
understand what {\it NetHack\/} is doing with the screen. The {\it NetHack\/}
|
|
screen replaces the ``You see \ldots'' descriptions of text adventure games.
|
|
Figure 1 is a sample of what a {\it NetHack\/} screen might look like.
|
|
The way the screen looks for you depends on your platform.
|
|
%.BR 2
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|
|
\vbox{
|
|
\begin{verbatim}
|
|
The bat bites!
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|
|
------
|
|
|....| ----------
|
|
|.<..|####...@...$.|
|
|
|....-# |...B....+
|
|
|....| |.d......|
|
|
------ -------|--
|
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|
|
|
|
|
|
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
|
|
Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
|
|
\end{verbatim}
|
|
\begin{center}
|
|
Figure 1
|
|
\end{center}
|
|
}
|
|
|
|
%.hn 2
|
|
\subsection*{The status lines (bottom)}
|
|
|
|
%.pg
|
|
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 various status items mean
|
|
(though your configuration may not have all the status items listed
|
|
below):
|
|
|
|
%.lp
|
|
\blist{}
|
|
\item[\bb{Rank}]
|
|
Your character's name and professional ranking (based on the
|
|
experience level, see below).
|
|
%.lp
|
|
\item[\bb{Strength}]
|
|
A measure of your character's strength; one of your six basic
|
|
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. Strength affects how
|
|
successfully you perform physical tasks, how much damage you do in
|
|
combat, and how much loot you can carry.
|
|
%.lp
|
|
\item[\bb{Dexterity}]
|
|
Dexterity affects your chances to hit in combat, to avoid traps, and
|
|
do other tasks requiring agility or manipulation of objects.
|
|
%.lp
|
|
\item[\bb{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
|
|
carrying capacity from your constitution no longer matters.
|
|
%.lp
|
|
\item[\bb{Intelligence}]
|
|
Intelligence affects your ability to cast spells and read spellbooks.
|
|
%.lp
|
|
\item[\bb{Wisdom}]
|
|
Wisdom comes from your practical experience (especially when dealing with
|
|
magic). It affects your magical energy.
|
|
%.lp
|
|
\item[\bb{Charisma}]
|
|
Charisma affects how certain creatures react toward you. In
|
|
particular, it can affect the prices shopkeepers offer you.
|
|
%.lp
|
|
\item[\bb{Alignment}]
|
|
%
|
|
{\it Lawful}, {\it Neutral\/} or {\it Chaotic}. Often, Lawful is
|
|
taken as good and Chaotic is evil, but legal and ethical do not always
|
|
coincide. Your alignment influences how other
|
|
monsters react toward you. Monsters of a like alignment are more likely
|
|
to be non-aggressive, while those of an opposing alignment are more likely
|
|
to be seriously offended at your presence.
|
|
%.lp
|
|
\item[\bb{Dungeon Level}]
|
|
How deep you are in the dungeon. You start at level one and the number
|
|
increases as you go deeper into the dungeon. Some levels are special,
|
|
and are identified by a name and not a number. The Amulet of Yendor is
|
|
reputed to be somewhere beneath the twentieth level.
|
|
%.lp
|
|
\item[\bb{Gold}]
|
|
The number of gold pieces you are openly carrying. Gold which you have
|
|
concealed in containers is not counted.
|
|
%.lp
|
|
\item[\bb{Hit Points}]
|
|
Your current and maximum hit points. Hit points indicate how much
|
|
damage you can take before you die. The more you get hit in a fight,
|
|
the lower they get. You can regain hit points by resting, or by using
|
|
certain magical items or spells. The number in parentheses is the maximum
|
|
number your hit points can reach.
|
|
%.lp
|
|
\item[\bb{Power}]
|
|
Spell points. This tells you how much mystic energy ({\it mana\/})
|
|
you have available for spell casting. Again, resting will regenerate the
|
|
amount available.
|
|
%.lp
|
|
\item[\bb{Armor Class}]
|
|
A measure of how effectively your armor stops blows from unfriendly
|
|
creatures. The lower this number is, the more effective the armor; it
|
|
is quite possible to have negative armor class.
|
|
%.lp
|
|
\item[\bb{Experience}]
|
|
Your current experience level and experience points. As you
|
|
adventure, you gain experience points. At certain experience point
|
|
totals, you gain an experience level. The more experienced you are,
|
|
the better you fight and withstand magical attacks. Many dungeons
|
|
show only your experience level here.
|
|
%.lp
|
|
\item[\bb{Time}]
|
|
The number of turns elapsed so far, displayed if you have the
|
|
{\it time\/} option set.
|
|
%.lp
|
|
\item[\bb{Status}]
|
|
Hunger:
|
|
your current hunger status.
|
|
Values are {\it Satiated}, {\it Not~Hungry\/} (or {\it Normal\/}),
|
|
{\it Hungry}, {\it Weak}, and {\it Fainting}.
|
|
%.\" not mentioned: Fainted
|
|
Not shown when {\it Normal}.
|
|
|
|
%.lp ""
|
|
Encumbrance:
|
|
an indication of how what you are carrying affects your ability to move.
|
|
Values are {\it Unencumbered}, {\it Encumbered}, {\it Stressed},
|
|
{\it Strained}, {\it Overtaxed}, and {\it Overloaded}.
|
|
Not shown when {\it Unencumbered}.
|
|
|
|
%.lp ""
|
|
Fatal~conditions:
|
|
{\it Stone\/} (aka {\it Petrifying}, turning to stone),
|
|
{\it Slime\/} (turning into green slime),
|
|
{\it Strngl\/} (being strangled),
|
|
{\it FoodPois\/} (suffering from acute food poisoning),
|
|
{\it TermIll\/} (suffering from a terminal illness).
|
|
|
|
%.lp ""
|
|
Non-fatal~conditions:
|
|
{\it Blind\/} (can't see), {\it Deaf\/} (can't hear),
|
|
{\it Stun\/} (stunned), {\it Conf\/} (confused), {\it Hallu\/} (hallucinating).
|
|
|
|
%.lp ""
|
|
Movement~modifiers:
|
|
{\it Lev\/} (levitating), {\it Fly\/} (flying), {\it Ride\/} (riding).
|
|
|
|
%.lp ""
|
|
Other conditions and modifiers exist, but there isn't enough room to
|
|
display them with the other status fields. The `{\tt \^{}X}' command shows
|
|
all relevant status conditions.
|
|
\elist
|
|
|
|
%.hn 2
|
|
\subsection*{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
|
|
``{\tt --More--}'' on the top line, this means that {\it 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.
|
|
|
|
%.pg
|
|
To change how and what messages are shown on the message line,
|
|
see ``{\it Configuring Message Types\/}`` and the {\it verbose\/}
|
|
option.
|
|
|
|
%.hn 2
|
|
\subsection*{The map (rest of the screen)}
|
|
|
|
%.pg
|
|
The rest of the screen is the map of the level as you have explored it
|
|
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:
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{- {\rm and} |}]
|
|
The walls of a room, or an open door. Or a grave ({\tt |}).
|
|
%.lp
|
|
\item[\tb{.}]
|
|
The floor of a room, ice, or a doorless doorway.
|
|
%.lp
|
|
\item[\tb{\#}]
|
|
A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
|
|
your dungeon has sinks), or a drawbridge.
|
|
%.lp
|
|
\item[\tb{>}]
|
|
Stairs down: a way to the next level.
|
|
%.lp
|
|
\item[\tb{<}]
|
|
Stairs up: a way to the previous level.
|
|
%.lp
|
|
\item[\tb{+}]
|
|
A closed door, or a spellbook containing a spell you may be able to learn.
|
|
%.lp
|
|
\item[\tb{@}]
|
|
Your character or a human.
|
|
%.lp
|
|
\item[\tb{\$}]
|
|
A pile of gold.
|
|
%.lp
|
|
\item[\tb{\^}]
|
|
A trap (once you have detected it).
|
|
%.lp
|
|
\item[\tb{)}]
|
|
A weapon.
|
|
%.lp
|
|
\item[\tb{[}]
|
|
A suit or piece of armor.
|
|
%.lp
|
|
\item[\tb{\%}]
|
|
Something edible (not necessarily healthy).
|
|
%.lp
|
|
\item[\tb{?}]
|
|
A scroll.
|
|
%.lp
|
|
\item[\tb{/}]
|
|
A wand.
|
|
%.lp
|
|
\item[\tb{=}]
|
|
A ring.
|
|
%.lp
|
|
\item[\tb{!}]
|
|
A potion.
|
|
%.lp
|
|
\item[\tb{(}]
|
|
A useful item (pick-axe, key, lamp \ldots).
|
|
%.lp
|
|
\item[\tb{"}]
|
|
An amulet or a spider web.
|
|
%.lp
|
|
\item[\tb{*}]
|
|
A gem or rock (possibly valuable, possibly worthless).
|
|
%.lp
|
|
\item[\tb{\`}]
|
|
A boulder or statue.
|
|
%.lp
|
|
\item[\tb{0}]
|
|
An iron ball.
|
|
%.lp
|
|
\item[\tb{_}]
|
|
An altar, or an iron chain.
|
|
%.lp
|
|
\item[\tb{\{}]
|
|
A fountain.
|
|
%.lp
|
|
\item[\tb{\}}]
|
|
A pool of water or moat or a pool of lava.
|
|
%.lp
|
|
\item[\tb{$\backslash$}]
|
|
An opulent throne.
|
|
%.lp
|
|
\item[\tb{a-zA-Z {\rm \& other symbols}}]
|
|
Letters and certain other symbols represent the various inhabitants
|
|
of the Mazes of Menace. Watch out, they can be nasty and vicious.
|
|
Sometimes, however, they can be helpful.
|
|
%.lp
|
|
\item[\tb{I}]
|
|
This marks the last known location of an invisible or otherwise unseen
|
|
monster. Note that the monster could have moved.
|
|
The `{\tt F}' and `{\tt m}' commands may be useful here.
|
|
|
|
\elist
|
|
%.pg
|
|
You need not memorize all these symbols; you can ask the game what any
|
|
symbol represents with the `{\tt /}' command (see the next section for
|
|
more info).
|
|
|
|
%.hn 1
|
|
\section{Commands}
|
|
|
|
%.pg
|
|
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 ``{\tt search}'', do not require that any more information be collected
|
|
by {\it NetHack\/}. Other commands might require additional information, for
|
|
example a direction, or an object to be used. For those commands that
|
|
require additional information, {\it NetHack\/} will present you with either
|
|
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
|
|
`{\it menustyle\/}'
|
|
option.
|
|
|
|
%.pg
|
|
For example, a common question in the form ``{\tt What do you want to
|
|
use? [a-zA-Z\ ?*]}'', asks you to choose an object you are carrying.
|
|
Here, ``{\tt a-zA-Z}'' are the inventory letters of your possible choices.
|
|
Typing `{\tt ?}' gives you an inventory list of these items, so you can see
|
|
what each letter refers to. In this example, there is also a `{\tt *}'
|
|
indicating that you may choose an object not on the list, if you
|
|
wanted to use something unexpected. Typing a `{\tt *}' lists your entire
|
|
inventory, so you can see the inventory letters of every object you're
|
|
carrying. Finally, if you change your mind and decide you don't want
|
|
to do this command after all, you can press the `ESC' key to abort the
|
|
command.
|
|
|
|
%.pg
|
|
You can put a number before some commands to repeat them that many
|
|
times; for example, ``{\tt 10s}'' will search ten times. If you have the
|
|
{\it number\verb+_+pad\/}
|
|
option set, you must type `{\tt n}' to prefix a count, so the example above
|
|
would be typed ``{\tt n10s}'' instead. Commands for which counts make no
|
|
sense ignore them. In addition, movement commands can be prefixed for
|
|
greater control (see below). To cancel a count or a prefix, press the
|
|
`ESC' key.
|
|
|
|
%.pg
|
|
The list of commands is rather long, but it can be read at any time
|
|
during the game through the `{\tt ?}' command, which accesses a menu of
|
|
helpful texts. Here are the default key bindings for your reference:
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{?}]
|
|
Help menu: display one of several help texts available.
|
|
%.lp
|
|
\item[\tb{/}]
|
|
The {\tt 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 pressing one of `{\tt .}', `{\tt ,}', `{\tt ;}',
|
|
or `{\tt :}'. `{\tt .}' will explain the symbol at the chosen location,
|
|
information, then let you pick another location;
|
|
conditionally check for ``{\tt More info?}'' depending upon whether the
|
|
`{\it help\/}'
|
|
option is on, and then you will be asked to pick another location;
|
|
`{\tt ,}' will explain the symbol but skip any additional
|
|
`{\tt ;}' will skip additional info and also not bother asking
|
|
you to choose another location to examine; `{\tt :}' will show additional
|
|
info, if any, without asking for confirmation. When picking a location,
|
|
pressing the {\tt ESC} key will terminate this command, or pressing `{\tt ?}'
|
|
will give a brief reminder about how it works.
|
|
|
|
%.lp ""
|
|
If the
|
|
{\it autodescribe\/}
|
|
option is on, a short description of what you see at each location is
|
|
shown as you move the cursor. Typing `{\tt \#}' while picking a location will
|
|
toggle that option on or off.
|
|
The
|
|
{\it whatis\verb+_+coord\/}
|
|
option controls whether the short description includes map coordinates.
|
|
|
|
%.lp ""
|
|
Specifying a name rather than a location
|
|
always gives any additional information available about that name.
|
|
|
|
%.lp ""
|
|
You may also request a description of nearby monsters,
|
|
all monsters currently displayed, nearby objects, or all objects.
|
|
The
|
|
{\it whatis\verb+_+coord\/}
|
|
option controls which format of map coordinate is included with their
|
|
descriptions.
|
|
%.lp
|
|
\item[\tb{\&}]
|
|
Tell what a command does.
|
|
%.lp
|
|
\item[\tb{<}]
|
|
Go up to the previous level (if you are on a staircase or ladder).
|
|
%.lp
|
|
\item[\tb{>}]
|
|
Go down to the next level (if you are on a staircase or ladder).
|
|
%.lp
|
|
\item[\tb{[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.''
|
|
%.sd
|
|
\begin{center}
|
|
\begin{tabular}{cc}
|
|
\verb+ y k u + & \verb+ 7 8 9 +\\
|
|
\verb+ \ | / + & \verb+ \ | / +\\
|
|
\verb+ h- . -l + & \verb+ 4- . -6 +\\
|
|
\verb+ / | \ + & \verb+ / | \ +\\
|
|
\verb+ b j n + & \verb+ 1 2 3 +\\
|
|
& (if {\it number\verb+_+pad\/} set)
|
|
\end{tabular}
|
|
\end{center}
|
|
%.ed
|
|
\begin{center}
|
|
Figure 2
|
|
\end{center}
|
|
%.lp
|
|
\item[\tb{[YUHJKLBN]}]
|
|
Go in that direction until you hit a wall or run into something.
|
|
%.lp
|
|
\item[\tb{m[yuhjklbn]}]
|
|
Prefix: move without picking up objects or fighting (even if you remember
|
|
a monster there).\\
|
|
%.lp ""
|
|
A few non-movement commands use the `{\tt m}' prefix to request operating
|
|
via menu (to temporarily override the
|
|
{\it menustyle:Traditional\/}
|
|
option).
|
|
Primarily useful for `{\tt ,}' (pickup) when there is only one class of
|
|
objects present (where there won't be any ``what kinds of objects?'' prompt,
|
|
so no opportunity to answer `{\tt m}' at that prompt).\\
|
|
%.lp ""
|
|
A few other commands (eat food, offer sacrifice, apply tinning-kit) use
|
|
the `{\tt m}' prefix to skip checking for applicable objects on the floor
|
|
and go straight to checking inventory,
|
|
or (for ``{\tt \#loot}'' to remove a saddle),
|
|
skip containers and go straight to adjacent monsters. The prefix will
|
|
make ``{\tt \#travel}'' command show a menu of interesting targets in sight.
|
|
In debug mode (aka ``wizard mode''), the `{\tt m}' prefix may also be
|
|
used with the ``{\tt \#teleport}'' and ``{\tt \#wizlevelport}'' commands.
|
|
%.lp
|
|
\item[\tb{F[yuhjklbn]}]
|
|
Prefix: fight a monster (even if you only guess one is there).
|
|
%.lp
|
|
\item[\tb{M[yuhjklbn]}]
|
|
Prefix: Move far, no pickup.
|
|
%.lp
|
|
\item[\tb{g[yuhjklbn]}]
|
|
Prefix: Move until something interesting is found.
|
|
%.lp
|
|
\item[\tb{G[yuhjklbn] {\rm or} <CONTROL->[yuhjklbn]}]
|
|
Prefix: Same as `{\tt g}', but forking of corridors is not considered
|
|
interesting.
|
|
%.lp
|
|
\item[\tb{_}]
|
|
Travel to a map location via a shortest-path algorithm.\\
|
|
%.lp ""
|
|
The shortest path
|
|
is computed over map locations the hero knows about (e.g. seen or
|
|
previously traversed). If there is no known path, a guess is made instead.
|
|
Stops on most of
|
|
the same conditions as the `G' command, but without picking up
|
|
objects, similar to the `M' command. For ports with mouse
|
|
support, the command is also invoked when a mouse-click takes place on a
|
|
location other than the current position.
|
|
%.lp
|
|
\item[\tb{.}]
|
|
Wait or rest, do nothing for one turn.
|
|
%.lp
|
|
\item[\tb{a}]
|
|
Apply (use) a tool (pick-axe, key, lamp \ldots).\\
|
|
%.lp ""
|
|
If used on a wand, that wand will be broken, releasing its magic in the
|
|
process. Confirmation is required.
|
|
%.lp
|
|
\item[\tb{A}]
|
|
Remove one or more worn items, such as armor.\\
|
|
%.lp ""
|
|
Use `{\tt T}' (take off) to take off only one piece of armor
|
|
or `{\tt R}' (remove) to take off only one accessory.
|
|
%.lp
|
|
\item[\tb{\^{}A}]
|
|
Redo the previous command.
|
|
%.lp
|
|
\item[\tb{c}]
|
|
Close a door.
|
|
%.lp
|
|
\item[\tb{C}]
|
|
Call (name) a monster, an individual object, or an object type.\\
|
|
%.lp ""
|
|
Same as extended command ``{\tt \#name}''.
|
|
%.lp
|
|
\item[\tb{\^{}C}]
|
|
Panic button. Quit the game.
|
|
%.lp
|
|
\item[\tb{d}]
|
|
Drop something.\\
|
|
For example {\tt d7a} --- drop seven items of object
|
|
{\it a}.
|
|
%.lp
|
|
\item[\tb{D}]
|
|
Drop several things.\\
|
|
%.lp ""
|
|
In answer to the question\\
|
|
``{\tt What kinds of things do you want to drop? [!\%= BUCXaium]}''\\
|
|
you should type zero or more object symbols possibly followed by
|
|
`{\tt a}' and/or `{\tt i}' and/or `{\tt u}' and/or `{\tt m}'.
|
|
In addition, one or more of
|
|
the bless\-ed/\-un\-curs\-ed/\-curs\-ed groups may be typed.\\
|
|
%.sd
|
|
%.si
|
|
{\tt DB} --- drop all objects known to be blessed.\\
|
|
{\tt DU} --- drop all objects known to be uncursed.\\
|
|
{\tt DC} --- drop all objects known to be cursed.\\
|
|
{\tt DX} --- drop all objects of unknown B/U/C status.\\
|
|
{\tt Da} --- drop all objects, without asking for confirmation.\\
|
|
{\tt Di} --- examine your inventory before dropping anything.\\
|
|
{\tt Du} --- drop only unpaid objects (when in a shop).\\
|
|
{\tt Dm} --- use a menu to pick which object(s) to drop.\\
|
|
{\tt D\%u} --- drop only unpaid food.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\tb{\^{}D}]
|
|
Kick something (usually a door).
|
|
%.lp
|
|
\item[\tb{e}]
|
|
Eat food.\\
|
|
%.lp ""
|
|
Normally checks for edible item(s) on the floor, then if none are found
|
|
or none are chosen, checks for edible item(s) in inventory.
|
|
Precede `{\tt e}' with the `{\tt m}' prefix to bypass attempting to eat
|
|
anything off the floor.\\
|
|
%.lp ""
|
|
If you attempt to eat while already satiated, you might choke to death.
|
|
If you risk it, you will be asked whether
|
|
to ``continue eating?'' {\it if you survive the first bite\/}.
|
|
You can set the
|
|
{\it paranoid\verb+_+confirmation:eating\/}
|
|
option to require a response of ``{\tt yes}'' instead of just `{\tt y}'.
|
|
%.lp
|
|
% Make sure Elbereth is not hyphenated below, the exact spelling matters.
|
|
% (Only specified here to parallel Guidebook.mn; use of \tt font implicity
|
|
% prevents automatic hyphenation in TeX and LaTeX.)
|
|
\hyphenation{Elbereth} %override the deduced syllable breaks
|
|
\item[\tb{E}]
|
|
Engrave a message on the floor.\\
|
|
%.sd
|
|
%.si
|
|
{\tt E-} --- write in the dust with your fingers.\\
|
|
%.ei
|
|
%.ed
|
|
%.lp ""
|
|
Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
|
|
you hand-to-hand (but if you attack, you will rub it out); this is
|
|
often useful to give yourself a breather.
|
|
%.lp
|
|
\item[\tb{f}]
|
|
Fire (shoot or throw) one of the objects placed in your quiver (or
|
|
quiver sack, or that you have at the ready).
|
|
You may select ammunition with a previous `{\tt Q}' command, or let the
|
|
computer pick something appropriate if {\it autoquiver\/} is true.\\
|
|
%.lp ""
|
|
See also `{\tt t}' (throw) for more general throwing and shooting.
|
|
%.lp
|
|
\item[\tb{i}]
|
|
List your inventory (everything you're carrying).
|
|
%.lp
|
|
\item[\tb{I}]
|
|
List selected parts of your inventory, usually be specifying the character
|
|
for a particular set of objects, like `{\tt [}' for armor or `{\tt !}'
|
|
for potions.\\
|
|
%.sd
|
|
%.si
|
|
{\tt I*} --- list all gems in inventory;\\
|
|
{\tt Iu} --- list all unpaid items;\\
|
|
{\tt Ix} --- list all used up items that are on your shopping bill;\\
|
|
{\tt IB} --- list all items known to be blessed;\\
|
|
{\tt IU} --- list all items known to be uncursed;\\
|
|
{\tt IC} --- list all items known to be cursed;\\
|
|
{\tt IX} --- list all items whose bless/curse status is unknown;\\
|
|
{\tt I\$} --- count your money.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\tb{o}]
|
|
Open a door.
|
|
%.lp
|
|
\item[\tb{O}]
|
|
Set options.\\
|
|
%.lp ""
|
|
A menu showing the current option values will be
|
|
displayed. You can change most values simply by selecting the menu
|
|
entry for the given option (ie, by typing its letter or clicking 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 before the
|
|
game rather than with the `{\tt O}' command; see the section on options below.
|
|
%.lp
|
|
\item[\tb{\^{}O}]
|
|
Show overview.\\
|
|
%.lp ""
|
|
Shortcut for the ``{\tt \#overview}'':
|
|
list interesting dungeon levels visited.\\
|
|
%.lp ""
|
|
(Prior to 3.6.0, `{\tt \^{}O}' was a debug mode command which listed
|
|
the placement of all special levels.
|
|
Use ``{\tt \#wizwhere}'' to run that command.)
|
|
%.lp
|
|
\item[\tb{p}]
|
|
Pay your shopping bill.
|
|
%.lp
|
|
\item[\tb{P}]
|
|
Put on an accessory (ring, amulet, blindfold).\\
|
|
%.lp ""
|
|
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.
|
|
(See the `{\tt W}' command below. It lists armor as the inventory
|
|
choices but will accept an accessory and attempt to put that on.)
|
|
%.lp
|
|
\item[\tb{\^{}P}]
|
|
Repeat previous message.\\
|
|
%.lp ""
|
|
Subsequent {\tt \^{}P}'s repeat earlier messages.
|
|
For some interfaces, the behavior can be varied via the
|
|
{\it msg\verb+_+window\/} option.
|
|
%.lp
|
|
\item[\tb{q}]
|
|
Quaff (drink) something (potion, water, etc).
|
|
%.lp
|
|
\item[\tb{Q}]
|
|
Select an object for your quiver, quiver sack, or just generally at
|
|
the ready (only one of these is available at a time). You can then throw
|
|
this (or one of these) using
|
|
the `f' command.\\
|
|
%.lp ""
|
|
(In versions prior to 3.3 this was the command to quit
|
|
the game, which has been moved to ``{\tt \#quit}''.)
|
|
%.lp
|
|
\item[\tb{r}]
|
|
Read a scroll or spellbook.
|
|
%.lp
|
|
\item[\tb{R}]
|
|
Remove a worn accessory (ring, amulet, or blindfold).\\
|
|
%.lp ""
|
|
If you're wearing more than one, you'll be prompted for which one to
|
|
remove. When you're only wearing one, then by default it will be removed
|
|
without asking, but you can set the
|
|
{\it paranoid\verb+_+confirmation\/}
|
|
option to require a prompt.\\
|
|
%.lp ""
|
|
This command may also be used to take off armor. The prompt for which
|
|
inventory item to remove only lists worn accessories, but an item of
|
|
worn armor can be chosen.
|
|
(See the `{\tt T}' command below. It lists armor as the inventory
|
|
choices but will accept an accessory and attempt to remove it.)
|
|
%.lp
|
|
\item[\tb{\^{}R}]
|
|
Redraw the screen.
|
|
%.lp
|
|
\item[\tb{s}]
|
|
Search for secret doors and traps around you.
|
|
It usually takes several tries to find something.\\
|
|
%.lp ""
|
|
Can also be used to figure out whether there is still a monster at
|
|
an adjacent ``remembered, unseen monster'' marker.
|
|
%.lp
|
|
\item[\tb{S}]
|
|
Save the game (which suspends play and exits the program).
|
|
The saved game will be restored automatically the next time you play
|
|
using the same character name.\\
|
|
%.lp ""
|
|
In normal play, once a saved game is restored the file used to hold
|
|
the saved data is deleted.
|
|
In explore mode, once restoration is accomplished you are asked whether
|
|
to keep or delete the file.
|
|
Keeping the file makes it feasible to play for a while then quit
|
|
without saving and later restore again.\\
|
|
%.lp ""
|
|
There is no ``save current game state and keep playing'' command, not
|
|
even in explore mode where saved game files can be kept and re-used.
|
|
%.lp
|
|
\item[\tb{t}]
|
|
Throw an object or shoot a projectile.\\
|
|
%.lp ""
|
|
There's no separate ``shoot'' command.
|
|
If you ``throw'' an arrow while wielding a bow, you are shooting
|
|
that arrow and any weapon skill bonus or penalty for bow applies.
|
|
If you ``throw'' an arrow while not wielding a bow, you are throwing
|
|
it by hand and it will generally be less effective than when shot.\\
|
|
%.lp ""
|
|
See also `{\tt f}' (fire) for throwing or shooting an item pre-selected
|
|
via the `{\tt Q}' (quiver) command.
|
|
%.lp
|
|
\item[\tb{T}]
|
|
Take off armor.\\
|
|
%.lp ""
|
|
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
|
|
{\it paranoid\verb+_+confirmation\/}
|
|
option to require a prompt.\\
|
|
%.lp ""
|
|
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 `{\tt R}' command above. It lists accessories as the inventory
|
|
choices but will accept an item of armor and attempt to take it off.)
|
|
%.lp
|
|
\item[\tb{\^{}T}]
|
|
Teleport, if you have the ability.
|
|
%.lp
|
|
\item[\tb{v}]
|
|
Display version number.
|
|
%.lp
|
|
\item[\tb{V}]
|
|
Display the game history.
|
|
%.lp
|
|
\item[\tb{w}]
|
|
Wield weapon.\\
|
|
%.sd
|
|
%.si
|
|
{\tt w-} --- wield nothing, use your bare (or gloved) hands.\\
|
|
%.ei
|
|
%.ed
|
|
Some characters can wield two weapons at once; use the `{\tt X}' command
|
|
(or the ``{\tt \#twoweapon}'' extended command) to do so.
|
|
%.lp
|
|
\item[\tb{W}]
|
|
Wear armor.\\
|
|
%.lp ""
|
|
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 accessory will attempt to put it on.
|
|
(See the `{\tt P}' command above. It lists accessories as the inventory
|
|
choices but will accept an item of armor and attempt to wear it.)
|
|
%.lp
|
|
\item[\tb{x}]
|
|
Exchange your wielded weapon with the item in your alternate weapon slot.\\
|
|
%.lp ""
|
|
The latter is used as your secondary weapon when engaging in
|
|
two-weapon combat. Note that if one of these slots is empty,
|
|
the exchange still takes place.
|
|
%.lp
|
|
\item[\tb{X}]
|
|
Toggle two-weapon combat, if your character can do it. Also available
|
|
via the ``{\tt \#twoweapon}'' extended command.\\
|
|
%.lp ""
|
|
(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 ``{\tt \#exploremode}''.)
|
|
%.lp
|
|
\item[\tb{\^{}X}]
|
|
Display basic information about your character.\\
|
|
%.lp ""
|
|
Displays name, role, race, gender (unless role name makes that
|
|
redundant, such as {\tt Caveman} or {\tt Priestess}), and alignment,
|
|
along with your patron deity and his or her opposition. It also
|
|
shows most of the various items of information from the status line(s)
|
|
in a less terse form, including several additional things which don't
|
|
appear in the normal status display due to space considerations.\\
|
|
%.lp ""
|
|
In normal play, that's all that `{\tt \^{}X}' displays.
|
|
In explore mode, the role and status feedback is augmented by the
|
|
information provided by {\it enlightenment\/} magic.
|
|
%.lp
|
|
\item[\tb{z}]
|
|
Zap a wand.\\
|
|
%.sd
|
|
%.si
|
|
{\tt z.} --- to aim at yourself, use `{\tt .}' for the direction.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\tb{Z}]
|
|
Zap (cast) a spell.\\
|
|
%.sd
|
|
%.si
|
|
{\tt Z.} --- to aim at yourself, use `{\tt .}' for the direction.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\tb{\^{}Z}]
|
|
Suspend the game (UNIX versions with job control only).
|
|
%.lp
|
|
\item[\tb{:}]
|
|
Look at what is here.
|
|
%.lp
|
|
\item[\tb{;}]
|
|
Show what type of thing a visible symbol corresponds to.
|
|
%.lp
|
|
\item[\tb{,}]
|
|
Pick up some things.\\
|
|
%.lp ""
|
|
May be preceded by `{\tt m}' to force a selection menu.
|
|
%.lp
|
|
\item[\tb{@}]
|
|
Toggle the {\it autopickup\/} option on and off.
|
|
%.lp
|
|
\item[\tb{\^{}}]
|
|
Ask for the type of an adjacent trap you found earlier.
|
|
%.lp
|
|
\item[\tb{)}]
|
|
Tell what weapon you are wielding.
|
|
%.lp
|
|
\item[\tb{[}]
|
|
Tell what armor you are wearing.
|
|
%.lp
|
|
\item[\tb{=}]
|
|
Tell what rings you are wearing.
|
|
%.lp
|
|
\item[\tb{"}]
|
|
Tell what amulet you are wearing.
|
|
%.lp
|
|
\item[\tb{(}]
|
|
Tell what tools you are using.
|
|
%.lp
|
|
\item[\tb{*}]
|
|
Tell what equipment you are using.\\
|
|
%.lp ""
|
|
Combines the preceding five type-specific
|
|
commands into one.
|
|
%.lp
|
|
\item[\tb{\$}]
|
|
Count your gold pieces.
|
|
%.lp
|
|
\item[\tb{+}]
|
|
List the spells you know.\\
|
|
%.lp ""
|
|
Using this command, you can also rearrange
|
|
the order in which your spells are listed, either by sorting the entire
|
|
list or by picking one spell from the menu then picking another to swap
|
|
places with it. Swapping pairs of spells changes their casting letters,
|
|
so the change lasts after the current `{\tt +}' command finishes. Sorting
|
|
the whole list is temporary. To make the most recent sort order persist
|
|
beyond the current `{\tt +}' command, choose the sort option again and then
|
|
pick ``reassign casting letters''. (Any spells learned after that will
|
|
be added to the end of the list rather than be inserted into the sorted
|
|
ordering.)
|
|
%.lp
|
|
\item[\tb{$\backslash$}]
|
|
Show what types of objects have been discovered.
|
|
%.lp
|
|
\item[\tb{\`}]
|
|
Show discovered types for one class of objects.
|
|
%.lp
|
|
\item[\tb{!}]
|
|
Escape to a shell.
|
|
%.lp
|
|
\item[\tb{\#}]
|
|
Perform an extended command.\\
|
|
%.lp ""
|
|
As you can see, the authors of {\it NetHack\/}
|
|
used up all the letters, so this is a way to introduce the less frequently
|
|
used commands.
|
|
What extended commands are available depends on what features
|
|
the game was compiled with.
|
|
%.lp
|
|
\item[\tb{\#adjust}]
|
|
Adjust inventory letters (most useful when the
|
|
{\it fixinv\/}
|
|
option is ``on''). Autocompletes. Default key is `{\tt M-a}'.\\
|
|
%.lp ""
|
|
This command allows you to move an item from one particular inventory
|
|
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
|
|
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.\\
|
|
%.lp ""
|
|
Adjusting without a count used to collect all compatible stacks when
|
|
moving to the destination. That behavior has been changed; to gather
|
|
compatible stacks, ``{\tt \#adjust}'' a stack into its own inventory slot.
|
|
If it has a name assigned, other stacks with the same name or with
|
|
no name will merge provided that all their other attributes match.
|
|
If it does not have a name, only other stacks with no name are eligible.
|
|
In either case, otherwise compatible stacks with a different name
|
|
will not be merged. This contrasts with using ``{\tt \#adjust}'' to move
|
|
from one slot to a different slot. In that situation, moving (no
|
|
count given) a compatible stack will merge if either stack has a
|
|
name when the other doesn't and give that name to the result, while
|
|
splitting (count given) will ignore the source stack's name when
|
|
deciding whether to merge with the destination stack.
|
|
%.lp
|
|
\item[\tb{\#annotate}]
|
|
Allows you to specify one line of text to associate with the current
|
|
dungeon level. All levels with annotations are displayed by the
|
|
``{\tt \#overview}'' command. Autocompletes.
|
|
Default key is `{\tt M-A}',
|
|
and also `{\tt \^{}N}' if {\it number\verb+_+pad\/} is on.
|
|
%.lp
|
|
\item[\tb{\#apply}]
|
|
Apply (use) a tool such as a pick-axe, a key, or a lamp.
|
|
Default key is `{\tt a}'.\\
|
|
%.lp ""
|
|
If the tool used acts on items on the floor, using the `{\tt m}' prefix
|
|
skips those items.\\
|
|
%.lp ""
|
|
If used on a wand, that wand will be broken, releasing its magic in the
|
|
process. Confirmation is required.
|
|
%.lp
|
|
\item[\tb{\#attributes}]
|
|
Show your attributes. Default key is `{\tt \^{}X}'.
|
|
%.lp
|
|
\item[\tb{\#autopickup}]
|
|
Toggle the {\it autopickup\/} option. Default key is `{\tt @}'.
|
|
%.lp
|
|
\item[\tb{\#call}]
|
|
Call (name) a monster, or an object in inventory, on the floor,
|
|
or in the discoveries list, or add an annotation for the
|
|
current level (same as ``{\tt \#annotate}''). Default key is `{\tt C}'.
|
|
%.lp
|
|
\item[\tb{\#cast}]
|
|
Cast a spell. Default key is `{\tt Z}'.
|
|
%.lp
|
|
\item[\tb{\#chat}]
|
|
Talk to someone. Default key is `{\tt M-c}'.
|
|
%.lp
|
|
\item[\tb{\#close}]
|
|
Close a door. Default key is `{\tt c}'.
|
|
%.lp
|
|
\item[\tb{\#conduct}]
|
|
List voluntary challenges you have maintained. Autocompletes.
|
|
Default key is `{\tt M-C}'.\\
|
|
%.lp ""
|
|
See the section below entitled ``Conduct'' for details.
|
|
%.lp
|
|
\item[\tb{\#dip}]
|
|
Dip an object into something. Autocompletes. Default key is `{\tt M-d}'.
|
|
%.lp
|
|
\item[\tb{\#down}]
|
|
Go down a staircase. Default key is `{\tt >}'.
|
|
%.lp
|
|
\item[\tb{\#drop}]
|
|
Drop an item. Default key is `{\tt d}'.
|
|
%.lp
|
|
\item[\tb{\#droptype}]
|
|
Drop specific item types. Default key is `{\tt D}'.
|
|
%.lp
|
|
\item[\tb{\#eat}]
|
|
Eat something. Default key is `{\tt e}'.
|
|
The `{\tt m}' prefix skips eating items on the floor.
|
|
%.lp
|
|
\item[\tb{\#engrave}]
|
|
Engrave writing on the floor. Default key is `{\tt E}'.
|
|
%.lp
|
|
\item[\tb{\#enhance}]
|
|
Advance or check weapon and spell skills. Autocompletes.
|
|
Default key is `{\tt M-e}'.
|
|
%.lp
|
|
\item[\tb{\#exploremode}]
|
|
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}'.
|
|
%.lp
|
|
\item[\tb{\#force}]
|
|
Force a lock. Autocompletes. Default key is `{\tt M-f}'.
|
|
%.lp
|
|
\item[\tb{\#glance}]
|
|
Show what type of thing a map symbol corresponds to. Default key is `{\tt ;}'.
|
|
%.lp
|
|
\item[\tb{\#help}]
|
|
Show the help menu.
|
|
Default key is `{\tt ?}',
|
|
and also `{\tt h}' if {\it number\verb+_+pad\/} is on.
|
|
%.lp
|
|
\item[\tb{\#herecmdmenu}]
|
|
Show a menu of possible actions in your current location.
|
|
%.lp
|
|
\item[\tb{\#history}]
|
|
Show long version and game history. Default key is `{\tt V}'.
|
|
%.lp
|
|
\item[\tb{\#inventory}]
|
|
Show your inventory. Default key is `{\tt i}'.
|
|
%.lp
|
|
\item[\tb{\#inventtype}]
|
|
Inventory specific item types. Default key is `{\tt I}'.
|
|
%.lp
|
|
\item[\tb{\#invoke}]
|
|
Invoke an object's special powers. Autocompletes. Default key is `{\tt M-i}'.
|
|
%.lp
|
|
\item[\tb{\#jump}]
|
|
Jump to another location. Autocompletes.
|
|
Default key is `{\tt M-j}',
|
|
and also `{\tt j}' if {\it number\verb+_+pad\/} is on.
|
|
%.lp
|
|
\item[\tb{\#kick}]
|
|
Kick something.
|
|
Default key is `{\tt \^{}D}',
|
|
and also `{\tt k}' if {\it number\verb+_+pad\/} is on.
|
|
%.lp
|
|
\item[\tb{\#known}]
|
|
Show what object types have been discovered.
|
|
Default key is `{\tt $\backslash$}'.
|
|
%.lp
|
|
\item[\tb{\#knownclass}]
|
|
Show discovered types for one class of objects.
|
|
Default key is `{\tt `}'.
|
|
%.lp
|
|
\item[\tb{\#levelchange}]
|
|
Change your experience level.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#lightsources}]
|
|
Show mobile light sources.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#look}]
|
|
Look at what is here, under you. Default key is `{\tt :}'.
|
|
%.lp
|
|
\item[\tb{\#loot}]
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a steed standing next to you. Autocompletes.
|
|
Default key is `{\tt M-l}',
|
|
and also `{\tt l}' if {\it number\verb+_+pad\/} is on.
|
|
Precede with the `{\tt m}' prefix to skip containers at your location
|
|
and go directly to removing a saddle.
|
|
%.lp
|
|
\item[\tb{\#monster}]
|
|
Use a monster's special ability (when polymorphed into monster form).
|
|
Autocompletes. Default key is `{\tt M-m}'.
|
|
%.lp
|
|
\item[\tb{\#name}]
|
|
Name a monster, an individual object, or a type of object.
|
|
Same as ``{\tt \#call}''.
|
|
Autocompletes.
|
|
Default keys are `{\tt N}', `{\tt M-n}', and `{\tt M-N}'.
|
|
%.lp
|
|
\item[\tb{\#offer}]
|
|
Offer a sacrifice to the gods. Autocompletes. Default key is `{\tt M-o}'.\\
|
|
%.lp ""
|
|
You'll need to find an altar to have any chance at success.
|
|
Corpses of recently killed monsters are the fodder of choice.
|
|
%.lp ""
|
|
The `{\tt m}' prefix skips offering any items which are on the altar.\\
|
|
%.lp
|
|
\item[\tb{\#open}]
|
|
Open a door. Default key is `{\tt o}'.
|
|
%.lp
|
|
\item[\tb{\#options}]
|
|
Show and change option settings. Default key is `{\tt O}'.
|
|
%.lp
|
|
\item[\tb{\#overview}]
|
|
Display information you've discovered about the dungeon. Any visited
|
|
level (unless forgotten due to amnesia) with an annotation is included,
|
|
and many things (altars, thrones, fountains, and so on; extra stairs
|
|
leading to another dungeon branch) trigger an automatic annotation.
|
|
If dungeon overview is chosen during end-of-game disclosure, every visited
|
|
level will be included regardless of annotations. Autocompletes.
|
|
Default keys are `{\tt \^{}O}', and `{\tt M-O}'.
|
|
%.lp
|
|
% DON'T PANIC!
|
|
\item[\tb{\#panic}]
|
|
Test the panic routine.
|
|
Terminates the current game.
|
|
Autocompletes.
|
|
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}'.
|
|
%.lp
|
|
\item[\tb{\#pickup}]
|
|
Pick up things at the current location. Default key is `{\tt ,}'.
|
|
The `{\tt m}' prefix forces use of a menu.
|
|
%.lp
|
|
\item[\tb{\#polyself}]
|
|
Polymorph self.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#pray}]
|
|
Pray to the gods for help. Autocompletes. Default key is `{\tt M-p}'.\\
|
|
%.lp ""
|
|
Praying too soon after receiving prior help is a bad idea.
|
|
(Hint: entering the dungeon alive is treated as having received 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
|
|
{\it paranoid\verb+_+confirmation\/}
|
|
option to disable it.
|
|
%.lp
|
|
\item[\tb{\#prevmsg}]
|
|
Show previously displayed game messages. Default key is `{\tt \^{}P}'.
|
|
%.lp
|
|
\item[\tb{\#puton}]
|
|
Put on an accessory (ring, amulet, etc). Default key is `{\tt P}'.
|
|
%.lp
|
|
\item[\tb{\#quaff}]
|
|
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}'.\\
|
|
%.lp ""
|
|
Since using this command by accident would throw away the current game,
|
|
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}]
|
|
Select ammunition for quiver. Default key is `{\tt Q}'.
|
|
%.lp
|
|
\item[\tb{\#read}]
|
|
Read a scroll, a spellbook, or something else. Default key is `{\tt r}'.
|
|
%.lp
|
|
\item[\tb{\#redraw}]
|
|
Redraw the screen.
|
|
Default key is `{\tt \^{}R}',
|
|
and also `{\tt \^{}L}' if {\it number\verb+_+pad\/} is on.
|
|
%.lp
|
|
\item[\tb{\#remove}]
|
|
Remove an accessory (ring, amulet, etc). Default key is `{\tt R}'.
|
|
%.lp
|
|
\item[\tb{\#ride}]
|
|
Ride (or stop riding) a saddled creature. Autocompletes.
|
|
Default key is `{\tt M-R}'.
|
|
%.lp
|
|
\item[\tb{\#rub}]
|
|
Rub a lamp or a stone. Autocompletes. Default key is `{\tt M-r}'.
|
|
%.lp
|
|
\item[\tb{\#save}]
|
|
Save the game and exit the program.
|
|
Default key is `{\tt S}'.
|
|
%.lp
|
|
\item[\tb{\#search}]
|
|
Search for traps and secret doors around you. Default key is `{\tt s}'.
|
|
%.lp
|
|
\item[\tb{\#seeall}]
|
|
Show all equipment in use. Default key is `{\tt *}'.
|
|
%.lp
|
|
\item[\tb{\#seeamulet}]
|
|
Show the amulet currently worn. Default key is `{\tt "}'.
|
|
%.lp
|
|
\item[\tb{\#seearmor}]
|
|
Show the armor currently worn. Default key is `{\tt [}'.
|
|
%.lp
|
|
\item[\tb{\#seegold}]
|
|
Count your gold. Default key is `{\tt \$}'.
|
|
%.lp
|
|
\item[\tb{\#seenv}]
|
|
Show seen vectors.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#seerings}]
|
|
Show the ring(s) currently worn. Default key is `{\tt =}'.
|
|
%.lp
|
|
\item[\tb{\#seespells}]
|
|
List and reorder known spells. Default key is `{\tt +}'.
|
|
%.lp
|
|
\item[\tb{\#seetools}]
|
|
Show the tools currently in use. Default key is `{\tt (}'.
|
|
%.lp
|
|
\item[\tb{\#seetrap}]
|
|
Show the type of an adjacent trap. Default key is `{\tt \^{}}'.
|
|
%.lp
|
|
\item[\tb{\#seeweapon}]
|
|
Show the weapon currently wielded. Default key is `{\tt )}'.
|
|
%.lp
|
|
\item[\tb{\#shell}]
|
|
Do a shell escape. Default key is `{\tt !}'.
|
|
%.lp
|
|
\item[\tb{\#sit}]
|
|
Sit down. Autocompletes. Default key is `{\tt M-s}'.
|
|
%.lp
|
|
\item[\tb{\#stats}]
|
|
Show memory usage statistics.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#suspend}]
|
|
Suspend the game. Default key is `{\tt \^{}Z}'.
|
|
%.lp
|
|
\item[\tb{\#swap}]
|
|
Swap wielded and secondary weapons. Default key is `{\tt x}'.
|
|
%.lp
|
|
\item[\tb{\#takeoff}]
|
|
Take off one piece of armor. Default key is `{\tt T}'.
|
|
%.lp
|
|
\item[\tb{\#takeoffall}]
|
|
Remove all armor. Default key is `{\tt A}'.
|
|
%.lp
|
|
\item[\tb{\#teleport}]
|
|
Teleport around the level. Default key is `{\tt \^{}T}'.
|
|
%.lp
|
|
\item[\tb{\#terrain}]
|
|
Show bare map without displaying monsters, objects, or traps.
|
|
Autocompletes.
|
|
%.lp
|
|
\item[\tb{\#therecmdmenu}]
|
|
Show a menu of possible actions in a location next to you.
|
|
%.lp
|
|
\item[\tb{\#throw}]
|
|
Throw something. Default key is `{\tt t}'.
|
|
%.lp
|
|
\item[\tb{\#timeout}]
|
|
Look at the timeout queue.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#tip}]
|
|
Tip over a container (bag or box) to pour out its contents.
|
|
Autocompletes. Default key is `{\tt M-T}'.
|
|
The `{\tt m}' prefix makes the command use a menu.
|
|
%.lp
|
|
\item[\tb{\#travel}]
|
|
Travel to a specific location on the map.
|
|
Default key is `{\tt \verb+_+}'.
|
|
Using the ``request menu'' prefix shows a menu of interesting targets in sight
|
|
without asking to move the cursor.
|
|
When picking a target with cursor and the {\it autodescribe\/}
|
|
option is on, the top line will show ``(no travel path)'' if
|
|
your character does not know of a path to that location.
|
|
%.lp
|
|
\item[\tb{\#turn}]
|
|
Turn undead away. Autocompletes. Default key is `{\tt M-t}'.
|
|
%.lp
|
|
\item[\tb{\#twoweapon}]
|
|
Toggle two-weapon combat on or off. Autocompletes.
|
|
Default key is `{\tt X}',
|
|
and also `{\tt M-2}' if {\it number\verb+_+pad\/} is off.\\
|
|
%.lp ""
|
|
Note that you must
|
|
use suitable weapons for this type of combat, or it will
|
|
be automatically turned off.
|
|
%.lp
|
|
\item[\tb{\#untrap}]
|
|
Untrap something (trap, door, or chest).
|
|
Default key is `{\tt M-u}', and `{\tt u}' if {\it number\verb+_+pad\/} is on.\\
|
|
%.lp ""
|
|
In some circumstances it can also be used to rescue trapped monsters.
|
|
%.lp
|
|
\item[\tb{\#up}]
|
|
Go up a staircase. Default key is `{\tt <}'.
|
|
%.lp
|
|
\item[\tb{\#vanquished}]
|
|
List vanquished monsters.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#version}]
|
|
Print compile time options for this version of {\it NetHack\/}.
|
|
Autocompletes. Default key is `{\tt M-v}'.
|
|
%.lp
|
|
\item[\tb{\#versionshort}]
|
|
Show version string. Default key is `{\tt v}'.
|
|
%.lp
|
|
\item[\tb{\#vision}]
|
|
Show vision array.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#wait}]
|
|
Rest one move while doing nothing.
|
|
Default key is `{\tt .}', and also `{\tt{ }}' if
|
|
{\it rest\verb+_+on\verb+_+space\/} is on.
|
|
%.lp
|
|
\item[\tb{\#wear}]
|
|
Wear a piece of armor. Default key is `{\tt W}'.
|
|
%.lp
|
|
\item[\tb{\#whatdoes}]
|
|
Tell what a key does. Default key is `{\tt \&}'.
|
|
%.lp
|
|
\item[\tb{\#whatis}]
|
|
Show what type of thing a symbol corresponds to. Default key is `{\tt /}'.
|
|
%.lp
|
|
\item[\tb{\#wield}]
|
|
Wield a weapon. Default key is `{\tt w}'.
|
|
%.lp
|
|
\item[\tb{\#wipe}]
|
|
Wipe off your face. Autocompletes. Default key is `{\tt M-w}'.
|
|
%.lp
|
|
\item[\tb{\#wizbury}]
|
|
Bury objects under and around you.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#wizdetect}]
|
|
Search for hidden things (secret doors or traps or unseen monsters)
|
|
within a modest radius.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
Default key is `{\tt \^{}E}'.
|
|
%.lp
|
|
\item[\tb{\#wizgenesis}]
|
|
Create a monster.
|
|
May be prefixed by a count to create more than one.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
Default key is `{\tt \^{}G}'.
|
|
%.lp
|
|
\item[\tb{\#wizidentify}]
|
|
Identify all items in inventory.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
Default key is `{\tt \^{}I}'.
|
|
%.lp
|
|
\item[\tb{\#wizintrinsic}]
|
|
Set one or more intrinsic attributes.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#wizlevelport}]
|
|
Teleport to another level.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
Default key is `{\tt \^{}V}'.
|
|
%.lp
|
|
\item[\tb{\#wizmap}]
|
|
Map the level.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
Default key is `{\tt \^{}F}'.
|
|
%.lp
|
|
\item[\tb{\#wizrumorcheck}]
|
|
Verify rumor boundaries.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#wizsmell}]
|
|
Smell monster.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#wizwhere}]
|
|
Show locations of special levels.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#wizwish}]
|
|
Wish for something.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
Default key is `{\tt \^{}W}'.
|
|
%.lp
|
|
\item[\tb{\#wmode}]
|
|
Show wall modes.
|
|
Autocompletes.
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\tb{\#zap}]
|
|
Zap a wand. Default key is `{\tt z}'.
|
|
%.lp
|
|
\item[\tb{\#?}]
|
|
Help menu: get the list of available extended commands.
|
|
\elist
|
|
|
|
%.pg
|
|
\nd If your keyboard has a meta key (which, when pressed in combination
|
|
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 {\it NT, OS/2, PC\/ {\rm and} ST NetHack},
|
|
the `Alt' key can be used in this fashion;
|
|
on the {\it Amiga}, set the {\it altmeta\/} option to get this behavior.
|
|
On other systems, if typing `Alt' plus another key transmits a
|
|
two character sequence consisting of an {\tt Escape}
|
|
followed by the other key, you may set the {\it altmeta\/}
|
|
option to have {\it NetHack\/} combine them into meta\+key.
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{M-?}]
|
|
{\tt\#?} (not supported by all platforms)
|
|
%.lp
|
|
\item[\tb{M-2}]
|
|
{\tt\#twoweapon} (unless the {\it number\verb+_+pad\/} option is enabled)
|
|
%.lp
|
|
\item[\tb{M-a}]
|
|
{\tt\#adjust}
|
|
%.lp
|
|
\item[\tb{M-A}]
|
|
{\tt\#annotate}
|
|
%.lp
|
|
\item[\tb{M-c}]
|
|
{\tt\#chat}
|
|
%.lp
|
|
\item[\tb{M-C}]
|
|
{\tt\#conduct}
|
|
%.lp
|
|
\item[\tb{M-d}]
|
|
{\tt\#dip}
|
|
%.lp
|
|
\item[\tb{M-e}]
|
|
{\tt\#enhance}
|
|
%.lp
|
|
\item[\tb{M-f}]
|
|
{\tt\#force}
|
|
%.lp
|
|
\item[\tb{M-i}]
|
|
{\tt\#invoke}
|
|
%.lp
|
|
\item[\tb{M-j}]
|
|
{\tt\#jump}
|
|
%.lp
|
|
\item[\tb{M-l}]
|
|
{\tt\#loot}
|
|
%.lp
|
|
\item[\tb{M-m}]
|
|
{\tt\#monster}
|
|
%.lp
|
|
\item[\tb{M-n}]
|
|
{\tt\#name}
|
|
%.lp
|
|
\item[\tb{M-o}]
|
|
{\tt\#offer}
|
|
%.lp
|
|
\item[\tb{M-O}]
|
|
{\tt\#overview}
|
|
%.lp
|
|
\item[\tb{M-p}]
|
|
{\tt\#pray}
|
|
%.Ip
|
|
\item[\tb{M-q}]
|
|
{\tt\#quit}
|
|
%.lp
|
|
\item[\tb{M-r}]
|
|
{\tt\#rub}
|
|
%.lp
|
|
\item[\tb{M-R}]
|
|
{\tt\#ride}
|
|
%.lp
|
|
\item[\tb{M-s}]
|
|
{\tt\#sit}
|
|
%.lp
|
|
\item[\tb{M-t}]
|
|
{\tt\#turn}
|
|
%.lp
|
|
\item[\tb{M-T}]
|
|
{\tt\#tip}
|
|
%.lp
|
|
\item[\tb{M-u}]
|
|
{\tt\#untrap}
|
|
%.lp
|
|
\item[\tb{M-v}]
|
|
{\tt\#version}
|
|
%.lp
|
|
\item[\tb{M-w}]
|
|
{\tt\#wipe}
|
|
\elist
|
|
|
|
%.pg
|
|
\nd If the {\it number\verb+_+pad\/} option is on, some additional letter commands
|
|
are available:
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{h}]
|
|
{\tt\#help}
|
|
%.lp
|
|
\item[\tb{j}]
|
|
{\tt\#jump}
|
|
%.lp
|
|
\item[\tb{k}]
|
|
{\tt\#kick}
|
|
%.lp
|
|
\item[\tb{l}]
|
|
{\tt\#loot}
|
|
%.lp
|
|
\item[\tb{N}]
|
|
{\tt\#name}
|
|
%.lp
|
|
\item[\tb{u}]
|
|
{\tt\#untrap}
|
|
\elist
|
|
|
|
%.hn 1
|
|
\section{Rooms and corridors}
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
Secret corridors are hidden and appear to be solid rock.
|
|
You can find them with the `{\tt s}' (search) command when adjacent
|
|
to them.
|
|
Multiple search attempts may be needed.
|
|
When searching is successful, secret corridors become ordinary open
|
|
corridor locations.
|
|
Mapping magic reveals secret corridors, so converts them into ordinary
|
|
corridors and shows them as such.
|
|
|
|
%.hn 2
|
|
\subsection*{Doorways}
|
|
|
|
%.pg
|
|
Doorways connect rooms and corridors.
|
|
Some doorways have no 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 `{\tt o}' (open)
|
|
command; to close it again, use the `{\tt c}' (close) command.
|
|
By default the
|
|
{\it autoopen}
|
|
option is enabled, so simply attempting to walk onto a closed door's
|
|
location will attempt to open it without needing `{\tt o}'.
|
|
Opening via
|
|
{\it autoopen}
|
|
will not work if you are {\it confused\/} or {\it stunned\/} or suffer from
|
|
the {\it fumbling\/} attribute.
|
|
|
|
%.pg
|
|
Open doors cannot be entered diagonally; you must approach them
|
|
straight on, horizontally or vertically.
|
|
Doorways without doors are
|
|
not restricted in this fashion except on one particular level
|
|
%.\" the rogue level
|
|
(described by ``{\tt \#overview}'' as ``a primitive area'').
|
|
|
|
%.pg
|
|
Unlocking magic exists but usually won't be available early on.
|
|
You can get through a locked door without magic by first using an
|
|
unlocking tool with the `{\tt a}' (apply) command, and then opening it.
|
|
By default the
|
|
{\it autounlock}
|
|
option is also enabled, so if you attempt to open (via `{\tt o}' or
|
|
{\it autoopen})
|
|
a locked door while carrying an unlocking tool, you'll be asked whether
|
|
to use it on the door's lock.
|
|
Alternatively, you can break a closed door (whether locked or not) down
|
|
by kicking it via the ``{\tt \^{}D}'' (kick) command.
|
|
Kicking down a door destroys it and makes a lot of noise which might
|
|
wake sleeping monsters.
|
|
|
|
%.pg
|
|
Some closed doors are booby-trapped and will explode if an attempt is made
|
|
to open (when unlocked) or unlock (when locked) or kick down.
|
|
Like kicking, an explosion destroys the door and makes a lot of noise.
|
|
The ``{\tt \#untrap}'' command can be used to search a door for traps but
|
|
might take multiple attempts to find one.
|
|
When one is found, you'll be asked whether to try to disarm it.
|
|
If you accede, success will eliminate the trap but
|
|
failure will set off the trap's explosion.
|
|
(If you decline, you effectively forget that a trap was found there.)
|
|
|
|
%.pg
|
|
Closed doors can be useful for shutting out monsters.
|
|
Most monsters cannot open closed doors, although a few don't need to
|
|
(for example, ghosts can walk through doors and fog clouds can flow
|
|
under them).
|
|
Some monsters who can open doors can also use unlocking tools.
|
|
And some (giants) can smash doors.
|
|
|
|
%.pg
|
|
Secret doors are hidden and appear to be ordinary wall (from inside a
|
|
room) or solid rock (from outside).
|
|
You can find them with the `{\tt s}' (search) command but it might
|
|
take multiple tries.
|
|
Once found they are in all ways equivalent to normal doors.
|
|
Mapping magic does not reveal secret doors.
|
|
|
|
%.hn 2
|
|
\subsection*{Traps (`{\tt \^{}}')}
|
|
|
|
%.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
|
|
turns trying to climb out. Traps don't appear on your map until you
|
|
see one triggered by moving onto it, see something fall into it, or you
|
|
discover it with the `{\tt s}' (search) command. Monsters can fall prey to
|
|
traps, too, which can be a very useful defensive strategy.
|
|
|
|
%.pg
|
|
There is a special pre-mapped branch of the dungeon based on the
|
|
classic computer game ``{\tt 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 traditional rules of
|
|
Sokoban. Some allowances are permitted in case the player gets stuck;
|
|
however, they will lower your luck.
|
|
|
|
%.hn 2
|
|
\subsection*{Stairs and ladders (`{\tt <}', `{\tt >}')}
|
|
|
|
%.pg
|
|
In general, each level in the dungeon will have a staircase going up
|
|
(`{\tt <}') to the previous level and another going down (`{\tt >}')
|
|
to the next
|
|
level. There are some exceptions though. For instance, fairly early
|
|
in the dungeon you will find a level with two down staircases, one
|
|
continuing into the dungeon and the other 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 dungeon.
|
|
|
|
%.pg
|
|
When you traverse a set of stairs, or trigger a trap which sends you
|
|
to another level, the level you're leaving will be deactivated 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 levels, from a template for
|
|
some ``special'' levels, or loaded from the remains of an earlier game
|
|
for a ``bones'' level as briefly described below). Monsters are only
|
|
active on the current level; those on other levels are essentially
|
|
placed into stasis.
|
|
|
|
%.pg
|
|
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 occasionally 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.
|
|
|
|
%.pg
|
|
Ladders serve the same purpose as staircases, and the two types of
|
|
inter-level connections are nearly indistinguishable during game play.
|
|
|
|
%.hn 2
|
|
\subsection*{Shops and shopping}
|
|
|
|
%.pg
|
|
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 `{\tt p}' command. You can inquire about the price
|
|
of an item prior to picking it up by using the ``{\tt \#chat}'' command
|
|
while standing on it. Using an item 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.
|
|
|
|
%.pg
|
|
You can sell items to a shopkeeper by dropping them to the floor while
|
|
inside a shop. You will either be offered an amount of gold and asked
|
|
whether you're willing to sell, or you'll be told that the shopkeeper
|
|
isn't interested (generally, your item needs to be compatible with the
|
|
type of merchandise carried by the shop).
|
|
|
|
%.pg
|
|
If you drop something in a shop by accident, the shopkeeper will usually
|
|
claim ownership without offering any compensation. You'll have to buy
|
|
it back if you want to reclaim it.
|
|
|
|
%.pg
|
|
Shopkeepers sometimes run out of money. When that happens, you'll be
|
|
offered credit instead of gold when you try to sell something. Credit
|
|
can be used to pay for purchases, but it is only good in the shop where
|
|
it was obtained; other shopkeepers won't honor it. (If you happen to
|
|
find a ``credit card'' in the dungeon, don't bother trying to use it in
|
|
shops; shopkeepers will not accept it.)
|
|
|
|
%.pg
|
|
The {\tt \$} command, which reports the amount of gold you are carrying
|
|
(in inventory, not inside bags or boxes), will also show current shop
|
|
debt or credit, if any. The {\tt Iu} command lists unpaid items
|
|
(those which still belong to the shop) if you are carrying any.
|
|
The {\tt Ix} command shows an inventory-like display of any unpaid
|
|
items which have been used up, along with other shop fees, if any.
|
|
|
|
%.hn 3
|
|
\subsubsection*{Shop idiosyncrasies}
|
|
|
|
%.pg
|
|
Several aspects of shop behavior might be unexpected.
|
|
|
|
\begin{itemize}
|
|
% note: a bullet is the default item label so we could omit [$\bullet$] here
|
|
%.lp \(bu 2
|
|
\item[$\bullet$]
|
|
The price of a given item can vary due to a variety of factors.
|
|
%.lp \(bu 2
|
|
\item[$\bullet$]
|
|
A shopkeeper treats the spot immediately inside the door as if it were
|
|
outside the shop.
|
|
%.lp \(bu 2
|
|
\item[$\bullet$]
|
|
While the shopkeeper watches you like a hawk, he will generally ignore
|
|
any other customers.
|
|
%.lp \(bu 2
|
|
\item[$\bullet$]
|
|
If a shop is ``closed for inventory,'' it will not open of its own accord.
|
|
%.lp \(bu 2
|
|
\item[$\bullet$]
|
|
Shops do not get restocked with new items, regardless of inventory depletion.
|
|
\end{itemize}
|
|
|
|
%.hn 2
|
|
\subsubsection*{Movement feedback}
|
|
|
|
%.pg
|
|
Moving around the map usually provides no feedback--other than drawing the
|
|
hero at the new location--unless you step on an object or pile of objects,
|
|
or on a trap, or attempt to move onto a spot where a monster is located.
|
|
There are several options which can be used to augment the normal feedback.
|
|
|
|
%.pg
|
|
The
|
|
{\it pile\verb+_+limit\/}
|
|
option controls how many objects can be in a pile--sharing the same map
|
|
location--for the game to state ``there are objects here''
|
|
instead of listing them.
|
|
The default is {\tt 5}.
|
|
Setting it to {\tt 1} would always give that message instead of listing
|
|
any objects.
|
|
Setting it to {\tt 0} is a special case which will always list all
|
|
objects no matter how big a pile is.
|
|
Note that the number refers to the count of separate stacks of objects
|
|
present rather than the sum of the quantities of those stacks (so
|
|
{\tt 7 arrows} or {\tt 25 gold pieces} will each count as 1 rather
|
|
than as 7 and 25, respectively, and total to 2 when both are at the
|
|
same location).
|
|
|
|
%.pg
|
|
The {\tt nopickup} command prefix (default `{\tt m}') can be
|
|
used before a movement direction to step on objects without attempting
|
|
auto-pickup and without giving feedback about them.
|
|
|
|
%.pg
|
|
The
|
|
{\it mention\verb+_+walls\/}
|
|
option controls whether you get feedback if you try to walk into a wall
|
|
or solid stone or off the edge of the map.
|
|
Normally nothing happens (unless the hero is blind and no wall is shown,
|
|
then the wall that is being bumped into will be drawn on the map).
|
|
This option also gives feedback when rushing or running stops for
|
|
some non-obvious reason.
|
|
|
|
%.pg
|
|
The
|
|
{\it mention\verb+_+decor\/}
|
|
option controls whether you get feedback when walking on ``furniture.''
|
|
Normally stepping onto stairs or a fountain or an altar or various other
|
|
things doesn't elicit anything unless it is covered by one or more objects
|
|
so is obscured on the map.
|
|
Setting this option to true will describe such things even when they
|
|
aren't obscured.
|
|
Doorless doorways and open doors aren't considered worthy of mention;
|
|
closed doors (if you can move onto their spots) and broken doors are.
|
|
Assuming that you're able to do so, moving onto water or lava or ice
|
|
will give feedback if not yet on that type of terrain but not repeat it
|
|
(unless there has been some intervening message) when moving from water
|
|
to another water spot, or lava to lava, or ice to ice.
|
|
Moving off of any of those back onto ``normal'' terrain will give one
|
|
message too, unless there is feedback about one or more objects, in which
|
|
case the back on land circumstance is implied.
|
|
|
|
%.pg
|
|
The
|
|
{\it confirm\/}
|
|
and
|
|
{\it safe\verb+_+pet\/}
|
|
options control what happens when you try to move onto a peaceful monster's
|
|
spot or a tame one's spot.
|
|
|
|
%.\" getting away from "Movement feedback" here; oh well...
|
|
%.pg
|
|
The {\tt nopickup} command prefix (default `{\tt m}' is
|
|
also the move-without-attacking prefix and can be used to try to step
|
|
onto a visible monster's spot without the move being considered an attack
|
|
(see the {\it Fighting\/} subsection of {\it Monsters\/} below).
|
|
The `{\tt fight}' command prefix (default `{\tt F}';
|
|
also `{\tt -}' if
|
|
{\it number\verb+_+pad\/}
|
|
is on) can be used to force an attack, when guessing where an unseen
|
|
monster is or when deliberately attacking a peaceful or tame creature.
|
|
|
|
%.pg
|
|
The
|
|
{\it run\verb+_+mode}
|
|
option controls how frequently the map gets redrawn when moving more
|
|
than one step in a single command (so when rushing, running, or traveling).
|
|
|
|
%.hn 1
|
|
\section{Monsters}
|
|
|
|
%.pg
|
|
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).
|
|
|
|
%.pg
|
|
The commands `{\tt /}' and `{\tt ;}' may be used to obtain information
|
|
about those
|
|
monsters who are displayed on the screen. The command ``{\tt \#name}''
|
|
(by default bound to `{\tt 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.
|
|
|
|
%.pg
|
|
The extended command ``{\tt \#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 monsters such as a
|
|
shopkeeper or the Oracle of Delphi can produce useful results.
|
|
|
|
%.hn 2
|
|
\subsection*{Fighting}
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
In most circumstances, if you attempt to attack a peaceful monster by
|
|
moving into its location, you'll be asked to confirm your intent. By
|
|
default an answer of `{\tt y}' acknowledges that intent,
|
|
which can be error prone if you're using `{\tt y}' to move. You can set the
|
|
{\it paranoid\verb+_+confirmation\/}
|
|
option to require a response of ``{\tt yes}'' instead.
|
|
%.pg
|
|
|
|
If you can't see a monster (if it is invisible, or if you are blinded),
|
|
the symbol `I' will be shown when you learn of its presence.
|
|
If you attempt to walk into it, you will try to fight it just like
|
|
a monster that you can see; of course,
|
|
if the monster has moved, you will attack empty air. If you guess
|
|
that the monster has moved and you don't wish to fight, you can use the `m'
|
|
command to move without fighting; likewise, if you don't remember a monster
|
|
but want to try fighting anyway, you can use the `F' command.
|
|
|
|
%.hn 2
|
|
\subsection*{Your pet}
|
|
|
|
%.pg
|
|
You start the game with a little dog (`{\tt d}'), kitten (`{\tt f}'),
|
|
or pony (`{\tt u}'), which follows
|
|
you about the dungeon and fights monsters with you.
|
|
Like you, your pet needs food to survive.
|
|
Dogs and cats usually feed themselves on fresh carrion and other meats;
|
|
horses need vegetarian food which is harder to come by.
|
|
If you're worried about your pet or want to train it, you
|
|
can feed it, too, by throwing it food.
|
|
A properly trained pet can be very useful under certain circumstances.
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
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 of traps which alter
|
|
your location (for instance, a trap door which drops you to a lower
|
|
dungeon level), any adjacent pet will accompany you and any non-adjacent
|
|
pet will be left behind. Your pet may trigger such traps itself; you
|
|
will not be carried along with it even if adjacent at the time.
|
|
|
|
%.hn 2
|
|
\subsection*{Steeds}
|
|
|
|
%.pg
|
|
Some types of creatures in the dungeon can actually be ridden if you
|
|
have the right equipment and skill. Convincing a wild beast to let
|
|
you saddle it up is difficult to say the least. Many a dungeoneer
|
|
has had to resort to magic and wizardry in order to forge the alliance.
|
|
Once you do have the beast under your control however, you can
|
|
easily climb in and out of the saddle with the ``{\tt \#ride}'' command. Lead
|
|
the beast around the dungeon when riding, in the same manner as
|
|
you would move yourself. It is the beast that you will see displayed
|
|
on the map.
|
|
|
|
%.pg
|
|
Riding skill is managed by the ``{\tt \#enhance}'' command. See the section
|
|
on Weapon proficiency for more information about that.
|
|
|
|
%.pg
|
|
Use the `{\tt a}' (apply) command and pick a saddle in your inventory to
|
|
attempt to put that saddle on an adjacent creature. If successful,
|
|
it will be transferred to that creature's inventory.
|
|
|
|
%.pg
|
|
Use the ``{\tt \#loot}'' command while adjacent to a saddled creature to
|
|
try to remove the saddle from that creature. If successful, it will
|
|
be transferred to your inventory.
|
|
|
|
%.hn 2
|
|
\subsection*{Bones levels}
|
|
|
|
%.pg
|
|
You may encounter the shades and corpses of other adventurers (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. 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}
|
|
|
|
%.pg
|
|
When you find something in the dungeon, it is common to want to pick
|
|
it up. In {\it NetHack}, this is accomplished automatically by walking over
|
|
the object (unless you turn off the {\it autopickup\/}
|
|
option (see below), or move with the `{\tt m}' prefix (see above)), or
|
|
manually by using the `{\tt ,}' command.
|
|
%.pg
|
|
If you're carrying too many items, {\it 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.
|
|
%.pg
|
|
As you add items to your inventory, you also add the weight of that object
|
|
to your load. The amount that you can carry depends 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 encumber you. Your reactions
|
|
will get slower and you'll burn calories faster, requiring food more frequently
|
|
to cope with it. Eventually, you'll be so overloaded that you'll either have
|
|
to discard some of what you're carrying or collapse under its weight.
|
|
%.pg
|
|
{\it NetHack\/} will tell you how badly you have loaded yourself.
|
|
If you are encumbered, one of the conditions
|
|
``{\it Burdened\/}'', ``{\it Stressed\/}'', ``{\it Strained\/}'',
|
|
``{\it Overtaxed\/}'' or ``{\it Overloaded\/}'' will be
|
|
shown on the bottom line status display.
|
|
|
|
%.pg
|
|
When you pick up an object, it is assigned an inventory letter. Many
|
|
commands that operate on objects must ask you to find out which object
|
|
you want to use. When {\it NetHack\/} asks you to choose a particular object
|
|
you are carrying, you are usually presented with a list of inventory
|
|
letters to choose from (see Commands, above).
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
When you use one of these objects, if its effect is obvious, {\it 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 ``{\tt \#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 ``{\tt \#name}'' on an object which has already been named,
|
|
specifying a space as the value will remove the prior name instead
|
|
of assigning a new one.
|
|
|
|
%.hn 2
|
|
\subsection*{Curses and Blessings}
|
|
|
|
%.pg
|
|
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 enchantments that make them
|
|
less effective in combat. Other cursed objects may act poorly or
|
|
detrimentally in other ways.
|
|
|
|
%.pg
|
|
Objects can also be blessed. Blessed items usually work better or
|
|
more beneficially than normal uncursed items. For example, a blessed
|
|
weapon will do more damage against demons.
|
|
|
|
%.pg
|
|
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'' situation; make of that what you will.
|
|
|
|
%.pg
|
|
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 roles.
|
|
|
|
%.pg
|
|
An item with unknown status will be reported in your inventory with no prefix.
|
|
An item which you know the state of will be 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
|
|
enough other information is displayed.
|
|
The
|
|
{\it implicit\verb+_+uncursed\/}
|
|
option can be used to control this; toggle it off to have ``uncursed''
|
|
be displayed even when that can be deduced from other attributes.
|
|
|
|
%.hn 2
|
|
\subsection*{Weapons (`{\tt )}')}
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
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 crossbow bolts. Slings hurl rocks and (other) stones
|
|
(like gems).
|
|
|
|
%.pg
|
|
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 identified somehow.
|
|
Most weapons are subject to some type of damage like rust. Such
|
|
``erosion'' damage can be repaired.
|
|
|
|
%.pg
|
|
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 (enchantment and/or erosion), experience
|
|
level, strength, dexterity, 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.
|
|
|
|
%.pg
|
|
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 `{\tt 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 simultaneously as primary and secondary; use the
|
|
`{\tt X}' command to engage 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 to hit your target compared to using just one
|
|
weapon at a time.
|
|
|
|
%.pg
|
|
There might be times when you'd rather not wield any weapon at all.
|
|
To accomplish that, wield `{\tt -}', or else use the `{\tt A}' command which
|
|
allows you to unwield the current weapon in addition to taking off
|
|
other worn items.
|
|
|
|
%.pg
|
|
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 damage to monsters in
|
|
{\it NetHack}. Some of the more obscure weapons (such as the %
|
|
{\it aklys}, {\it lucern hammer}, and {\it bec-de-corbin\/}) are defined
|
|
in an appendix to {\it Unearthed Arcana}, an AD\&D supplement.
|
|
|
|
%.pg
|
|
The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw),
|
|
`{\tt f}' (fire, an alternate way of throwing), `{\tt Q}' (quiver),
|
|
`{\tt x}' (exchange), `{\tt X}' (twoweapon), and ``{\tt \#enhance}''
|
|
(see below).
|
|
|
|
%.hn 3
|
|
\subsection*{Throwing and shooting}
|
|
|
|
%.pg
|
|
You can throw just about anything via the `{\tt t}' command. It will prompt
|
|
for the item to throw; picking `{\tt ?}' will list things in your inventory
|
|
which are considered likely to be thrown, or picking `{\tt *}' 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 depends mainly on the type of object
|
|
and your strength. Arrows can 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.
|
|
|
|
%.pg
|
|
You can simplify the throwing operation by using the `{\tt Q}' command to
|
|
select your preferred ``missile'', then using the `{\tt 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 `{\tt f}'. There is
|
|
also an option,
|
|
{\it autoquiver},
|
|
which has {\it NetHack\/} choose another item to automatically fill your
|
|
quiver (or quiver sack, or have at the ready) when the inventory slot used
|
|
for `{\tt Q}' runs out.
|
|
|
|
%.pg
|
|
Some characters have the ability to fire a volley of multiple 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 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 `{\tt t}' or `{\tt f}' command.
|
|
For example, ``{\tt 2f}'' (or ``{\tt n2f}'' if using
|
|
{\it number\verb+_+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 (``{\tt 4f}'' in this example),
|
|
you'll just end up shooting the same number (3, here) as if no limit
|
|
had been specified. Once the volley is in motion, all of the items
|
|
will travel in the same direction; if the first ones kill a monster,
|
|
the others can still continue beyond that spot.
|
|
|
|
%.hn 3
|
|
\subsection*{Weapon proficiency}
|
|
|
|
%.pg
|
|
You will have varying degrees of skill in the weapons available.
|
|
Weapon proficiency, or weapon skills, affect how well you can use
|
|
particular types of weapons, and you'll be able to improve your skills
|
|
as you progress through a game, depending on your role, your experience
|
|
level, and use of the weapons.
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
The ``{\tt \#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'' (sometimes also referred to as ``restricted'',
|
|
because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
|
|
and ``expert''. Restricted skills simply will not appear in the list
|
|
shown by ``{\tt \#enhance}''.
|
|
(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 martial arts skill
|
|
beyond expert to ``master'' or ``grand master''.
|
|
|
|
%.pg
|
|
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 ``{\tt \#enhance}'' to increase one or more skills.
|
|
Such skills
|
|
are not increased automatically because there is a limit to your total
|
|
overall skills, so you need to actively choose which skills to enhance
|
|
and which to ignore.
|
|
|
|
%.hn 3
|
|
\subsection*{Two-Weapon combat}
|
|
|
|
%.pg
|
|
Some characters can use two weapons at once. Setting things up to
|
|
do so can seem cumbersome but becomes second nature with use.
|
|
To wield two weapons, you need to use the ``{\tt \#twoweapon}'' command.
|
|
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 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.)
|
|
|
|
%.pg
|
|
If your primary weapon is wielded but your off hand is empty or has
|
|
the wrong weapon, use the sequence `{\tt x}', `{\tt w}', `{\tt 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 `{\tt w}' to wield the primary.
|
|
Lastly, if neither hand holds the correct weapon,
|
|
use `{\tt w}', `{\tt x}', `{\tt w}'
|
|
to first wield the intended secondary, swap it to off hand, and then
|
|
wield the primary.
|
|
|
|
%.pg
|
|
The whole process can be simplified via use of the
|
|
{\it pushweapon\/}
|
|
option. When it is enabled, then using `{\tt w}' to wield something
|
|
causes the currently wielded weapon to become your alternate weapon.
|
|
So the sequence `{\tt w}', `{\tt 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 position.
|
|
|
|
%.pg
|
|
When in two-weapon combat mode, using the `{\tt X}' command
|
|
toggles back to single-weapon mode.
|
|
Throwing or dropping either of the
|
|
weapons or having one of them be stolen or destroyed will also make you
|
|
revert to single-weapon combat.
|
|
|
|
%.hn 2
|
|
\subsection*{Armor (`{\tt [}')}
|
|
|
|
%.pg
|
|
Lots of unfriendly things lurk about; you need armor to protect
|
|
yourself from their blows. Some types of armor offer better
|
|
protection than others. Your armor class is a measure of this
|
|
protection. Armor class (AC) is measured as in AD\&D, with 10 being
|
|
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
|
|
{\it NetHack}.
|
|
|
|
Here is a list of the armor class values provided by suits of armor:
|
|
|
|
\begin{center}
|
|
\begin{tabular}{lllll}
|
|
dragon scale mail & 1 & \makebox[20mm]{} & plate mail & 3\\
|
|
crystal plate mail & 3 & & bronze plate mail & 4\\
|
|
splint mail & 4 & & banded mail & 4\\
|
|
dwarvish mithril-coat & 4 & & elven mithril-coat & 5\\
|
|
chain mail & 5 & & orcish chain mail & 6\\
|
|
scale mail & 6 & & dragon scales & 7\\
|
|
studded leather armor & 7 & & ring mail & 7\\
|
|
orcish ring mail & 8 & & leather armor & 8\\
|
|
leather jacket & 9 & & no armor & 10\\
|
|
\end{tabular}
|
|
\end{center}
|
|
|
|
%.pg
|
|
\nd You can also wear other pieces of armor (cloak over suit, shirt under
|
|
suit, helmet, gloves, boots, shield) to lower your armor class even
|
|
further.
|
|
You can wear at most one item of each category (one suit of armor, one
|
|
cloak, one helmet, one shield, and so on) at a time.
|
|
Most of these provide a one or two point improvement to AC but can be
|
|
enchanted.
|
|
Shirts are an exception; they don't provide any protection unless enchanted.
|
|
Some cloaks also don't improve AC when unenchanted but all cloaks offer
|
|
some protection against rust or corrosion to suits worn under them and
|
|
against some monster {\it touch\/} attacks.
|
|
|
|
%.pg
|
|
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 negative enchantments (minuses) in
|
|
addition to being unremovable.
|
|
|
|
%.pg
|
|
Many types of armor are subject to some kind of damage like rust. Such
|
|
damage can be repaired. Some types of armor may inhibit spell casting.
|
|
|
|
%.pg
|
|
The {\it nudist\/}
|
|
option can be set (prior to game start) to attempt to play the entire
|
|
game without wearing any armor (a self-imposed challange which is
|
|
extremely difficult to accomplish).
|
|
|
|
%.pg
|
|
The commands to use armor are `{\tt W}' (wear) and `{\tt T}' (take off).
|
|
The `{\tt A}' command can be used to take off armor as well as other
|
|
worn items.
|
|
Also, `{\tt P}' (put on) and `{\tt R}' (remove) which are normally for
|
|
accessories can be used for armor, but pieces of armor won't be shown
|
|
as likely candidates in a prompt for choosing what to put on or remove.
|
|
|
|
%.hn 2
|
|
\subsection*{Food (`{\tt \%}')}
|
|
|
|
%.pg
|
|
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 usually stay fresh, but ice boxes are heavy, and tins
|
|
take a while to open.
|
|
|
|
%.pg
|
|
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 is ``you are
|
|
what you eat.''
|
|
|
|
%.pg
|
|
Some character roles and some monsters are vegetarian. Vegetarian monsters
|
|
will typically never eat animal corpses, while vegetarian players can,
|
|
but with some rather unpleasant side-effects.
|
|
|
|
%.pg
|
|
You can name one food item after something you like to eat with the
|
|
{\it fruit\/} option.
|
|
|
|
%.pg
|
|
The command to eat food is `{\tt e}'.
|
|
|
|
%.hn 2
|
|
\subsection*{Scrolls (`{\tt ?}')}
|
|
|
|
%.pg
|
|
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 them (except for blank ones, without
|
|
magic spells on them).
|
|
|
|
%.pg
|
|
One of the most useful of these is the %
|
|
{\it 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 objects of subtle
|
|
enchantment are difficult to identify without these.
|
|
|
|
%.pg
|
|
A mail daemon may run up and deliver mail to you as a %
|
|
{\it scroll of mail} (on versions compiled with this feature).
|
|
To use this feature on versions where {\it NetHack\/}
|
|
mail delivery is triggered by electronic mail appearing in your system mailbox,
|
|
you must let {\it NetHack\/} know where to look for new mail by setting the
|
|
``MAIL'' environment variable to the file name of your mailbox.
|
|
You may also want to set the ``MAILREADER'' environment variable to the
|
|
file name of your favorite reader, so {\it NetHack\/} can shell to it when you
|
|
read the scroll.
|
|
On versions of {\it 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
|
|
{\it mail\/} option.
|
|
|
|
%.pg
|
|
The command to read a scroll is `{\tt r}'.
|
|
|
|
%.hn 2
|
|
\subsection*{Potions (`{\tt !}')}
|
|
|
|
%.pg
|
|
Potions are distinguished by the color of the liquid inside the flask.
|
|
They disappear after you quaff them.
|
|
|
|
%.pg
|
|
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 (`{\tt t}') at them. It is also sometimes very useful to dip
|
|
(``{\tt \#dip}'') an object into a potion.
|
|
|
|
%.pg
|
|
The command to drink a potion is `{\tt q}' (quaff).
|
|
|
|
%.hn 2
|
|
\subsection*{Wands (`{\tt /}')}
|
|
|
|
%.pg
|
|
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 `{\tt .}' or `{\tt 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.
|
|
|
|
%.pg
|
|
When the number of charges left in a wand becomes zero, attempts 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 the
|
|
wand is recharged.
|
|
|
|
%.pg
|
|
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 certainly cause a catastrophic release of
|
|
magical energies.
|
|
|
|
%.pg
|
|
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 {\tt -1} is a special case indicating that the wand
|
|
has been cancelled.
|
|
|
|
%.pg
|
|
The command to use a wand is `{\tt z}' (zap). To break one, use the `{\tt a}'
|
|
(apply) command.
|
|
|
|
%.hn 2
|
|
\subsection*{Rings (`{\tt =}')}
|
|
|
|
%.pg
|
|
Rings are very useful items, since they are relatively permanent
|
|
magic, unlike the usually fleeting effects of potions, scrolls, and
|
|
wands.
|
|
|
|
%.pg
|
|
Putting on a ring activates its magic.
|
|
You can wear at most two rings at any time, one on the ring finger of
|
|
each hand.
|
|
|
|
%.pg
|
|
Most rings also cause you to grow hungry more rapidly, the rate
|
|
varying with the type of ring.
|
|
|
|
%.pg
|
|
When wearing gloves, rings are worn underneath.
|
|
If the gloves are cursed, rings cannot be put on and any already being
|
|
worn cannot be removed.
|
|
When worn gloves aren't cursed, you don't have to manually take them
|
|
off before putting on or removing a ring and then re-wear them after.
|
|
That's done implicitly to avoid unnecessary tedium.
|
|
|
|
%.pg
|
|
The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
|
|
`{\tt A|', `{\tt W}', and `{\tt T}' can also be used; see {\it Amulets\/}.
|
|
|
|
%.hn 2
|
|
\subsection*{Spellbooks (`{\tt +}')}
|
|
|
|
%.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.
|
|
Reading a cursed spellbook or one with mystic runes beyond
|
|
your ken can be harmful to your health!
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
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 additional food.
|
|
Casting of spells also requires practice. With practice, your
|
|
skill in each category of spell casting will improve. Over time, however,
|
|
your memory of each spell will dim, and you will need to relearn it.
|
|
|
|
%.pg
|
|
Some spells require a direction in which to cast them, similar to wands.
|
|
To cast one at yourself, just give a `{\tt .}' or `{\tt s}' for the direction.
|
|
A few spells require you to pick a target location rather than just specify
|
|
a particular direction.
|
|
Other spells don't require any direction or target.
|
|
|
|
%.pg
|
|
Just as weapons are divided into groups in which a character can become
|
|
proficient (to varying degrees), spells are similarly grouped.
|
|
Successfully casting a spell exercises its skill group; using the
|
|
``{\tt \#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
|
|
``Weapon proficiency''.)
|
|
|
|
%.pg
|
|
Casting a spell also requires flexible movement, and wearing various types
|
|
of armor may interfere with that.
|
|
|
|
%.pg
|
|
The command to read a spellbook is the same as for scrolls, `{\tt r}' (read).
|
|
The `{\tt +}' 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 `{\tt Z}' (cast) command casts a spell.
|
|
|
|
%.hn 2
|
|
\subsection*{Tools (`{\tt (}')}
|
|
|
|
%.pg
|
|
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 containers, which objects can
|
|
be placed into or taken out of.
|
|
|
|
%.pg
|
|
Some tools (such as a blindfold) can be {\it worn\/} and can be put on and
|
|
removed like other accessories (rings, amulets); see {\it Amulets\/}.
|
|
Other tools (such as pick-axe) can be wielded as weapons in addition to
|
|
being applied for their usual purpose, and in some cases (again, pick-axe)
|
|
become wielded as a weapon even when applied.
|
|
|
|
%.pg
|
|
The command to use a tool is `{\tt a}' (apply).
|
|
|
|
%.hn 3
|
|
\subsection*{Containers}
|
|
|
|
%.pg
|
|
You may encounter bags, boxes, and chests in your travels. A tool of
|
|
this sort can be opened with the ``{\tt \#loot}'' extended command when
|
|
you are standing on top of it (that is, on the same floor spot),
|
|
or with the `{\tt a}' (apply) command when you are carrying 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 `{\tt a}' (apply) command,
|
|
by kicking it with the `{\tt \^{}D}' command,
|
|
or by using a weapon to force the lock with the ``{\tt \#force}''
|
|
extended command.
|
|
|
|
%.pg
|
|
Some chests are trapped, causing nasty things to happen when you
|
|
unlock or open them. You can check for and try to deactivate traps
|
|
with the ``{\tt \#untrap}'' extended command.
|
|
|
|
%.hn 2
|
|
\subsection*{Amulets (`{\tt "}')}
|
|
|
|
%.pg
|
|
Amulets are very similar to rings, and often more powerful. Like
|
|
rings, amulets have various magical properties, some beneficial,
|
|
some harmful, which are activated by putting them on.
|
|
|
|
%.pg
|
|
Only one amulet may be worn at a time, around your neck.
|
|
|
|
%.pg
|
|
The commands to use amulets are the same as for rings, `{\tt P}' (put on)
|
|
and `{\tt R}' (remove).
|
|
`{\tt A}' can be used to remove various worn items including amulets.
|
|
Also, '{\tt W}' (wear) and `{\tt T}' (take off) which are normally for
|
|
armor can be used for amulets and other accessories (rings and eyewear),
|
|
but accessories won't be shown as likely candidates in a prompt for
|
|
choosing what to wear or take off.
|
|
|
|
%.hn 2
|
|
\subsection*{Gems (`{\tt *}')}
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
Other small rocks are also categorized as gems, but they are much less
|
|
valuable. All rocks, however, can be used as projectile weapons (if you
|
|
have a sling). In the most desperate of cases, you can still throw them
|
|
by hand.
|
|
|
|
%.hn 2
|
|
\subsection*{Large rocks (`{\tt `}')}
|
|
%.pg
|
|
Statues and boulders are not particularly useful, and are generally
|
|
heavy. It is rumored that some statues are not what they seem.
|
|
|
|
%.pg
|
|
Boulders occasionally block your path.
|
|
You can push one forward when nothing blocks {\it its\/} path, or you can
|
|
smash it into a pile of small rocks with breaking magic or a pick-exe.
|
|
Very large humanoids (giants and their ilk) have been known to pick up
|
|
boulders and use them as missile weapons.
|
|
|
|
%.pg
|
|
Unlike boulders, statues can't be pushed, but don't need to be because
|
|
they don't block movement.
|
|
%.\" 'rumor' above is about statue traps; this is a hint about statue contents
|
|
They can be smashed into rocks though.
|
|
|
|
%.pg
|
|
For some configurations of the program, statues are no longer shown
|
|
as `{\tt `}'
|
|
but by the letter representing the monster they depict instead.
|
|
|
|
%.hn 2
|
|
\subsection*{Gold (`{\tt \$}')}
|
|
|
|
%.pg
|
|
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).
|
|
|
|
%.pg
|
|
Gold pieces are the only type of object where bless/curse state does not
|
|
apply.
|
|
They're always uncursed but never described as uncursed even if you turn
|
|
off the ``{\it implicit\verb+_+uncursed\/}'' option.
|
|
You can set the ``{\it goldX\/}''
|
|
option if you prefer to have gold pieces be treated as bless/curse state
|
|
{\it unknown\/} rather than as known to be uncursed.
|
|
Only matters when you're using an object selection prompt that can filter
|
|
by ``{\tt BUCX}'' state.
|
|
|
|
%.hn 2
|
|
\subsection*{Persistence of Objects}
|
|
|
|
%.pg
|
|
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.
|
|
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 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 it is
|
|
the top one of a pile.
|
|
|
|
%.hn 1
|
|
\section{Conduct}
|
|
|
|
%.pg
|
|
As if winning {\it 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 {\tt \#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.
|
|
|
|
%.pg
|
|
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 benefits.
|
|
Calling upon your god for help with starvation does
|
|
not violate any food challenges either.
|
|
|
|
%.pg
|
|
A strict vegan diet is one which avoids any food derived from animals.
|
|
The primary source of nutrition is fruits and vegetables. 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 while polymorphed
|
|
into a creature that can digest it is also considered vegan food.
|
|
Note however that eating such items still counts against foodless conduct.
|
|
|
|
%.pg
|
|
Vegetarians do not eat animals;
|
|
however, they are less selective 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 and candy bars), and lumps of
|
|
royal jelly. Monks are expected to observe a vegetarian diet.
|
|
|
|
%.pg
|
|
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
|
|
polymorphed 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.
|
|
|
|
%.pg
|
|
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 eating 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 ``pork chops'', are also assumed to be vegan.
|
|
|
|
%.pg
|
|
An atheist is one who rejects religion. This means that you cannot
|
|
{\tt \#pray}, {\tt \#offer} sacrifices to any god,
|
|
{\tt \#turn} undead, or {\tt \#chat} with a priest.
|
|
Particularly selective readers may argue that playing Monk or Priest
|
|
characters should violate this 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 figure; a true atheist would hear the words but
|
|
attach no special meaning to them.
|
|
|
|
%.pg
|
|
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 of item;
|
|
or fight with your hands and feet.
|
|
|
|
%.pg
|
|
In {\it 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.
|
|
|
|
%.pg
|
|
An illiterate character cannot read or write. This includes 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). 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 prior to the start of the game and isn't
|
|
counted.
|
|
|
|
%.pg
|
|
There are several other challenges tracked by the game. It is possible
|
|
to eliminate one or more species of monsters by genocide; 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.
|
|
Polymorphing 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 immediately disappears). When the
|
|
game offers you an opportunity to make a wish for an item, you may
|
|
choose ``nothing'' if you want to decline.
|
|
|
|
%.hn 2
|
|
\subsection*{Achievements}
|
|
|
|
%.pg
|
|
End of game disclosure will also display various achievements
|
|
representing progress toward ultimate ascension, if any have been
|
|
attained.
|
|
They aren't directly related to {\it conduct\/} but are grouped with
|
|
it because they fall into the same category of ``bragging rights''
|
|
and to limit the number of questions during disclosure.
|
|
Listed roughly in order of difficulty and not necessarily in the order
|
|
in which you might accomplish them.
|
|
|
|
% [length stuff copied from paranoid_confirmation]
|
|
\newlength{\achwidth}
|
|
%.PS "Mines'\~End\~"
|
|
\settowidth{\achwidth}{\tt Mines'~End~}
|
|
\addtolength{\achwidth}{\labelsep}
|
|
\blist{\leftmargin \achwidth \topsep 1mm \itemsep 0mm}
|
|
%.PL Sokoban
|
|
\item[{\tt Sokoban}]
|
|
Explored to the top of Sokoban and found a special item there.
|
|
\item[{\tt Mines'~End}]
|
|
Explored to the bottom of the Gnomish Mines and found a special item there.
|
|
\item[{\tt Medusa}]
|
|
Defeated Medusa.
|
|
\item[{\tt Bell}]
|
|
Acquired the Bell of Opening.
|
|
\item[{\tt Gehennom}]
|
|
Entered Gehennom.
|
|
\item[{\tt Candle}]
|
|
Acquired the Candelabrum of Invocation.
|
|
\item[{\tt Book}]
|
|
Acquired the Book of the Dead.
|
|
\item[{\tt Invocation}]
|
|
Gained access to the bottommost level of Gehennom.
|
|
\item[{\tt Amulet}]
|
|
Acquired the fabled Amulet of Yendor.
|
|
\item[{\tt Endgame}]
|
|
Reached the Elemental Planes.
|
|
\item[{\tt Astral}]
|
|
Reached the Astral Plane level.
|
|
\item[{\tt Blind}]
|
|
Blind from birth.
|
|
\item[{\tt Nudist}]
|
|
Never wore any armor.
|
|
\item[{\tt Ascended}]
|
|
Delivered the Amulet to its final destination.
|
|
\elist
|
|
%.PE
|
|
%.ED
|
|
|
|
%.lp "Notes: "
|
|
\noindent
|
|
Notes:
|
|
|
|
%.pg
|
|
The ``special items'' hidden in {\it Mines'~End\/} and (\it Sokoban\/}
|
|
are not unique but are considered to be prizes or rewards
|
|
for exploring those levels since doing so is not necessary to complete
|
|
the game.
|
|
Finding other instances of the same objects doesn't record the
|
|
corresponding achievement.
|
|
|
|
%.pg
|
|
The {\it Medusa\/} achievement is recorded if she dies for any reason,
|
|
even if you are not directly responsible, and only if she dies.
|
|
|
|
%.pg
|
|
{\it Blind\/} and {\it Nudist\/} are also conducts, and they can only be
|
|
enabled by setting the correspondingly named option in NETHACKOPTIONS
|
|
or run-time configuration file prior to game start.
|
|
In the case of {\it Blind\/}, the option also enforces the conduct.
|
|
They aren't really significant accomplishments unless/until you make
|
|
substantial progress into the dungeon.
|
|
|
|
%.hn 1
|
|
\section{Options}
|
|
|
|
%.pg
|
|
Due to variations in personal tastes and conceptions of how {\it NetHack\/}
|
|
should do things, there are options you can set to change how {\it NetHack\/}
|
|
behaves.
|
|
|
|
%.hn 2
|
|
\subsection*{Setting the options}
|
|
|
|
%.pg
|
|
Options may be set in a number of ways. Within the game, the `{\tt 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 variable.
|
|
Some versions of {\it NetHack\/} also have front-end programs that allow
|
|
you to set options before starting the game or a global configuration
|
|
for system administrators.
|
|
|
|
%.hn 2
|
|
\subsection*{Using a configuration file}
|
|
|
|
%.pg
|
|
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.\\
|
|
|
|
%.lp ""
|
|
On Windows, it is \mbox{``.nethackrc''} in the folder
|
|
\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. 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.
|
|
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
|
|
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
|
|
\blist{}
|
|
\item[\bb{OPTIONS}]
|
|
There are two types of options, boolean and compound options.
|
|
Boolean options toggle a setting on or off, while compound options
|
|
take more diverse values.
|
|
Prefix a boolean option with `no' or `!' to turn it off.
|
|
For compound options, the option name and value are separated by a colon.
|
|
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.)
|
|
|
|
%.lp ""
|
|
Example:
|
|
%.sd
|
|
\begin{verbatim}
|
|
OPTIONS=dogname:Fido
|
|
OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
|
|
\end{verbatim}
|
|
%.ed
|
|
|
|
%.lp
|
|
\item[\bb{HACKDIR}]
|
|
Default location of files {\it NetHack\/} needs. On Windows HACKDIR
|
|
defaults to the location of the {\it NetHack.exe\/} or {\it NetHackw.exe\/} file
|
|
so setting HACKDIR to override that is not usually necessary or recommended.
|
|
%.lp
|
|
\item[\bb{LEVELDIR}]
|
|
The location that in-progress level files are stored. Defaults to HACKDIR,
|
|
must be writable.
|
|
%.lp
|
|
\item[\bb{SAVEDIR}]
|
|
The location where saved games are kept. Defaults to HACKDIR, must be
|
|
writable.
|
|
%.lp
|
|
\item[\bb{BONESDIR}]
|
|
The location that bones files are kept. Defaults to HACKDIR, must be
|
|
writable.
|
|
%.lp
|
|
\item[\bb{LOCKDIR}]
|
|
The location that file synchronization locks are stored. Defaults to
|
|
HACKDIR, must be writable.
|
|
%.lp
|
|
\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.
|
|
Autocompletion has no effect for the X11 windowport.
|
|
You can specify multiple autocompletions. To enable
|
|
autocompletion, list the extended command. Prefix the
|
|
command with ``{{\tt !}}'' to disable the autocompletion
|
|
for that command.
|
|
|
|
%.lp ""
|
|
Example:
|
|
%.sd
|
|
\begin{verbatim}
|
|
AUTOCOMPLETE=zap,!annotate
|
|
\end{verbatim}
|
|
%.ed
|
|
|
|
%.lp
|
|
\item[\bb{AUTOPICKUP\_EXCEPTION}]
|
|
Set exceptions to the {{\it pickup\_types\/}}
|
|
option. See the ``Configuring Autopickup Exceptions'' section.
|
|
%.lp
|
|
\item[\bb{BINDINGS}]
|
|
Change the key bindings of some special keys, menu accelerators, 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.
|
|
|
|
%.lp ""
|
|
Example:
|
|
%.sd
|
|
\begin{verbatim}
|
|
BIND=^X:getpos.autodescribe
|
|
\end{verbatim}
|
|
%.ed
|
|
|
|
%.lp
|
|
\item[\bb{CHOOSE}]
|
|
Chooses at random one of the comma-separated parameters as an active
|
|
section name. Lines in other sections are ignored.
|
|
|
|
%.lp ""
|
|
Example:
|
|
%.sd
|
|
\begin{verbatim}
|
|
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
|
|
\end{verbatim}
|
|
%.ed
|
|
|
|
%.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 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}
|
|
# replace small punctuation (tick marks) with digits
|
|
SYMBOLS=S_boulder:0,S_golem:7
|
|
\end{verbatim}
|
|
%.ed
|
|
|
|
%.lp
|
|
\item[\bb{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.
|
|
|
|
%.lp ""
|
|
Example:
|
|
%.sd
|
|
\begin{verbatim}
|
|
WIZKIT=~/wizkit.txt
|
|
\end{verbatim}
|
|
%.ed
|
|
\elist
|
|
|
|
%.lp ""
|
|
%.pg
|
|
Here is an example of configuration file contents:
|
|
%.sd
|
|
\begin{verbatim}
|
|
# Set your character's role, race, gender, and alignment.
|
|
OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
|
|
|
|
# Turn on autopickup, set automatically picked up object types
|
|
OPTIONS=autopickup,pickup_types:$"=/!?+
|
|
|
|
# Map customization
|
|
OPTIONS=color # Display things in color if possible
|
|
OPTIONS=lit_corridor # Show lit corridors differently
|
|
OPTIONS=hilite_pet,hilite_pile
|
|
# Replace small punctuation (tick marks) with digits
|
|
SYMBOLS=S_boulder:0,S_golem:7
|
|
|
|
# No startup splash screen. Windows GUI only.
|
|
OPTIONS=!splash_screen
|
|
\end{verbatim}
|
|
%.ed
|
|
%.BR 2
|
|
|
|
%.hn 2
|
|
\subsection*{Using the NETHACKOPTIONS environment variable}
|
|
|
|
%.pg
|
|
The NETHACKOPTIONS variable is a comma-separated list of initial
|
|
values for the various options. Some can only be turned on or off.
|
|
You turn one of these on by adding the name of the option to the list,
|
|
and turn it off by typing a `{\tt !}' or ``{\tt no}'' before the name.
|
|
Others take a
|
|
character string as a value. You can set string options by typing
|
|
the option name, a colon or equals sign, and then the value of the string.
|
|
The value is terminated by the next comma or the end of string.
|
|
|
|
%.pg
|
|
For example, to set up an environment variable so that
|
|
{\it color\/} is {\tt on},
|
|
{\it legacy\/} is {\tt off},
|
|
character {\it name\/} is set to ``{\tt Blue Meanie}'',
|
|
and named {\it fruit\/} is set to ``{\tt lime}'',
|
|
you would enter the command
|
|
%.SD i
|
|
\begin{verbatim}
|
|
setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
|
|
\end{verbatim}
|
|
%.ED
|
|
|
|
\nd in {\it csh}
|
|
(note the need to escape the `!' since it's special
|
|
to that shell), or the pair of commands
|
|
%.SD i
|
|
\begin{verbatim}
|
|
NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
|
|
export NETHACKOPTIONS
|
|
\end{verbatim}
|
|
%.ED
|
|
|
|
\nd in {\it sh}, {\it ksh}, or {\it bash}.
|
|
|
|
%.pg
|
|
The NETHACKOPTIONS value is effectively the same as a single OPTIONS
|
|
statement in a configuration file.
|
|
The ``OPTIONS='' prefix is implied and comma separated options are
|
|
processed from right to left.
|
|
Other types of configuration statements such as BIND or MSGTYPE are
|
|
not allowed.
|
|
|
|
%.pg
|
|
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 `{\tt @}'
|
|
(at-sign) to let NetHack know that the rest is intended as a file name.
|
|
If it does start with `{\tt /}', the at-sign is optional.
|
|
|
|
%.hn 2
|
|
\subsection*{Customization options}
|
|
|
|
%.pg
|
|
Here are explanations of what the various options do.
|
|
Character strings that are too long may be truncated.
|
|
Some of the options listed may be inactive in your dungeon.
|
|
|
|
%.pg
|
|
Some options are persistent, and are saved and reloaded along with
|
|
the game. Changing a persistent option in the configuration file
|
|
applies only to new games.
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{acoustics}]
|
|
Enable messages about what your character hears (default on).
|
|
Note that this has nothing to do with your computer's audio capabilities.
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{align}]
|
|
Your starting alignment ({\tt align:lawful}, {\tt align:neutral},
|
|
or {\tt align:chaotic}). You may specify just the first letter.
|
|
The default is to randomly pick an appropriate alignment.
|
|
If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
|
|
exclude that alignment from being picked randomly.
|
|
Cannot be set with the `{\tt O}' command. Persistent.
|
|
%.lp
|
|
\item[\ib{autodescribe}]
|
|
Automatically describe the terrain under cursor when asked to get a location
|
|
on the map (default true).
|
|
The {\it whatis\verb+_+coord\/}
|
|
option controls whether the description includes map coordinates.
|
|
%.lp
|
|
\item[\ib{autodig}]
|
|
Automatically dig if you are wielding a digging tool and moving into a place
|
|
that can be dug (default false). Persistent.
|
|
%.lp
|
|
\item[\ib{autoopen}]
|
|
Walking into a closed door attempts to open it (default true).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{autopickup}]
|
|
Automatically pick up things onto which you move (default on). Persistent.
|
|
See ``{\it pickup\verb+_+types\/}'' to refine the behavior.
|
|
%.lp
|
|
\item[\ib{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, enchantment, damage, or
|
|
quality of the weapon; you are free to manually 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.
|
|
%.lp
|
|
\item[\ib{autounlock}]
|
|
Walking into a locked door or looting a locked container while carrying
|
|
an unlocking tool (such as a key) will ask whether to use that tool to
|
|
unlock the door or container (default true).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{blind}]
|
|
Start the character permanently blind (default false). Persistent.
|
|
%.lp
|
|
\item[\ib{bones}]
|
|
Allow saving and loading bones files (default true). Persistent.
|
|
%.lp
|
|
\item[\ib{boulder}]
|
|
Set the character used to display boulders (default is the ``large rock''
|
|
class symbol, `{\tt `}').
|
|
%.lp
|
|
\item[\ib{catname}]
|
|
Name your starting cat (for example, ``{\tt catname:Morris}'').
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp character
|
|
\item[\ib{character}]
|
|
Pick your type of character (for example, ``{\tt character:Monk}'');
|
|
synonym for ``{\it role\/}''. See {\it role\/} for more details.
|
|
%.lp
|
|
\item[\ib{checkpoint}]
|
|
Save game state after each level change, for possible recovery after
|
|
program crash (default on). Persistent.
|
|
%.lp
|
|
\item[\ib{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 up
|
|
looking like insufficient space).
|
|
Only applies when MFLOPPY was defined during compilation.
|
|
%.lp
|
|
\item[\ib{clicklook}]
|
|
Allows looking at things on the screen by navigating the mouse
|
|
over them and clicking the right mouse button (default off).
|
|
%.lp
|
|
\item[\ib{cmdassist}]
|
|
Have the game provide some additional command assistance for new
|
|
players if it detects some anticipated mistakes (default on).
|
|
%.lp
|
|
\item[\ib{confirm}]
|
|
Have user confirm attacks on pets, shopkeepers, and other
|
|
peaceable creatures (default on). Persistent.
|
|
%.lp
|
|
%.lp
|
|
\item[\ib{dark\verb+_+room}]
|
|
Show out-of-sight areas of lit rooms (default on). Persistent.
|
|
\item[\ib{disclose}]
|
|
Controls what information the program reveals when the game ends.
|
|
Value is a space separated list of prompting/category pairs
|
|
(default is `{\tt ni na nv ng nc no}',
|
|
prompt with default response of `{\tt n}' for each candidate).
|
|
Persistent.
|
|
The possibilities are:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt i} --- disclose your inventory;\\
|
|
{\tt a} --- disclose your attributes;\\
|
|
{\tt v} --- summarize monsters that have been vanquished;\\
|
|
{\tt g} --- list monster species that have been genocided;\\
|
|
{\tt c} --- display your conduct;\\
|
|
{\tt o} --- display dungeon overview.
|
|
%.ei
|
|
%.ed
|
|
|
|
Each disclosure possibility can optionally be preceded by a prefix which
|
|
lets you refine how it behaves. Here are the valid prefixes:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt y} --- prompt you and default to yes on the prompt;\\
|
|
{\tt n} --- prompt you and default to no on the prompt;\\
|
|
{\tt +} --- disclose it without prompting;\\
|
|
{\tt -} --- do not disclose it and do not prompt.
|
|
%.ei
|
|
%.ed
|
|
|
|
The listing of vanquished monsters can be sorted,
|
|
so there are two additional choices for `{\tt v}':
|
|
%.sd
|
|
%.si
|
|
{\tt ?} --- prompt you and default to ask on the prompt;\\
|
|
{\tt\#} --- disclose it without prompting, ask for sort order.
|
|
%.ei
|
|
%.ed
|
|
|
|
Asking refers to picking one of the orderings from a menu.
|
|
The `{\tt +}' disclose without prompting choice,
|
|
or being prompted and answering `{\tt y}' rather than `{\tt a}',
|
|
will default to showing monsters in the traditional order,
|
|
from high level to low level.\\
|
|
.lp ""
|
|
|
|
%.lp ""
|
|
(for example, ``{\tt disclose:yi na +v -g o}'')
|
|
The example sets
|
|
{\tt inventory} to {\it prompt\/} and default to {\it yes\/},
|
|
{\tt attributes} to {\it prompt\/} and default to {\it no\/},
|
|
{\tt vanquished} to {\it disclose without prompting\/},
|
|
{\tt genocided} to {\it not disclose\/} and {\it not prompt\/},
|
|
{\tt conduct} to implicitly {\it prompt\/} and default to {\it no\/},
|
|
{\tt overview} to {\it disclose without prompting\/}.
|
|
|
|
%.lp ""
|
|
Note that the vanquished monsters list includes all monsters killed by
|
|
traps and each other as well as by you.
|
|
And the dungeon overview shows all levels you had visited but does not
|
|
reveal things about them that you hadn't discovered.
|
|
%.lp
|
|
\item[\ib{dogname}]
|
|
Name your starting dog (for example, ``{\tt dogname:Fang}'').
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{extmenu}]
|
|
Changes the extended commands interface to pop-up a menu of available commands.
|
|
It is keystroke compatible with the traditional interface except that it does
|
|
not require that you hit Enter.
|
|
It is implemented for the tty interface (default off).
|
|
.lp ""
|
|
For the X11 interface, which always uses a menu for choosing an extended
|
|
command, it controls whether the menu shows all available commands (on)
|
|
or just the subset of commands which have traditionally been considered
|
|
extended ones (off).
|
|
%.lp
|
|
\item[\ib{female}]
|
|
An obsolete synonym for ``{\tt gender:female}''. Cannot be set with the
|
|
`{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{fixinv}]
|
|
An object's inventory letter sticks to it when it's dropped (default on).
|
|
If this is off, dropping an object shifts all the remaining inventory letters.
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{force\_invmenu}]
|
|
Commands asking for an inventory item show a menu instead of
|
|
a text query with possible menu letters. Default is off.
|
|
%.lp
|
|
\item[\ib{fruit}]
|
|
Name a fruit after something you enjoy eating (for example, ``{\tt fruit:mango}'')
|
|
(default ``{\tt slime mold}''). Basically a nostalgic whimsy that
|
|
{\it NetHack\/} uses from time to time. You should set this to something you
|
|
find more appetizing than slime mold. Apples, oranges, pears, bananas, and
|
|
melons already exist in {\it NetHack\/}, so don't use those.
|
|
%.lp
|
|
\item[\ib{gender}]
|
|
Your starting gender ({\tt gender:male} or {\tt gender:female}).
|
|
You may specify just the first letter. Although you can
|
|
still denote your gender using the ``{\tt male}'' and ``{\tt female}''
|
|
options, the ``{\tt gender}'' option will take precedence.
|
|
The default is to randomly pick an appropriate gender.
|
|
If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
|
|
exclude that gender from being picked randomly.
|
|
Cannot be set with the `{\tt O}' command. Persistent.
|
|
%.lp
|
|
\item[\ib{goldX}]
|
|
When filtering objects based on bless/curse state (BUCX), whether to
|
|
treat gold pieces as {\tt X} (unknown bless/curse state, when `on')
|
|
or {\tt U} (known to be uncursed, when `off', the default).
|
|
Gold is never blessed or cursed, but it is not described as ``uncursed''
|
|
even when the {\it implicit\verb+_+uncursed\/} option is `off'.
|
|
%.lp
|
|
\item[\ib{help}]
|
|
If more information is available for an object looked at
|
|
with the `{\tt /}' command, ask if you want to see it (default on).
|
|
Turning help off makes just looking at things faster, since you aren't
|
|
interrupted with the ``{\tt More info?}'' prompt, but it also means that you
|
|
might miss some interesting and/or important information. Persistent.
|
|
%.lp
|
|
\item[\ib{herecmd\verb+_+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 ``{\tt \#herecmdmenu}'' and ``{\tt \#therecmdmenu}'' commands.
|
|
%.lp
|
|
\item[\ib{hilite\verb+_+pet}]
|
|
Visually distinguish pets from similar animals (default off).
|
|
The behavior of this option depends on the type of windowing you use.
|
|
In text windowing, text highlighting or inverse video is often used;
|
|
with tiles, generally displays a heart symbol near pets.
|
|
|
|
%.lp ""
|
|
With the curses interface, the {\it petattr\/}
|
|
option controls how to highlight pets and setting it will turn the
|
|
{\it hilite\verb+_+pet\/} option on or off as warranted.
|
|
%.lp
|
|
\item[\ib{hilite\verb+_+pile}]
|
|
Visually distinguish piles of objects from individual objects (default off).
|
|
The behavior of this option depends on the type of windowing you use.
|
|
In text windowing, text highlighting or inverse video is often used;
|
|
with tiles, generally displays a small plus-symbol beside the object
|
|
on the top of the pile.
|
|
%.lp
|
|
\item[\ib{horsename}]
|
|
Name your starting horse (for example, ``{\tt horsename:Trigger}'').
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{hitpointbar}]
|
|
Show a hit point bar graph behind your name and title.
|
|
Only available for TTY and Windows GUI, and only when statushilites is on.
|
|
%.lp
|
|
\item[\ib{ignintr}]
|
|
Ignore interrupt signals, including breaks (default off). Persistent.
|
|
%.lp
|
|
\item[\ib{implicit\verb+_+uncursed}]
|
|
Omit ``uncursed'' from object descriptions when it can be deduced from
|
|
other aspects of the description (default on).
|
|
Persistent.
|
|
|
|
%.lp ""
|
|
If you use menu coloring, you may want to turn this off.
|
|
%.lp
|
|
\item[\ib{legacy}]
|
|
Display an introductory message when starting the game (default on).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{lit\verb+_+corridor}]
|
|
Show corridor squares seen by night vision or a light source held by your
|
|
character as lit (default off). Persistent.
|
|
%.lp
|
|
\item[\ib{lootabc}]
|
|
When using a menu to interact with a container,
|
|
use the old `{\tt a}', `{\tt b}', and `{\tt c}' keyboard shortcuts
|
|
rather than the mnemonics `{\tt o}', `{\tt i}', and `{\tt b}' (default off).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{mail}]
|
|
Enable mail delivery during the game (default on). Persistent.
|
|
%.lp
|
|
\item[\ib{male}]
|
|
An obsolete synonym for ``{\tt gender:male}''. Cannot be set with the
|
|
`{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{mention\verb+_+decor}]
|
|
Give feedback when walking onto various dungeon features such as stairs,
|
|
fountains, or altars which are ordinarily only described when covered
|
|
by one or more objects (default off). Persistent.
|
|
%.lp
|
|
\item[\ib{mention\verb+_+walls}]
|
|
Give feedback when walking against a wall (default off). Persistent.
|
|
%.lp
|
|
\item[\ib{menucolors}]
|
|
Enable coloring menu lines (default off).
|
|
See ``{\it Configuring Menu Colors\/}'' on how to configure the colors.
|
|
%.lp
|
|
\item[\ib{menustyle}]
|
|
Controls the interface used when you need to choose various objects (in
|
|
response to the Drop command, for instance). The value specified should
|
|
be the first letter of one of the following: traditional, combination,
|
|
full, or partial.
|
|
Traditional was the only interface available for
|
|
early versions; it consists of a prompt for object class characters,
|
|
followed by an object-by-object prompt for all items matching the selected
|
|
object class(es).
|
|
Combination starts with a prompt for object class(es)
|
|
of interest, but then displays a menu of matching objects rather than
|
|
prompting one-by-one.
|
|
Full displays a menu of
|
|
object classes rather than a character prompt, and then a menu of matching
|
|
objects for selection.
|
|
Partial skips the object class filtering and
|
|
immediately displays a menu of all objects.
|
|
Persistent.
|
|
\item[\ib{menu\verb+_+deselect\verb+_+all}]
|
|
Menu character accelerator to deselect all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default `-'.
|
|
\item[\ib{menu\verb+_+deselect\verb+_+page}]
|
|
Menu character accelerator to deselect all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+\+'.
|
|
\item[\ib{menu\verb+_+first\verb+_+page}]
|
|
Menu character accelerator to jump to the first page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+^+'.
|
|
\item[\ib{menu\verb+_+headings}]
|
|
Controls how the headings in a menu are highlighted.
|
|
Values are ``{\tt none}'', ``{\tt bold}'', ``{\tt dim}'',
|
|
``{\tt underline}'', ``{\tt blink}'', or ``{\tt inverse}''.
|
|
Not all ports can actually display all types.
|
|
\item[\ib{menu\verb+_+invert\verb+_+all}]
|
|
Menu character accelerator to invert all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default `@'.
|
|
\item[\ib{menu\verb+_+invert\verb+_+page}]
|
|
Menu character accelerator to invert all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+~+'.
|
|
\item[\ib{menu\verb+_+last\verb+_+page}]
|
|
Menu character accelerator to jump to the last page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+|+'.
|
|
\item[\ib{menu\verb+_+next\verb+_+page}]
|
|
Menu character accelerator to goto the next menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+>+'.
|
|
\item[\ib{menu\verb+_+objsyms}]
|
|
Show object symbols in menu headings in menus where
|
|
the object symbols act as menu accelerators (default off).
|
|
\item[\ib{menu\verb+_+overlay}]
|
|
Do not clear the screen before drawing menus, and align
|
|
menus to the right edge of the screen. Only for the tty port.
|
|
(default on)
|
|
\item[\ib{menu\verb+_+previous\verb+_+page}]
|
|
Menu character accelerator to goto the previous menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+<+'.
|
|
\item[\ib{menu\verb+_+search}]
|
|
Menu character accelerator to search for a menu item.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default `:'.
|
|
\item[\ib{menu\verb+_+select\verb+_+all}]
|
|
Menu character accelerator to select all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default `.'.
|
|
\item[\ib{menu\verb+_+select\verb+_+page}]
|
|
Menu character accelerator to select all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `,'.
|
|
% %.lp
|
|
% \item[\ib{menu\verb+_+tab\verb+_+sep}]
|
|
% Format menu entries using TAB to separate columns (default off).
|
|
% Only applicable to some menus, and only useful to some interfaces.
|
|
% Debug mode only.
|
|
%.lp
|
|
\item[\ib{monpolycontrol}]
|
|
Prompt for new form whenever any monster changes shape (default off).
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\ib{mouse\verb+_+support}]
|
|
Allow use of the mouse for input and travel.
|
|
Valid settings are:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt 0} --- disabled\\
|
|
{\tt 1} --- enabled and make OS adjustment to support mouse use\\
|
|
{\tt 2} --- enabled like {\tt 1}, but does not make any OS adjustments\\
|
|
%.ei
|
|
%.ed
|
|
|
|
Omitting a value is the same as specifying {\tt 1}
|
|
and negating
|
|
{\it mouse\verb+_+support\/}
|
|
is the same as specifying {\tt 0}.
|
|
%.lp
|
|
\item[\ib{msghistory}]
|
|
The number of top line messages to save (and be able to recall
|
|
with `{\tt \^{}P}') (default 20).
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{msg\verb+_+window}]
|
|
Allows you to change the way recalled messages are displayed.
|
|
Currently it is only supported for tty (all four choices) and for curses
|
|
(`{\tt f}' and `{\tt r}' choices, default `{\tt r}').
|
|
The possible values are:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt s} --- single message (default; only choice prior to 3.4.0);\\
|
|
{\tt c} --- combination, two messages as {\it single\/}, then as {\it full\/};\\
|
|
{\tt f} --- full window, oldest message first;\\
|
|
{\tt r} --- full window reversed, newest message first.
|
|
%.ei
|
|
%.ed
|
|
|
|
For backward compatibility, no value needs to be specified (which
|
|
defaults to {\it full\/}), or it can be negated (which defaults
|
|
to {\it single\/}).
|
|
%.lp
|
|
\item[\ib{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 or more letters of
|
|
the role (that is, by suffixing one of
|
|
``{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W}'').
|
|
If ``{\tt -@}'' is used for the role, then a random one will be
|
|
automatically chosen.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{news}]
|
|
Read the {\it NetHack\/} news file, if present (default on).
|
|
Since the news is shown at the beginning of the game, there's no point
|
|
in setting this with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{nudist}]
|
|
Start the character with no armor (default false). Persistent.
|
|
%.lp
|
|
\item[\ib{null}]
|
|
Send padding nulls to the terminal (default on). Persistent.
|
|
%.lp
|
|
\item[\ib{number\verb+_+pad}]
|
|
Use digit keys instead of letters to move (default 0 or off).\\
|
|
Valid settings are:
|
|
|
|
%.sd
|
|
%.si
|
|
\newlength{\mwidth}
|
|
\settowidth{\mwidth}{\tt -0}
|
|
\newcommand{\numbox}[1]{\makebox[\mwidth][r]{{\tt #1}}}
|
|
\numbox{0} --- move by letters; `{\tt yuhjklbn}'\\
|
|
\numbox{1} --- move by numbers; digit `{\tt 5}' acts as `{\tt G}' movement prefix\\
|
|
\numbox{2} --- like {\tt 1} but `{\tt 5}' works as `{\tt g}' prefix instead of as `{\tt G}'\\
|
|
\numbox{3} --- by numbers using phone key layout; {\tt 123} above, {\tt 789} below\\
|
|
\numbox{4} --- combines {\tt 3} with {\tt 2}; phone layout plus MS-DOS compatibility\\
|
|
\numbox{-1} --- by letters but use `{\tt z}' to go northwest, `{\tt y}' to zap wands
|
|
%.ei
|
|
%.ed
|
|
|
|
For backward compatibility, omitting a value is the same as specifying {\tt 1}
|
|
and negating
|
|
{\it number\verb+_+pad\/}
|
|
is the same as specifying {\tt 0}.
|
|
(Settings {\tt 2} and {\tt 4} are for compatibility with MS-DOS or old PC Hack;
|
|
in addition to the different behavior for `{\tt 5}', `{\tt Alt-5}' acts as `{\tt G}'
|
|
and `{\tt Alt-0}' acts as `{\tt I}'.
|
|
Setting {\tt -1} is to accommodate some QWERTZ keyboards which have the
|
|
location of the `{\tt y}' and `{\tt z}' keys swapped.)
|
|
When moving by numbers, to enter a count prefix for those commands
|
|
which accept one (such as ``{\tt 12s}'' to search twelve times), precede it
|
|
with the letter `{\tt n}' (``{\tt n12s}'').
|
|
%.lp
|
|
\item[\ib{packorder}]
|
|
Specify the order to list object types in (default
|
|
``\verb&")[%?+!=/(*`0_&''). The value of this option should be a string
|
|
containing the symbols for the various object types. Any omitted types
|
|
are filled in at the end from the previous order.
|
|
%.lp
|
|
\item[\ib{paranoid\verb+_+confirmation}]
|
|
A space separated list of specific situations where alternate
|
|
prompting is desired. The default is ``{\it paranoid\verb+_+confirmation:pray}''.
|
|
%.sd
|
|
%.si
|
|
\newlength{\pcwidth}
|
|
\settowidth{\pcwidth}{\tt Were-change}
|
|
\addtolength{\pcwidth}{\labelsep}
|
|
\blist{\leftmargin \pcwidth \topsep 1mm \itemsep 0mm}
|
|
\item[{\tt Confirm}]
|
|
for any prompts which are set to require ``yes''
|
|
rather than `y', also require ``no'' to reject instead
|
|
of accepting any non-yes response as no;
|
|
\item[{\tt quit~~~}]
|
|
require ``{\tt yes}'' rather than `{\tt y}' to confirm quitting
|
|
the game or switching into non-scoring explore mode;
|
|
\item[{\tt die~~~~}]
|
|
require ``{\tt yes}'' rather than `{\tt y}' to confirm dying (not
|
|
useful in normal play; applies to explore mode);
|
|
\item[{\tt bones~~}]
|
|
require ``{\tt yes}'' rather than `{\tt y}' to confirm saving
|
|
bones data when dying in debug mode
|
|
\item[{\tt attack~}]
|
|
require ``{\tt yes}'' rather than `{\tt y}' to confirm attacking
|
|
a peaceful monster;
|
|
\item[{\tt wand-break}]
|
|
require ``{\tt yes}'' rather than `{\tt y}' to confirm breaking
|
|
a wand;
|
|
\item[{\tt eating}]
|
|
require ``{\tt yes}'' rather than `{\tt y}' to confirm whether to
|
|
continue eating;
|
|
\item[{\tt Were-change}]
|
|
require ``{\tt yes}'' rather than `{\tt y}' to confirm changing form
|
|
due to lycanthropy
|
|
when hero has polymorph control;
|
|
\item[{\tt pray~~~}]
|
|
require `{\tt y}' to confirm an attempt to pray rather
|
|
than immediately praying; on by default;
|
|
\item[{\tt Remove~}] require selection from inventory for `{\tt R}'
|
|
and `{\tt T}'
|
|
commands even when wearing just one applicable item.
|
|
\item[{\tt all~~~~}]
|
|
turn on all of the above.
|
|
\elist
|
|
%.ei
|
|
%.ed
|
|
By default, the pray choice is enabled, the others disabled.
|
|
To disable it without setting
|
|
any of the other choices, use ``{\it paranoid\verb+_+confirmation:none}''. To keep
|
|
it enabled while setting others, include it in the list,
|
|
such as ``{\it par\-a\-noid\verb+_+con\-fir\-ma\-tion:attack~pray~Remove}''.
|
|
%.lp
|
|
\item[\ib{perm\verb+_+invent}]
|
|
If true, always display your current inventory in a window. This only
|
|
makes sense for windowing system interfaces that implement this feature.
|
|
%.lp
|
|
%.\" petattr is a wincap option but we'll document it here...
|
|
\item[\ib{petattr}]
|
|
Specifies one or more text highlighting attributes to use when showing
|
|
pets on the map.
|
|
Effectively a superset of the {\it hilite\verb+_+pet\/} boolean option.
|
|
Curses interface only; value is one or more of the following letters.
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt n} --- Normal text (no highlighting)\\
|
|
{\tt i} --- Inverse video (default)\\
|
|
{\tt b} --- Bold text\\
|
|
{\tt u} --- Underlined text\\
|
|
{\tt k} --- blinKing text\\
|
|
{\tt d} --- Dim text\\
|
|
{\tt t} --- iTalic text\\
|
|
{\tt l} --- Left line indicator\\
|
|
{\tt r} --- Right line indicator\\
|
|
%.ei
|
|
%.ed
|
|
|
|
Some of those choices might not work, particularly the final three,
|
|
depending upon terminal hardware or terminal emulation software.
|
|
|
|
%.lp ""
|
|
Currently multiple highlight-style letters can be combined by simply
|
|
stringing them together (for example, ``bk''), but in the future
|
|
they might require being separated by plus signs (such as ``b\verb&+&k'',
|
|
which works already).
|
|
When using the `n' choice, it should be specified on its own,
|
|
not in combination with any of the other letters.
|
|
|
|
%.lp
|
|
\item[\ib{pettype}]
|
|
Specify the type of your initial pet, if you are playing a character class
|
|
that uses multiple types of pets; or choose to have no initial pet at all.
|
|
Possible values are ``{\tt cat}'', ``{\tt dog}'', ``{\tt horse}''
|
|
and ``{\tt none}''.
|
|
If the choice is not allowed for the role you are currently playing,
|
|
it will be silently ignored. For example, ``{\tt horse}'' will only be
|
|
honored when playing a knight.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{pickup\verb+_+burden}]
|
|
When you pick up an item that would exceed this encumbrance
|
|
level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
|
|
or overLoaded), you will be asked if you want to continue.
|
|
(Default `S'). Persistent.
|
|
%.lp
|
|
\item[\ib{pickup\verb+_+thrown}]
|
|
If this option is on and ``{\it autopickup\/}'' is also on, try to pick up
|
|
things that you threw, even if they aren't in
|
|
``{\it pickup\verb+_+types\/}'' or
|
|
match an autopickup exception. Default is on. Persistent.
|
|
%.lp
|
|
\item[\ib{pickup\verb+_+types}]
|
|
Specify the object types to be picked up when ``{\it autopickup\/}''
|
|
is on. Default is all types. You can use
|
|
``{\it autopickup\verb+_+exception\/}''
|
|
configuration file lines to further refine ``{\it autopickup\/}'' behavior.
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{pile\verb+_+limit}]
|
|
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. Persistent.
|
|
%.lp
|
|
\item[\ib{playmode}]
|
|
Values are {\it normal\/}, {\it explore\/}, or {\it debug\/}.
|
|
Allows selection of explore mode (also known as discovery mode) or debug
|
|
mode (also known as wizard mode) instead of normal play.
|
|
Debug mode might only be allowed for someone logged in under a particular
|
|
user name (on multi-user systems) or specifying a particular character
|
|
name (on single-user systems) or it might be disabled entirely. Requesting
|
|
it when not allowed or not possible results in explore mode instead.
|
|
Default is normal play.
|
|
%.lp
|
|
\item[\ib{pushweapon}]
|
|
Using the `w' (wield) command when already wielding
|
|
something pushes the old item into your alternate weapon slot (default off).
|
|
Likewise for the `a' (apply) command if it causes the applied item to
|
|
become wielded. Persistent.
|
|
%.lp
|
|
\item[\ib{quick\verb+_+farsight}]
|
|
When set, usually prevents the ``you sense your surroundings'' message
|
|
where play pauses to allow you to browse the map whenever clairvoyance
|
|
randomly activates.
|
|
Some situations, such as being underwater or engulfed, ignore this option.
|
|
It does not affect the clairvoyance spell where pausing to examine revealed
|
|
objects or monsters is less intrusive.
|
|
Default is off. Persistent.
|
|
%.lp
|
|
\item[\ib{race}]
|
|
Selects your race (for example, ``{\tt race:human}''). Default is random.
|
|
If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
|
|
exclude that race from being picked randomly.
|
|
Cannot be set with the `{\tt O}' command. Persistent.
|
|
%.lp
|
|
\item[\ib{rest\verb+_+on\verb+_+space}]
|
|
Make the space bar a synonym for the `{\tt .}' (\#wait) command (default off).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{role}]
|
|
Pick your type of character (for example, ``{\tt role:Samurai}'');
|
|
synonym for ``{\it character\/}''. See ``{\it name\/}'' for an alternate method
|
|
of specifying your role. Normally only the first letter of the
|
|
value is examined; `r' is an exception with ``{\tt Rogue}'', {\tt Ranger}'',
|
|
and ``{\tt random}'' values.
|
|
If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
|
|
exclude that role from being picked randomly.
|
|
Cannot be set with the `{\tt O}' command. Persistent.
|
|
%.lp
|
|
\item[\ib{roguesymset}]
|
|
This option may be used to select one of the named symbol sets found within
|
|
{\tt symbols} to alter the symbols displayed on the screen on the
|
|
rogue level.
|
|
%.lp
|
|
\item[\ib{rlecomp}]
|
|
When writing out a save file, perform run length compression of the map.
|
|
Not all ports support run length compression. It has no
|
|
effect on reading an existing save file.
|
|
%.lp
|
|
\item[\ib{runmode}]
|
|
Controls the amount of screen updating for the map window when engaged
|
|
in multi-turn movement (running via {\tt shift}+direction
|
|
or {\tt control}+direction
|
|
and so forth, or via the travel command or mouse click).
|
|
The possible values are:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt teleport} --- update the map after movement has finished;\\
|
|
{\tt run} --- update the map after every seven or so steps;\\
|
|
{\tt walk} --- update the map after each step;\\
|
|
{\tt crawl} --- like {\it walk\/}, but pause briefly after each step.
|
|
%.ei
|
|
%.ed
|
|
|
|
This option only affects the game's screen display, not the actual
|
|
results of moving. The default is {\it run\/}; versions prior to 3.4.1
|
|
used {\it teleport\/} only. Whether or not the effect is noticeable will
|
|
depend upon the window port used or on the type of terminal. Persistent.
|
|
%.lp
|
|
\item[\ib{safe\verb+_+pet}]
|
|
Prevent you from (knowingly) attacking your pets (default on). Persistent.
|
|
%+.lp
|
|
\item[\ib{sanity\verb+_+check}]
|
|
Evaluate monsters, objects, and map prior to each turn (default off).
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\ib{scores}]
|
|
Control what parts of the score list you are shown at the end (for example,
|
|
``{\tt scores:5top scores/4around my score/own scores}''). Only the first
|
|
letter of each category (`{\tt t}', `{\tt a}' or `{\tt o}') is necessary.
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{showexp}]
|
|
Show your accumulated experience points on bottom line (default off).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{showrace}]
|
|
Display yourself as the glyph for your race, rather than the glyph
|
|
for your role (default off). Note that this setting affects only
|
|
the appearance of the display, not the way the game treats you.
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{showscore}]
|
|
Show your approximate accumulated score on bottom line (default off).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{silent}]
|
|
Suppress terminal beeps (default on). Persistent.
|
|
%.lp
|
|
\item[\ib{sortloot}]
|
|
Controls the sorting behavior of pickup lists for inventory
|
|
and \#loot commands and some others. Persistent.
|
|
|
|
The possible values are:
|
|
%.sd
|
|
%.si
|
|
{\tt full} --- always sort the lists;\\
|
|
{\tt loot} --- only sort the lists that don't use inventory
|
|
letters, like with the \#loot and pickup commands;\\
|
|
{\tt none} --- show lists the traditional way without sorting.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\ib{sortpack}]
|
|
Sort the pack contents by type when displaying inventory (default on).
|
|
Persistent.
|
|
%.lp
|
|
\item[\ib{sparkle}]
|
|
Display a sparkly effect when a monster (including yourself) is hit by an
|
|
attack to which it is resistant (default on). Persistent.
|
|
%.lp
|
|
\item[\ib{standout}]
|
|
Boldface monsters and ``{\tt --More--}'' (default off). Persistent.
|
|
%.lp
|
|
\item[\ib{statushilites}]
|
|
Controls how many turns status hilite behaviors highlight
|
|
the field. If negated or set to zero, disables status hiliting.
|
|
See ``{\it Configuring Status Hilites\/}'' for further information.
|
|
%.lp
|
|
\item[\ib{status\verb+_+updates}]
|
|
Allow updates to the status lines at the bottom of the screen (default true).
|
|
%.lp
|
|
\item[\ib{suppress\verb+_+alert}]
|
|
This option may be set to a {\it NetHack\/} version level to suppress
|
|
alert notification messages about feature changes for that
|
|
and prior versions (for example, ``{\tt suppress\verb+_+alert:3.3.1}'')
|
|
%.lp
|
|
\item[\ib{symset}]
|
|
This option may be used to select one of the named symbol sets found within
|
|
{\tt symbols} to alter the symbols displayed on the screen.
|
|
Use ``{\tt symset:default}'' to explicitly select the default symbols.
|
|
%.lp
|
|
\item[\ib{time}]
|
|
Show the elapsed game time in turns on bottom line (default off). Persistent.
|
|
%.lp
|
|
\item[\ib{timed\verb+_+delay}]
|
|
When pausing momentarily for display effect, such as with explosions and
|
|
moving objects, use a timer rather than sending extra characters to the
|
|
screen. (Applies to ``tty'' interface only; ``X11'' interface always
|
|
uses a timer based delay. The default is on if configured into the
|
|
program.) Persistent.
|
|
%.lp
|
|
\item[\ib{tombstone}]
|
|
Draw a tombstone graphic upon your death (default on). Persistent.
|
|
%.lp
|
|
\item[\ib{toptenwin}]
|
|
Put the ending display in a {\it NetHack\/} window instead of on stdout (default off).
|
|
Setting this option makes the score list visible when a windowing version
|
|
of {\it NetHack\/} is started without a parent window, but it no longer leaves
|
|
the score list around after game end on a terminal or emulating window.
|
|
%.lp
|
|
\item[\ib{travel}]
|
|
Allow the travel command via mouse click (default on).
|
|
Turning this option off will prevent the game from attempting unintended
|
|
moves if you make inadvertent mouse clicks on the map window.
|
|
Does not affect traveling via the `{\tt \verb+_+}' (``{\tt \#travel}'')
|
|
command. Persistent.
|
|
% %.lp
|
|
% \item[ib{travel\verb+_+debug}]
|
|
% Display intended path during each step of travel (default off).
|
|
% Debug mode only.
|
|
%.lp
|
|
\item[\ib{verbose}]
|
|
Provide more commentary during the game (default on). Persistent.
|
|
%.lp
|
|
\item[\ib{whatis\verb+_+coord}]
|
|
When using the `{\tt /}' or `{\tt ;}' commands to look around on the map with
|
|
``{\tt autodescribe}''
|
|
on, display coordinates after the description.
|
|
Also works in other situations where you are asked to pick a location.\\
|
|
|
|
%.lp ""
|
|
The possible settings are:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt c} --- \verb#compass ('east' or '3s' or '2n,4w')#;\\
|
|
{\tt f} --- \verb#full compass ('east' or '3south' or '2north,4west')#;\\
|
|
{\tt m} --- \verb#map <x,y> (map column x=0 is not used)#;\\
|
|
{\tt s} --- \verb#screen [row,column] (row is offset to match tty usage)#;\\
|
|
{\tt n} --- \verb#none (no coordinates shown) [default]#.
|
|
%.ei
|
|
%.ed
|
|
|
|
%.lp ""
|
|
The
|
|
{\it whatis\verb+_+coord\/}
|
|
option is also used with
|
|
the `{\tt /m}', `{\tt /M}', `{\tt /o}', and `{\tt /O}' sub-commands
|
|
of `{\tt /}',
|
|
where the `{\it none\/}' setting is overridden with `{\it map}'.
|
|
%.lp
|
|
\item[\ib{whatis\verb+_+filter}]
|
|
When getting a location on the map, and using the keys to cycle through
|
|
next and previous targets, allows filtering the possible targets.
|
|
(default none)\\
|
|
%.lp ""
|
|
The possible settings are:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt n} --- \verb#no filtering#;\\
|
|
{\tt v} --- \verb#in view only#;\\
|
|
{\tt a} --- \verb#in same area (room, corridor, etc)#.
|
|
%.ei
|
|
%.ed
|
|
%.lp ""
|
|
The area-filter tries to be slightly predictive -- if you're standing
|
|
on a doorway, it will consider the area on the side of the door you
|
|
were last moving towards.\\
|
|
%.lp ""
|
|
Filtering can also be changed when getting a location with
|
|
the ``getpos.filter'' key.
|
|
%.lp
|
|
\item[\ib{whatis\verb+_+menu}]
|
|
When getting a location on the map, and using a key to cycle through
|
|
next and previous targets, use a menu instead to pick a target.
|
|
(default off)
|
|
%.lp
|
|
\item[\ib{whatis\verb+_+moveskip}]
|
|
When getting a location on the map, and using shifted movement keys or
|
|
meta-digit keys to fast-move, instead of moving 8 units at a time,
|
|
move by skipping the same glyphs.
|
|
(default off)
|
|
%.lp
|
|
\item[\ib{windowtype}]
|
|
When the program has been built to support multiple interfaces,
|
|
select whichone to use, such as ``{\tt tty}'' or ``{\tt X11}''
|
|
(default depends on build-time settings; use ``{\tt \#version}'' to check).
|
|
Cannot be set with the `{\tt O}' command.
|
|
|
|
%.lp ""
|
|
When used, it should be the first option set since its value might
|
|
enable or disable the availability of various other options.
|
|
For multiple lines in a configuration file, that would be the first
|
|
non-comment line.
|
|
For a comma-separated list in NETHACKOPTIONS or an OPTIONS line in a
|
|
configuration file, that would be the {\it rightmost\/} option in the list.
|
|
%.lp
|
|
\item[\ib{wizweight}]
|
|
Augment object descriptions with their objects' weight (default off).
|
|
Debug mode only.
|
|
%.lp
|
|
\item[\ib{zerocomp}]
|
|
When writing out a save file, perform zero-comp compression of the
|
|
contents. Not all ports support zero-comp compression. It has no effect
|
|
on reading an existing save file.
|
|
\elist
|
|
|
|
%.hn 2
|
|
\subsection*{Window Port Customization options}
|
|
|
|
%.pg
|
|
Here are explanations of the various options that are
|
|
used to customize and change the characteristics of the
|
|
windowtype that you have chosen.
|
|
Character strings that are too long may be truncated.
|
|
Not all window ports will adjust for all settings listed
|
|
here. You can safely add any of these options to your
|
|
configuration file, and if the window port is capable of adjusting
|
|
to suit your preferences, it will attempt to do so. If it
|
|
can't it will silently ignore it. You can find out if an
|
|
option is supported by the window port that you are currently
|
|
using by checking to see if it shows up in the Options list.
|
|
Some options are dynamic and can be specified during the game
|
|
with the `{\tt O}' command.
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{align\verb+_+message}]
|
|
Where to align or place the message window (top, bottom, left, or right)
|
|
%.lp
|
|
\item[\ib{align\verb+_+status}]
|
|
Where to align or place the status window (top, bottom, left, or right).
|
|
%.lp
|
|
\item[\ib{ascii\verb+_+map}]
|
|
If {\it NetHack\/} can, it should display an ascii map.
|
|
%.lp
|
|
\item[\ib{color}]
|
|
If {\it NetHack\/} can, it should display color for different monsters,
|
|
objects, and dungeon features.
|
|
|
|
%.lp
|
|
\item[\ib{eight\verb+_+bit\verb+_+tty}]
|
|
Pass eight-bit character values (for example, specified with the
|
|
{\it traps \/} option) straight through to your terminal (default off).
|
|
%.lp
|
|
\item[\ib{font\verb+_+map}]
|
|
If {\it NetHack\/} can, it should use a font by the chosen name for the
|
|
map window.
|
|
%.lp
|
|
\item[\ib{font\verb+_+menu}]
|
|
If {\it NetHack\/} can, it should use a font by the chosen name for menu
|
|
windows.
|
|
%.lp
|
|
\item[\ib{font\verb+_+message}]
|
|
If {\it NetHack\/} can, it should use a font by the chosen name for the message window.
|
|
%.lp
|
|
\item[\ib{font\verb+_+status}]
|
|
If {\it NetHack\/} can, it should use a font by the chosen name for the status window.
|
|
%.lp
|
|
\item[\ib{font\verb+_+text}]
|
|
If {\it NetHack\/} can, it should use a font by the chosen name for text windows.
|
|
%.lp
|
|
\item[\ib{font\verb+_+size\verb+_+map}]
|
|
If {\it NetHack\/} can, it should use this size font for the map window.
|
|
%.lp
|
|
\item[\ib{font\verb+_+size\verb+_+menu}]
|
|
If {\it NetHack\/} can, it should use this size font for menu windows.
|
|
%.lp
|
|
\item[\ib{font\verb+_+size\verb+_+message}]
|
|
If {\it NetHack\/} can, it should use this size font for the message window.
|
|
%.lp
|
|
\item[\ib{font\verb+_+size\verb+_+status}]
|
|
If {\it NetHack\/} can, it should use this size font for the status window.
|
|
%.lp
|
|
\item[\ib{font\verb+_+size\verb+_+text}]
|
|
If {\it NetHack\/} can, it should use this size font for text windows.
|
|
%.lp
|
|
\item[\ib{fullscreen}]
|
|
If {\it NetHack\/} can, it should try and display on the entire screen rather than in a window.
|
|
%.lp
|
|
\item[\ib{guicolor}]
|
|
Use color text and/or highlighting attributes when displaying some
|
|
non-map data (such as menu selector letters).
|
|
Curses interface only; default is on.
|
|
%.lp
|
|
\item[\ib{large\verb+_+font}]
|
|
If {\it NetHack\/} can, it should use a large font.
|
|
%.lp
|
|
\item[\ib{map\verb+_+mode}]
|
|
If {\it NetHack\/} can, it should display the map in the manner specified.
|
|
%.lp
|
|
\item[\ib{player\verb+_+selection}]
|
|
If {\it NetHack\/} can, it should pop up dialog boxes or use prompts for character selection.
|
|
%.lp
|
|
\item[\ib{popup\verb+_+dialog}]
|
|
If {\it NetHack\/} can, it should pop up dialog boxes for input.
|
|
%.lp
|
|
\item[\ib{preload\verb+_+tiles}]
|
|
If {\it NetHack\/} can, it should preload tiles into memory.
|
|
For example, in the protected mode MS-DOS version, control whether tiles
|
|
get pre-loaded into RAM at the start of the game. Doing so
|
|
enhances performance of the tile graphics, but uses more memory. (default on).
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{scroll\verb+_+amount}]
|
|
If {\it NetHack\/} can, it should scroll the display by this number of cells
|
|
when the hero reaches the scroll\verb+_+margin.
|
|
%.lp
|
|
\item[\ib{scroll\verb+_+margin}]
|
|
If {\it NetHack\/} can, it should scroll the display when the hero or cursor
|
|
is this number of cells away from the edge of the window.
|
|
%.lp
|
|
\item[\ib{selectsaved}]
|
|
If {\it NetHack\/} can, it should display a menu of existing saved games for the player to
|
|
choose from at game startup, if it can. Not all ports support this option.
|
|
%.lp
|
|
\item[\ib{softkeyboard}]
|
|
If {\it NetHack\/} can, it should display an onscreen keyboard.
|
|
Handhelds are most likely to support this option.
|
|
%.lp
|
|
\item[\ib{splash\verb+_+screen}]
|
|
If {\it NetHack\/} can, it should display an opening splash screen when
|
|
it starts up (default yes).
|
|
%.lp
|
|
\item[\ib{statuslines}]
|
|
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} {\normalfont and}]
|
|
%.lp
|
|
\item[\ib{term\verb+_+rows}]
|
|
Curses interface only.
|
|
Number of columns and rows to use for the display.
|
|
Curses will attempt to resize to the values specified but will settle
|
|
for smaller sizes if they are too big.
|
|
Default is the current window size.
|
|
%.lp
|
|
\item[\ib{tiled\verb+_+map}]
|
|
If {\it NetHack\/} can, it should display a tiled map if it can.
|
|
%.lp
|
|
\item[\ib{tile\verb+_+file}]
|
|
Specify the name of an alternative tile file to override the default.
|
|
%.lp
|
|
\item[\ib{tile\verb+_+height}]
|
|
Specify the preferred height of each tile in a tile capable port.
|
|
%.lp
|
|
\item[\ib{tile\verb+_+width}]
|
|
Specify the preferred width of each tile in a tile capable port
|
|
%.lp
|
|
\item[\ib{use\verb+_+darkgray}]
|
|
Use bold black instead of blue for black glyphs (TTY only).
|
|
%.lp
|
|
\item[\ib{use\verb+_+inverse}]
|
|
If {\it NetHack\/} can, it should display inverse when the game specifies it.
|
|
%.lp
|
|
\item[\ib{vary\verb+_+msgcount}]
|
|
If {\it NetHack\/} can, it should display this number of messages at a time
|
|
in the message window.
|
|
%.lp
|
|
\item[\ib{windowborders}]
|
|
Whether to draw boxes around the map, status area, message area, and
|
|
persistent inventory window if enabled.
|
|
Curses interface only.
|
|
Acceptable values are
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt 0} --- off, never show borders\\
|
|
{\tt 1} --- on, always show borders\\
|
|
{\tt 2} --- auto, on display is at least
|
|
(\verb&24+2&)x(\verb&80+2&)\ \ (default)\\
|
|
%.ei
|
|
%.ed
|
|
|
|
%.lp "
|
|
(The 26x82 size threshold for `2' refers to number of rows and
|
|
columns of the display.
|
|
A width of at least 110 columns (\verb&80+2+26+2&) is needed for
|
|
{\it align_status\/}
|
|
set to {tt left} or {\tt right}.)
|
|
%.lp
|
|
\item[\ib{windowcolors}]
|
|
If {\it NetHack\/} can, it should display windows with the specified
|
|
foreground/background colors. Windows GUI only. The format is
|
|
\begin{verbatim}
|
|
OPTION=windowcolors:wintype foreground/background
|
|
\end{verbatim}
|
|
|
|
%.pg
|
|
where wintype is one of {\it menu}, {\it message}, {\it status}, or {\it text}, and
|
|
foreground and background are colors, either a hexadecimal {\it \#rrggbb},
|
|
one of the named colors ({\it black}, {\it red}, {\it green}, {\it brown},
|
|
{\it blue}, {\it magenta}, {\it cyan}, {\it orange},
|
|
{\it brightgreen}, {\it yellow}, {\it brightblue}, {\it brightmagenta},
|
|
{\it brightcyan}, {\it white}, {\it trueblack}, {\it gray}, {\it purple},
|
|
{\it silver}, {\it maroon}, {\it fuchsia}, {\it lime}, {\it olive},
|
|
{\it navy}, {\it teal}, {\it aqua}), or one of Windows UI colors ({\it activeborder},
|
|
{\it activecaption}, {\it appworkspace}, {\it background}, {\it btnface}, {\it btnshadow},
|
|
{\it btntext}, {\it captiontext}, {\it graytext}, {\it greytext}, {\it highlight},
|
|
{\it highlighttext}, {\it inactiveborder}, {\it inactivecaption}, {\it menu},
|
|
{\it menutext}, {\it scrollbar}, {\it window}, {\it windowframe}, {\it windowtext}).
|
|
|
|
%.lp
|
|
\item[\ib{wraptext}]
|
|
If {\it NetHack\/} can, it should wrap long lines of text if they don't fit
|
|
in the visible area of the window.
|
|
\elist
|
|
|
|
%.hn 2
|
|
\subsection*{Platform-specific Customization options}
|
|
|
|
%.pg
|
|
Here are explanations of options that are used by specific platforms
|
|
or ports to customize and change the port behavior.
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{altkeyhandler}]
|
|
Select an alternate keystroke handler dll to load ({\it 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 `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{altmeta}]
|
|
On Amiga, this option controls whether typing ``Alt'' plus another key
|
|
functions as a meta-shift for that key (default on).
|
|
%.lp
|
|
\item[\ib{altmeta}]
|
|
On other (non-Amiga) systems where this option is available, it can be
|
|
set to tell {\it NetHack\/} to convert a two character sequence beginning with
|
|
ESC into a meta-shifted version of the second character (default off).
|
|
|
|
%.lp ""
|
|
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 {\tt n} if the {\it number\verb+_+pad\/}
|
|
option is set---is also subject to this conversion, so attempting to
|
|
abort the count by typing ESC will leave {\it NetHack\/} waiting for another
|
|
character to complete the two character sequence. Type a second ESC to
|
|
finish cancelling such a count. At other prompts a single ESC suffices.
|
|
%.lp
|
|
\item[\ib{BIOS}]
|
|
Use BIOS calls to update the screen display quickly and to read the keyboard
|
|
(allowing the use of arrow keys to move) on machines with an IBM PC
|
|
compatible BIOS ROM (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).
|
|
%.lp
|
|
\item[\ib{flush}]
|
|
(default off, {\it Amiga NetHack \/} only).
|
|
%.lp
|
|
\item[\ib{Macgraphics}]
|
|
(default on, {\it Mac NetHack \/} only).
|
|
%.lp
|
|
\item[\ib{page\verb+_+wait}]
|
|
(default off, {\it Mac NetHack \/} only).
|
|
%.lp
|
|
\item[\ib{rawio}]
|
|
Force raw (non-cbreak) mode for faster output and more
|
|
bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle
|
|
without it) (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).
|
|
Note: DEC Rainbows hang if this is turned on.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{subkeyvalue}]
|
|
({\it Win32 tty NetHack \/} only).
|
|
May be used to alter the value of keystrokes that the operating system
|
|
returns to {\it NetHack\/} to help compensate for international keyboard
|
|
issues.
|
|
OPTIONS=subkeyvalue:171/92
|
|
will return 92 to {\it NetHack\/}, if 171 was originally going to be returned.
|
|
You can use multiple subkeyvalue statements in the configuration file
|
|
if needed.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{video}]
|
|
Set the video mode used ({\it PC\/ NetHack\/} only).
|
|
Values are {\it autodetect\/}, {\it default\/}, {\it vga\/}, or {\it vesa\/}.
|
|
Setting {\it vesa\/} will cause the game to display tiles, using the full
|
|
capability of the VGA hardware.
|
|
Setting {\it vga\/} will cause the game to display tiles, fixed at 640x480
|
|
in 16 colors, a mode that is compatible with all VGA hardware. Third party
|
|
tilesets will probably not work.
|
|
Setting {\it autodetect\/} attempts {\it vesa\/}, then {\it vga\/}, and
|
|
finally sets {\it default\/} if neither of those modes works.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{video\verb+_+height}]
|
|
Set the VGA mode resolution height (MS-DOS only, with video:vesa)
|
|
%.lp
|
|
\item[\ib{video\verb+_+width}]
|
|
Set the VGA mode resolution width (MS-DOS only, with video:vesa)
|
|
%.lp
|
|
\item[\ib{videocolors}]
|
|
\begin{sloppypar}
|
|
Set the color palette for PC systems using NO\verb+_+TERMS
|
|
(default 4-2-6-1-5-3-15-12-10-14-9-13-11, {\it 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 `{\tt O}' command.
|
|
\end{sloppypar}
|
|
%.lp
|
|
\item[\ib{videoshades}]
|
|
Set the intensity level of the three gray scales available
|
|
(default dark normal light, {\it PC\/ NetHack\/} only).
|
|
If the game display is difficult to read, try adjusting these scales;
|
|
if this does not correct the problem, try {\tt !color}.
|
|
Cannot be set with the `{\tt O}' command.
|
|
\elist
|
|
|
|
%.nh 2
|
|
\subsection*{Regular Expressions}
|
|
|
|
%.pg
|
|
Regular expressions are normally POSIX extended regular expressions. It is
|
|
possible to compile {\it NetHack\/} without regular expression support on
|
|
a platform where
|
|
there is no regular expression library. While this is not true of any modern
|
|
platform, if your {\it NetHack\/} was built this way, patterns are instead glob
|
|
patterns. This applies to Autopickup exceptions, Message types, Menu colors,
|
|
and User sounds.
|
|
|
|
%.hn 2
|
|
\subsection*{Configuring Autopickup Exceptions}
|
|
|
|
%.pg
|
|
You can further refine the behavior of the ``{\tt autopickup}'' option
|
|
beyond what is available through the ``{\tt pickup\verb+_+types}'' option.
|
|
|
|
%.pg
|
|
By placing ``{\tt autopickup\verb+_+exception}'' lines in your configuration
|
|
file, you can define patterns to be checked when the game is about to
|
|
autopickup something.
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{autopickup\verb+_+exception}]
|
|
Sets an exception to the ``{\it pickup\verb+_+types}'' option.
|
|
The {\it autopickup\verb+_+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 occur as the first
|
|
character in the pattern, specifically:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt <} --- always pickup an object that matches rest of pattern;\\
|
|
{\tt >} --- never pickup an object that matches rest of pattern.
|
|
%.ei
|
|
%.ed
|
|
|
|
The {\it autopickup\verb+_+exception\/} rules are processed in the order
|
|
in which they appear in your configuration file, thus allowing a
|
|
later rule to override an earlier rule.
|
|
|
|
%.lp ""
|
|
Exceptions can be set with the `{\tt O}' command, but because they are not
|
|
included in your configuration 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:"
|
|
Here are some examples:
|
|
\begin{verbatim}
|
|
autopickup_exception="<*arrow"
|
|
autopickup_exception=">*corpse"
|
|
autopickup_exception=">* cursed*"
|
|
\end{verbatim}
|
|
|
|
%.pg
|
|
The first example above will result in autopickup of any type of arrow.
|
|
The second example results in the exclusion of any corpse from autopickup.
|
|
The last example results in the exclusion of items known to be cursed from
|
|
autopickup.
|
|
|
|
%.lp
|
|
|
|
%.hn 2
|
|
\subsection*{Changing Key Bindings}
|
|
|
|
%.pg
|
|
It is possible to change the default key bindings of some special commands,
|
|
menu accelerator keys, and extended commands, by using BIND stanzas in the
|
|
configuration file. Format is key, followed by the command to bind to,
|
|
separated by a colon. The key can be a single character (``{\tt x}''),
|
|
a control key (``{\tt \^{}X}'', ``{\tt C-x}''), a meta key (``{\tt M-x}''),
|
|
or a three-digit decimal ASCII code.
|
|
|
|
%.pg
|
|
For example:
|
|
|
|
\begin{verbatim}
|
|
BIND=^X:getpos.autodescribe
|
|
BIND={:menu_first_page
|
|
BIND=v:loot
|
|
\end{verbatim}
|
|
|
|
\blist{}
|
|
%.lp "Extended command keys"
|
|
\item[\tb{Extended command keys}]
|
|
You can bind multiple keys to the same extended command. Unbind a key by
|
|
using ``{\tt nothing}'' as the extended command to bind to. You can also bind
|
|
the ``{\tt <esc>}'', ``{\tt <enter>}'', and ``{\tt <space>}'' keys.
|
|
|
|
%.lp "Menu accelerator keys"
|
|
\item[\tb{Menu accelerator keys}]
|
|
The menu control or accelerator keys can also be rebound via OPTIONS lines
|
|
in the configuration file.
|
|
You cannot bind object symbols into menu accelerators.
|
|
|
|
%.lp "Special command keys"
|
|
\item[\tb{Special command keys}]
|
|
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{\itemindent 10mm \labelwidth 15mm \rightmargin 15mm}
|
|
%.lp
|
|
\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}'.
|
|
%.lp
|
|
\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}'.
|
|
%.lp
|
|
\item[{\bb{fight.numpad}}]
|
|
Prefix key to force fight a direction. With {\it number\verb+_+pad\/} only.
|
|
Default is~`{\tt -}'.
|
|
%.lp
|
|
\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 .}'.
|
|
%.lp
|
|
\item[{\bb{getdir.self2}}]
|
|
When asked for a direction, the key to target yourself. Default is~`{\tt s}'.
|
|
%.lp
|
|
\item[{\bb{getpos.autodescribe}}]
|
|
When asked for a location, the key to toggle {\it autodescribe\/}.
|
|
Default is~`{\tt \#}'.
|
|
%.lp
|
|
\item[{\bb{getpos.all.next}}]
|
|
When asked for a location, the key to go to next closest interesting thing.
|
|
Default is~`{\tt a}'.
|
|
%.lp
|
|
\item[{\bb{getpos.all.prev}}]
|
|
When asked for a location, the key to go to previous closest interesting thing.
|
|
Default is~`{\tt A}'.
|
|
%.lp
|
|
\item[{\bb{getpos.door.next}}]
|
|
When asked for a location, the key to go to next closest door or doorway.
|
|
Default is~`{\tt d}'.
|
|
%.lp
|
|
\item[{\bb{getpos.door.prev}}]
|
|
When asked for a location, the key to go to previous closest door or doorway.
|
|
Default is~`{\tt D}'.
|
|
%.lp
|
|
\item[{\bb{getpos.help}}]
|
|
When asked for a location, the key to show help. Default is~`{\tt ?}'.
|
|
%.lp
|
|
\item[{\bb{getpos.mon.next}}]
|
|
When asked for a location, the key to go to next closest monster.
|
|
Default is~`{\tt m}'.
|
|
%.lp
|
|
\item[{\bb{getpos.mon.prev}}]
|
|
When asked for a location, the key to go to previous closest monster.
|
|
Default is~`{\tt M}'.
|
|
%.lp
|
|
\item[{\bb{getpos.obj.next}}]
|
|
When asked for a location, the key to go to next closest object.
|
|
Default is~`{\tt o}'.
|
|
%.lp
|
|
\item[{\bb{getpos.obj.prev}}]
|
|
When asked for a location, the key to go to previous closest object.
|
|
Default is~`{\tt O}'.
|
|
%.lp
|
|
\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 !}'.
|
|
%.lp
|
|
\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 *}'.
|
|
%.lp
|
|
\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 "}'.
|
|
%.lp
|
|
\item[{\bb{getpos.pick}}]
|
|
When asked for a location, the key to choose the location, and possibly
|
|
ask for more info. Default is~`{\tt .}'.
|
|
%.lp
|
|
\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 ,}'.
|
|
%.lp
|
|
\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 ;}'.
|
|
%.lp
|
|
\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 :}'.
|
|
%.lp
|
|
\item[{\bb{getpos.self}}]
|
|
When asked for a location, the key to go to your location.
|
|
Default is~`{\tt @}'.
|
|
%.lp
|
|
\item[{\bb{getpos.unexplored.next}}]
|
|
When asked for a location, the key to go to next closest unexplored location.
|
|
Default is~`{\tt x}'.
|
|
%.lp
|
|
\item[{\bb{getpos.unexplored.prev}}]
|
|
When asked for a location, the key to go to previous closest unexplored
|
|
location. Default is~`{\tt X}'.
|
|
%.lp
|
|
\item[{\bb{getpos.valid}}]
|
|
When asked for a location, the key to go to show valid target locations.
|
|
Default is~`{\tt \$}'.
|
|
%.lp
|
|
\item[{\bb{getpos.valid.next}}]
|
|
When asked for a location, the key to go to next closest valid location.
|
|
Default is~`{\tt z}'.
|
|
%.lp
|
|
\item[{\bb{getpos.valid.prev}}]
|
|
When asked for a location, the key to go to previous closest valid location.
|
|
Default is~`{\tt Z}'.
|
|
%.lp
|
|
\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}'.
|
|
%.lp
|
|
\item[{\bb{redraw.numpad}}]
|
|
Key to redraw the screen. With {\it number\verb+_+pad\/} only.
|
|
Default is~`{\tt \^{}L}'.
|
|
%.lp
|
|
\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}'.
|
|
%.lp
|
|
\item[{\bb{run}}]
|
|
Prefix key to run towards a direction. Default is~`{\tt G}'.
|
|
%.lp
|
|
\item[{\bb{run.nopickup}}]
|
|
Prefix key to run towards a direction without picking up items on the way.
|
|
Default is~`{\tt M}'.
|
|
%.lp
|
|
\item[{\bb{run.numpad}}]
|
|
Prefix key to run towards a direction. With {\it number\verb+_+pad\/} only.
|
|
Default is~`{\tt 5}'.
|
|
%.lp
|
|
\item[{\bb{rush}}]
|
|
Prefix key to rush towards a direction. Default is~`{\tt g}'.
|
|
\elist
|
|
|
|
|
|
%.hn 2
|
|
\subsection*{Configuring Message Types}
|
|
|
|
%.pg
|
|
You can change the way the messages are shown in the message area, when
|
|
the message matches a user-defined pattern.
|
|
|
|
%.pg
|
|
In general, the configuration file entries to describe the message types
|
|
look like this:
|
|
\begin{verbatim}
|
|
MSGTYPE=type "pattern"
|
|
\end{verbatim}
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{type}]
|
|
how the message should be shown:
|
|
%.sd
|
|
%.si
|
|
\\
|
|
{\tt show} --- show message normally.\\
|
|
{\tt hide} --- never show the message.\\
|
|
{\tt stop} --- wait for user with more-prompt.\\
|
|
{\tt norep} --- show the message once, but not again if no other message is
|
|
shown in between.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\ib{pattern}]
|
|
the pattern to match. The pattern should be a regular expression.
|
|
\elist
|
|
|
|
%.lp ""
|
|
Here's an example of message types using {\it NetHack's\/} internal
|
|
pattern matching facility:
|
|
|
|
\begin{verbatim}
|
|
MSGTYPE=stop "You feel hungry."
|
|
MSGTYPE=hide "You displaced *."
|
|
\end{verbatim}
|
|
|
|
specifies that whenever a message ``You feel hungry'' is shown,
|
|
the user is prompted with more-prompt, and a message matching
|
|
``You displaced \verb+<+something\verb+>+'' is not shown at all.
|
|
|
|
%.lp
|
|
The order of the defined MSGTYPE lines is important; the last matching
|
|
rule is used. Put the general case first, exceptions below them.
|
|
|
|
%.pg
|
|
|
|
%.lp
|
|
%.hn 2
|
|
\subsection*{Configuring Menu Colors}
|
|
|
|
%.pg
|
|
Some platforms allow you to define colors used in menu lines when the
|
|
line matches a user-defined pattern.
|
|
At this time the tty, curses, win32tty and
|
|
win32gui interfaces support this.
|
|
|
|
%.pg
|
|
In general, the configuration file entries to describe the menu color mappings
|
|
look like this:
|
|
\begin{verbatim}
|
|
MENUCOLOR="pattern"=color&attribute
|
|
\end{verbatim}
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{pattern}]
|
|
the pattern to match;
|
|
%.lp
|
|
\item[\ib{color}]
|
|
the color to use for lines matching the pattern;
|
|
%.lp
|
|
\item[\ib{attribute}]
|
|
the attribute to use for lines matching the pattern. The attribute is
|
|
optional, and if left out, you must also leave out the preceding ampersand.
|
|
If no attribute is defined, no attribute is used.
|
|
\elist
|
|
|
|
%.lp ""
|
|
The pattern should be a regular expression.
|
|
|
|
%.lp ""
|
|
Allowed colors are {\it black}, {\it red}, {\it green}, {\it brown},
|
|
{\it blue}, {\it magenta}, {\it cyan}, {\it gray}, {\it orange},
|
|
{\it light-green}, {\it yellow}, {\it light-blue}, {\it light-magenta},
|
|
{\it light-cyan}, and {\it white}.
|
|
And {\it no-color}, the default foreground color, which isn't necessarily
|
|
the same as any of the other colors.
|
|
|
|
%.lp ""
|
|
Allowed attributes are {\it none}, {\it bold}, {\it dim}, {\it underline},
|
|
{\it blink}, and {\it inverse}.
|
|
{\it Normal\/} is a synonym for {\it none}.
|
|
Note that the platform used may interpret the attributes any way it
|
|
wants.
|
|
|
|
%.lp ""
|
|
Here's an example of menu colors using {\it NetHack's\/} internal
|
|
pattern matching facility:
|
|
|
|
\begin{verbatim}
|
|
MENUCOLOR="* blessed *"=green
|
|
MENUCOLOR="* cursed *"=red
|
|
MENUCOLOR="* cursed *(being worn)"=red&underline
|
|
\end{verbatim}
|
|
|
|
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 underlined.
|
|
You can have multiple MENUCOLOR entries in your configuration file,
|
|
and the last MENUCOLOR line that matches
|
|
a menu line will be used for the line.
|
|
|
|
%.pg
|
|
Note that if you intend to have one or more color specifications match
|
|
``~uncursed~'', you will probably want to turn the
|
|
{\it implicit\verb+_+uncursed\/}
|
|
option off so that all items known to be uncursed are actually
|
|
displayed with the ``uncursed'' description.
|
|
|
|
%.lp
|
|
%.hn 2
|
|
\subsection*{Configuring User Sounds}
|
|
|
|
%.pg
|
|
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.
|
|
|
|
%.pg
|
|
The following configuration file entries are relevant to mapping user sounds
|
|
to messages:
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{SOUNDDIR}]
|
|
The directory that houses the sound files to be played.
|
|
%.lp
|
|
\item[\ib{SOUND}]
|
|
An entry that maps a sound file to a user-specified message pattern.
|
|
Each SOUND entry is broken down into the following parts:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt MESG } --- message window mapping (the only one supported in 3.6);\\
|
|
{\tt pattern } --- the pattern to match;\\
|
|
{\tt sound file} --- the sound file to play;\\
|
|
{\tt volume } --- the volume to be set while playing the sound file.
|
|
%.ei
|
|
%.ed
|
|
\elist
|
|
|
|
%.lp ""
|
|
The pattern should be a regular expression.
|
|
|
|
%.lp
|
|
%.hn 2
|
|
\subsection*{Configuring Status Hilites}
|
|
|
|
%.pg
|
|
Your copy of {\it NetHack\/} may have been compiled with support
|
|
for {\it Status Hilites}.
|
|
If so, you can customize your game display by setting thresholds to
|
|
change the color or appearance of fields in the status display.
|
|
|
|
The format for defining status colors is:\\
|
|
\begin{verbatim}
|
|
OPTION=hilite_status:field-name/behavior/color&attributes
|
|
\end{verbatim}
|
|
|
|
For example, the following line in your configuration file will cause
|
|
the hitpoints field to display in the color red if your hitpoints
|
|
drop to or below a threshold of 30%:\\
|
|
\begin{verbatim}
|
|
OPTION=hilite_status:hitpoints/<=30%/red/normal
|
|
\end{verbatim}
|
|
(That example is actually specifying {\tt red\&normal} for {\tt <=30\%}
|
|
and {\tt no-color\&normal} for {\tt >30\%}.)\\
|
|
|
|
For another example, the following line in your configuration file will cause
|
|
wisdom to be displayed red if it drops and green if it rises:\\
|
|
\begin{verbatim}
|
|
OPTION=hilite_status:wisdom/down/red/up/green
|
|
\end{verbatim}
|
|
|
|
Allowed colors are black, red, green, brown, blue, magenta, cyan, gray,
|
|
orange, light-green, yellow, light-blue, light-magenta, light-cyan, and white.
|
|
And {\it no-color}, the default foreground color on the display, which
|
|
is not necessarily the same as black or white or any of the other colors.
|
|
|
|
Allowed attributes are none, bold, dim, underline, blink, and inverse.
|
|
``Normal'' is a synonym for ``none''; they should not be used in
|
|
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
|
|
depending upon its capabilities, and in general may interpret the
|
|
attributes any way it wants.
|
|
For example, on some display systems a request for bold might yield
|
|
blink or vice versa.
|
|
On others, issuing an attribute request while another is already
|
|
set up will replace the earlier attribute rather than combine with it.
|
|
Since nethack issues attribute requests sequentially (at least with
|
|
the {\it tty} interface) rather than all at once, the only way a
|
|
situation like that can be controlled is to specify just one attribute.
|
|
|
|
You can adjust the display of the following status fields:
|
|
%.sd
|
|
\begin{center}
|
|
\begin{tabular}{lll}
|
|
%TABLE_START
|
|
title & dungeon-level & experience-level\\
|
|
strength & gold & experience\\
|
|
dexterity & hitpoints & HD\\
|
|
constitution & hitpoints-max & time\\
|
|
intelligence & power & hunger\\
|
|
wisdom & power-max & carrying-capacity\\
|
|
charisma & armor-class & condition\\
|
|
alignment & & score\\
|
|
%TABLE_END Do not delete this line.
|
|
\end{tabular}
|
|
\end{center}
|
|
%.ed
|
|
%.lp ""
|
|
The pseudo-field `characteristics' can be used to set all six
|
|
of Str, Dex, Con, Int, Wis, and Cha at once. `HD' is `hit dice',
|
|
an approximation of experience level displayed when polymorphed.
|
|
`experience', `time', and `score' are conditionally displayed
|
|
depending upon your other option settings.
|
|
|
|
%.lp ""
|
|
Instead of a behavior, `condition' takes the following condition flags:
|
|
{\it stone}, {\it slime}, {\it strngl}, {\it foodpois}, {\it termill},
|
|
{\it blind}, {\it deaf}, {\it stun}, {\it conf}, {\it hallu},
|
|
{\it lev}, {\it fly}, and {\it ride}.
|
|
You can use `major\_troubles' as an alias
|
|
for stone through termill, `minor\_troubles' for blind through hallu,
|
|
`movement' for lev, fly, and ride, and `all' for every condition.
|
|
|
|
%.lp ""
|
|
Allowed behaviors are ``always'', ``up'', ``down'', ``changed'', a
|
|
percentage or absolute number threshold, or text to match against.
|
|
|
|
\blist{}
|
|
%.lp "*"
|
|
\item[{\tt always}] will set the default attributes for that field.
|
|
%.lp "*"
|
|
\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[{\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[{\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).
|
|
If the percentage is prefixed with `{\tt <=}' or `{\tt >=}',
|
|
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 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[{\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 =}'.
|
|
If the number is preceded by `{\tt <=}' or `{\tt >=}' instead,
|
|
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[{\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\/}''.
|
|
For title, only the role's rank title
|
|
is tested; the character's name is ignored.
|
|
%.ei
|
|
\elist
|
|
|
|
The in-game options menu can help you determine the correct syntax for a
|
|
configuration file.
|
|
|
|
The whole feature can be disable by setting option {\it statushilites} to 0.
|
|
|
|
Example hilites:
|
|
\begin{verbatim}
|
|
OPTION=hilite_status: gold/up/yellow/down/brown
|
|
OPTION=hilite_status: characteristics/up/green/down/red
|
|
OPTION=hilite_status: hitpoints/100%/gray&normal
|
|
OPTION=hilite_status: hitpoints/<100%/green&normal
|
|
OPTION=hilite_status: hitpoints/<66%/yellow&normal
|
|
OPTION=hilite_status: hitpoints/<50%/orange&normal
|
|
OPTION=hilite_status: hitpoints/<33%/red&bold
|
|
OPTION=hilite_status: hitpoints/<15%/red&inverse
|
|
OPTION=hilite_status: condition/major/orange&inverse
|
|
OPTION=hilite_status: condition/lev+fly/red&inverse
|
|
\end{verbatim}
|
|
|
|
%.lp
|
|
%.hn 2
|
|
\subsection*{Modifying {\it NetHack\/} Symbols}
|
|
|
|
%.pg
|
|
{\it NetHack\/} can load entire symbol sets from the symbol file.
|
|
|
|
%.pg
|
|
The options that are used to select a particular symbol set from the
|
|
symbol file are:
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{symset}]
|
|
Set the name of the symbol set that you want to load.
|
|
{\it symbols\/}.
|
|
|
|
%.lp
|
|
\item[\ib{roguesymset}]
|
|
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\/} and
|
|
{\it ROGUESYMBOLS\/} configuration 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
|
|
character.
|
|
|
|
{
|
|
\small
|
|
\begin{longtable}{lll}
|
|
\caption[]{NetHack Symbols}\\
|
|
Default & Symbol Name & Description\\
|
|
\hline \hline
|
|
\endhead
|
|
\verb@ @ & S\verb+_+air & (air)\\
|
|
\_ & S\verb+_+altar & (altar)\\
|
|
\verb@"@ & S\verb+_+amulet & (amulet)\\
|
|
\verb@A@ & S\verb+_+angel & (angelic being)\\
|
|
\verb@a@ & S\verb+_+ant & (ant or other insect)\\
|
|
\verb@^@ & S\verb+_+anti\verb+_+magic\verb+_+trap & (anti-magic field)\\
|
|
\verb@[@ & S\verb+_+armor & (suit or piece of armor)\\
|
|
\verb@[@ & S\verb+_+armour & (suit or piece of armor)\\
|
|
\verb@^@ & S\verb+_+arrow\verb+_+trap & (arrow trap)\\
|
|
\verb@0@ & S\verb+_+ball & (iron ball)\\
|
|
\# & S\verb+_+bars & (iron bars)\\
|
|
\verb@B@ & S\verb+_+bat & (bat or bird)\\
|
|
\verb@^@ & S\verb+_+bear\verb+_+trap & (bear trap)\\
|
|
\verb@-@ & S\verb+_+blcorn & (bottom left corner)\\
|
|
\verb@b@ & S\verb+_+blob & (blob)\\
|
|
\verb@+@ & S\verb+_+book & (spellbook)\\
|
|
\verb@)@ & S\verb+_+boomleft & (boomerang open left)\\
|
|
\verb@(@ & S\verb+_+boomright & (boomerang open right)\\
|
|
\verb@`@ & S\verb+_+boulder & (boulder)\\
|
|
\verb@-@ & S\verb+_+brcorn & (bottom right corner)\\
|
|
\verb@C@ & S\verb+_+centaur & (centaur)\\
|
|
\verb@_@ & S\verb+_+chain & (iron chain)\\
|
|
\# & S\verb+_+cloud & (cloud)\\
|
|
\verb@c@ & S\verb+_+cockatrice & (cockatrice)\\
|
|
\$ & S\verb+_+coin & (pile of coins)\\
|
|
\# & S\verb+_+corr & (corridor)\\
|
|
\verb@-@ & S\verb+_+crwall & (wall)\\
|
|
\verb@-@ & S\verb+_+darkroom & (dark room)\\
|
|
\verb@^@ & S\verb+_+dart\verb+_+trap & (dart trap)\\
|
|
\verb@&@ & S\verb+_+demon & (major demon)\\
|
|
\verb@*@ & S\verb+_+digbeam & (dig beam)\\
|
|
\verb@>@ & S\verb+_+dnladder & (ladder down)\\
|
|
\verb@>@ & S\verb+_+dnstair & (staircase down)\\
|
|
\verb@d@ & S\verb+_+dog & (dog or other canine)\\
|
|
\verb@D@ & S\verb+_+dragon & (dragon)\\
|
|
\verb@;@ & S\verb+_+eel & (sea monster)\\
|
|
\verb@E@ & S\verb+_+elemental & (elemental)\\
|
|
\verb@/@ & S\verb+_+explode1 & (explosion top left)\\
|
|
\verb@-@ & S\verb+_+explode2 & (explosion top center)\\
|
|
\verb@\@ & S\verb+_+explode3 & (explosion top right)\\
|
|
\verb@|@ & S\verb+_+explode4 & (explosion middle left)\\
|
|
\verb@ @ & S\verb+_+explode5 & (explosion middle center)\\
|
|
\verb@|@ & S\verb+_+explode6 & (explosion middle right)\\
|
|
\verb@\@ & S\verb+_+explode7 & (explosion bottom left)\\
|
|
\verb@-@ & S\verb+_+explode8 & (explosion bottom center)\\
|
|
\verb@/@ & S\verb+_+explode9 & (explosion bottom right)\\
|
|
\verb@e@ & S\verb+_+eye & (eye or sphere)\\
|
|
\verb@^@ & S\verb+_+falling\verb+_+rock\verb+_+trap & (falling rock trap)\\
|
|
\verb@f@ & S\verb+_+feline & (cat or other feline)\\
|
|
\verb@^@ & S\verb+_+fire\verb+_+trap & (fire trap)\\
|
|
\verb@!@ & S\verb+_+flashbeam & (flash beam)\\
|
|
\% & S\verb+_+food & (piece of food)\\
|
|
\{ & S\verb+_+fountain & (fountain)\\
|
|
\verb@F@ & S\verb+_+fungus & (fungus or mold)\\
|
|
\verb@*@ & S\verb+_+gem & (gem or rock)\\
|
|
\verb@ @ & S\verb+_+ghost & (ghost)\\
|
|
\verb@H@ & S\verb+_+giant & (giant humanoid)\\
|
|
\verb@G@ & S\verb+_+gnome & (gnome)\\
|
|
\verb@'@ & S\verb+_+golem & (golem)\\
|
|
\verb@|@ & S\verb+_+grave & (grave)\\
|
|
\verb@g@ & S\verb+_+gremlin & (gremlin)\\
|
|
\verb@-@ & S\verb+_+hbeam & (wall)\\
|
|
\# & S\verb+_+hcdbridge & (horizontal raised drawbridge)\\
|
|
\verb@+@ & S\verb+_+hcdoor & (closed door)\\
|
|
\verb@.@ & S\verb+_+hodbridge & (horizontal lowered drawbridge)\\
|
|
\verb@|@ & S\verb+_+hodoor & (open door)\\
|
|
\verb\^\ & S\verb+_+hole & (hole)\\
|
|
\verb~@~ & S\verb+_+human & (human or elf)\\
|
|
\verb@h@ & S\verb+_+humanoid & (humanoid)\\
|
|
\verb@-@ & S\verb+_+hwall & (horizontal wall)\\
|
|
\verb@.@ & S\verb+_+ice & (ice)\\
|
|
\verb@i@ & S\verb+_+imp & (imp or minor demon)\\
|
|
\verb@I@ & S\verb+_+invisible & (invisible monster)\\
|
|
\verb@J@ & S\verb+_+jabberwock & (jabberwock)\\
|
|
\verb@j@ & S\verb+_+jelly & (jelly)\\
|
|
\verb@k@ & S\verb+_+kobold & (kobold)\\
|
|
\verb@K@ & S\verb+_+kop & (Keystone Kop)\\
|
|
\verb@^@ & S\verb+_+land\verb+_+mine & (land mine)\\
|
|
\verb@}@ & S\verb+_+lava & (molten lava)\\
|
|
\verb@l@ & S\verb+_+leprechaun & (leprechaun)\\
|
|
\verb@^@ & S\verb+_+level\verb+_+teleporter & (level teleporter)\\
|
|
\verb@L@ & S\verb+_+lich & (lich)\\
|
|
\verb@y@ & S\verb+_+light & (light)\\
|
|
\# & S\verb+_+litcorr & (lit corridor)\\
|
|
\verb@:@ & S\verb+_+lizard & (lizard)\\
|
|
\verb@\@ & S\verb+_+lslant & (wall)\\
|
|
\verb@^@ & S\verb+_+magic\verb+_+portal & (magic portal)\\
|
|
\verb@^@ & S\verb+_+magic\verb+_+trap & (magic trap)\\
|
|
\verb@m@ & S\verb+_+mimic & (mimic)\\
|
|
\verb@]@ & S\verb+_+mimic\verb+_+def & (mimic)\\
|
|
\verb@M@ & S\verb+_+mummy & (mummy)\\
|
|
\verb@N@ & S\verb+_+naga & (naga)\\
|
|
\verb@.@ & S\verb+_+ndoor & (doorway)\\
|
|
\verb@n@ & S\verb+_+nymph & (nymph)\\
|
|
\verb@O@ & S\verb+_+ogre & (ogre)\\
|
|
\verb@o@ & S\verb+_+orc & (orc)\\
|
|
\verb@p@ & S\verb+_+piercer & (piercer)\\
|
|
\verb@^@ & S\verb+_+pit & (pit)\\
|
|
\# & S\verb+_+poisoncloud & (poison cloud)\\
|
|
\verb@^@ & S\verb+_+polymorph\verb+_+trap & (polymorph trap)\\
|
|
\verb@}@ & S\verb+_+pool & (water)\\
|
|
\verb@!@ & S\verb+_+potion & (potion)\\
|
|
\verb@P@ & S\verb+_+pudding & (pudding or ooze)\\
|
|
\verb@q@ & S\verb+_+quadruped & (quadruped)\\
|
|
\verb@Q@ & S\verb+_+quantmech & (quantum mechanic)\\
|
|
\verb@=@ & S\verb+_+ring & (ring)\\
|
|
\verb@`@ & S\verb+_+rock & (boulder or statue)\\
|
|
\verb@r@ & S\verb+_+rodent & (rodent)\\
|
|
\verb@^@ & S\verb+_+rolling\verb+_+boulder\verb+_+trap & (rolling boulder trap)\\
|
|
\verb@.@ & S\verb+_+room & (floor of a room)\\
|
|
\verb@/@ & S\verb+_+rslant & (wall)\\
|
|
\verb@^@ & S\verb+_+rust\verb+_+trap & (rust trap)\\
|
|
\verb@R@ & S\verb+_+rustmonst & (rust monster or disenchanter)\\
|
|
\verb@?@ & S\verb+_+scroll & (scroll)\\
|
|
\# & S\verb+_+sink & (sink)\\
|
|
\verb@^@ & S\verb+_+sleeping\verb+_+gas\verb+_+trap & (sleeping gas trap)\\
|
|
\verb@S@ & S\verb+_+snake & (snake)\\
|
|
\verb@s@ & S\verb+_+spider & (arachnid or centipede)\\
|
|
\verb@^@ & S\verb+_+spiked\verb+_+pit & (spiked pit)\\
|
|
\verb@^@ & S\verb+_+squeaky\verb+_+board & (squeaky board)\\
|
|
\verb@0@ & S\verb+_+ss1 & (magic shield 1 of 4)\\
|
|
\# & S\verb+_+ss2 & (magic shield 2 of 4)\\
|
|
\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 & (solid rock)\\
|
|
\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)\\
|
|
\verb@/@ & S\verb+_+sw\verb+_+br & (swallow bottom right )\\
|
|
\verb@|@ & S\verb+_+sw\verb+_+ml & (swallow middle left)\\
|
|
\verb@|@ & S\verb+_+sw\verb+_+mr & (swallow middle right)\\
|
|
\verb@-@ & S\verb+_+sw\verb+_+tc & (swallow top center)\\
|
|
\verb@/@ & S\verb+_+sw\verb+_+tl & (swallow top left)\\
|
|
\verb@\@ & S\verb+_+sw\verb+_+tr & (swallow top right)\\
|
|
\verb@-@ & S\verb+_+tdwall & (wall)\\
|
|
\verb@^@ & S\verb+_+teleportation\verb+_+trap & (teleportation trap)\\
|
|
\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+_+trap\verb+_+door & (trap door)\\
|
|
\verb@t@ & S\verb+_+trapper & (trapper or lurker above)\\
|
|
\verb@-@ & S\verb+_+trcorn & (top right corner)\\
|
|
\# & S\verb+_+tree & (tree)\\
|
|
\verb@T@ & S\verb+_+troll & (troll)\\
|
|
\verb@|@ & S\verb+_+trwall & (wall)\\
|
|
\verb@-@ & S\verb+_+tuwall & (wall)\\
|
|
\verb@U@ & S\verb+_+umber & (umber hulk)\\
|
|
\verb@ @ & S\verb+_+unexplored & (unexplored terrain)\\
|
|
\verb@u@ & S\verb+_+unicorn & (unicorn or horse)\\
|
|
\verb@<@ & S\verb+_+upladder & (ladder up)\\
|
|
\verb@<@ & S\verb+_+upstair & (staircase up)\\
|
|
\verb@V@ & S\verb+_+vampire & (vampire)\\
|
|
\verb@|@ & S\verb+_+vbeam & (wall)\\
|
|
\# & S\verb+_+vcdbridge & (vertical raised drawbridge)\\
|
|
\verb@+@ & S\verb+_+vcdoor & (closed door)\\
|
|
\verb@.@ & S\verb+_+venom & (splash of venom)\\
|
|
\verb@^@ & S\verb+_+vibrating\verb+_+square & (vibrating square)\\
|
|
\verb@.@ & S\verb+_+vodbridge & (vertical lowered drawbridge)\\
|
|
\verb@-@ & S\verb+_+vodoor & (open door)\\
|
|
\verb@v@ & S\verb+_+vortex & (vortex)\\
|
|
\verb@|@ & S\verb+_+vwall & (vertical wall)\\
|
|
\verb@/@ & S\verb+_+wand & (wand)\\
|
|
\verb@}@ & S\verb+_+water & (water)\\
|
|
\verb@)@ & S\verb+_+weapon & (weapon)\\
|
|
\verb@"@ & S\verb+_+web & (web)\\
|
|
\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 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@ @ & S\verb+_+pet\verb+_+override & (any pet if ACCESSIBILITY=1 is set)\\
|
|
\verb@ @ & S\verb+_+hero\verb+_+override & (hero if ACCESSIBILITY=1 is set)
|
|
\end{longtable}%
|
|
}
|
|
|
|
\hyphenation{sysconf} %no syllable breaks => don't hyphenate file name
|
|
%.lp
|
|
Notes:
|
|
|
|
%.lp "*"
|
|
Several symbols in this table appear to be blank.
|
|
They are the space character, except for S\verb+_+pet\verb+_+override
|
|
and S\verb+_+hero\verb+_+override which don't have any default value
|
|
and can only be used if enabled in the ``sysconf'' file.
|
|
|
|
%.lp "*"
|
|
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
|
|
\subsection*{Configuring {\it NetHack\/} for Play by the Blind}
|
|
|
|
%.pg
|
|
{\it NetHack\/} can be set up to use only standard ASCII characters for making
|
|
maps of the dungeons. This makes the MS-DOS versions of {\it 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
|
|
capabilities 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 character 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.
|
|
%.pg
|
|
{\it 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
|
|
``{\tt \#version}'' extended command shows ``external program as a
|
|
message handler'', your {\it NetHack\/}
|
|
has been compiled with the capability. When compiling {\it NetHack\/}
|
|
from source
|
|
on Linux and other POSIX systems, define {\it MSGHANDLER\/} to enable it.
|
|
To use
|
|
the capability, set the environment variable {\it NETHACK\_MSGHANDLER\/} to an
|
|
executable, which will be executed with the game message as the program's
|
|
only parameter.
|
|
%.pg
|
|
While it is not difficult for experienced users to edit the {\it defaults.nh\/}
|
|
file to accomplish this, novices may find this task somewhat daunting.
|
|
Included within the symbol file of all official distributions of {\it NetHack\/}
|
|
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.
|
|
See the previous section for the special symbols S\verb+_+pet\verb+_+override
|
|
to force a consistent symbol for all pets and S\verb+_+hero\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
|
|
\item[\ib{symset:NHAccess}]
|
|
Load a symbol set appropriate for use by blind players.
|
|
%.lp
|
|
\item[\ib{roguesymset:NHAccess}]
|
|
Load a symbol set for the rogue level that is appropriate for
|
|
use by blind players.
|
|
%.lp
|
|
\item[\ib{menustyle:traditional}]
|
|
This will assist in the interface to speech synthesizers.
|
|
%.lp
|
|
\item[\ib{nomenu\verb+_+overlay}]
|
|
Show menus on a cleared screen and aligned to the left edge.
|
|
%.lp
|
|
\item[\ib{number\verb+_+pad}]
|
|
A lot of speech access programs use the number-pad to review the screen.
|
|
If this is the case, disable the number\verb+_+pad option and use the
|
|
traditional Rogue-like commands.
|
|
%.lp
|
|
\item[\ib{autodescribe}]
|
|
Automatically describe the terrain under the cursor when targeting.
|
|
%.lp
|
|
\item[\ib{mention\verb+_+walls}]
|
|
Give feedback messages when walking towards a wall or when travel command
|
|
was interrupted.
|
|
%.lp
|
|
\item[\ib{whatis\verb+_+coord:compass}]
|
|
When targeting with cursor, describe the cursor position with coordinates
|
|
relative to your character.
|
|
%.lp
|
|
\item[\ib{whatis\verb+_+filter:area}]
|
|
When targeting with cursor, filter possible locations so only those in
|
|
the same area (eg. same room, or same corridor) are considered.
|
|
%.lp
|
|
\item[\ib{whatis\verb+_+moveskip}]
|
|
When targeting with cursor and using fast-move, skip the same glyphs instead
|
|
of moving 8 units at a time.
|
|
%.lp
|
|
\item[\ib{nostatus\verb+_+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 {\tt \#attributes} command.
|
|
\elist
|
|
|
|
%.hn2
|
|
\subsection*{Global Configuration for System Administrators}
|
|
|
|
%.pg
|
|
If {\it NetHack\/} is compiled with the SYSCF option, a system administrator
|
|
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 {\it NetHack\/} support files.
|
|
The options recognized in this file are listed below. Any option not
|
|
set uses a compiled-in default (which may not be appropriate for your
|
|
system).
|
|
|
|
%.pg
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{WIZARDS}]
|
|
A space-separated list of user name 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.
|
|
%.lp
|
|
\item[\ib{SHELLERS}]
|
|
A list of users who are allowed to use the shell escape command (`{\tt !}').
|
|
The syntax is the same as WIZARDS.
|
|
%.lp
|
|
\item[\ib{EXPLORERS}]
|
|
A list of users who are allowed to use the explore mode.
|
|
The syntax is the same as WIZARDS.
|
|
%.lp
|
|
\item[\ib{MAXPLAYERS}]
|
|
Limit the maximum number of games that can be running at the same time.
|
|
%.lp
|
|
\item[\ib{SAVEFORMAT}]
|
|
A list of up to two save file formats separated by space.
|
|
The first format in the list will written as well as read. The second format
|
|
will be read only if no save file in the first format exists.
|
|
Valid choices are ``{\tt historical}'' for binary writing of entire structs,
|
|
``{\tt lendian}'' for binary writing of each field in little-endian order,
|
|
``{\tt ascii}'' for writing the save file content in ascii text.
|
|
%.lp
|
|
\item[\ib{BONESFORMAT}]
|
|
A list of up to two bones file formats separated by space.
|
|
The first format in the list will written as well as read. The second
|
|
format will be read only if no bones files in the first format exist.
|
|
Valid choices are ``{\tt historical}'' for binary writing of entire structs,
|
|
``{\tt lendian}'' for binary writing of each field in little-endian order,
|
|
``{\tt ascii}'' for writing the bones file content in ascii text.
|
|
%.lp
|
|
\item[\ib{SUPPORT}]
|
|
A string explainign how to get local support (no default value).
|
|
%.lp
|
|
\item[\ib{RECOVER}]
|
|
A string explaining how to recover a game on this system (no default value).
|
|
%.lp
|
|
\item[\ib{SEDUCE}]
|
|
0 or 1 to disable or enable, respectively, the SEDUCE option (see the source)
|
|
for details on this function.
|
|
%.lp
|
|
\item[\ib{CHECK\verb+_+PLNAME}]
|
|
Setting this to 1 will make the EXPLORERS, WIZARDS, and SHELLERS check
|
|
for the player name instead of the user's login name.
|
|
%.lp
|
|
\item[\ib{CHECK\verb+_+SAVE\verb+_+UID}]
|
|
0 or 1 to disable or enable, respectively, the UID checking for savefiles.
|
|
\elist
|
|
|
|
%.pg
|
|
The following options affect the score file:
|
|
\blist {}
|
|
%.pg
|
|
%.lp
|
|
\item[\ib{PERSMAX}]
|
|
Maximum number of entries for one person
|
|
%.lp
|
|
\item[\ib{ENTRYMAX}]
|
|
Maximum number of entries in the score file
|
|
%.lp
|
|
\item[\ib{POINTSMIN}]
|
|
Minimum number of points to get an entry in the score file.
|
|
%.lp
|
|
\item[\ib{PERS\verb+_+IS\verb+_+UID}]
|
|
0 or 1 to use user names or numeric userids, respectively, to identify
|
|
unique people for the score file
|
|
%.lp
|
|
\item[\ib{ACCESSIBILITY}]
|
|
0 or 1 to disable or enable, respectively, the ability for players
|
|
to set S\verb+_+pet\verb+_+override and S\verb+_+hero\verb+_+override
|
|
symbols in their configuration file.
|
|
%.lp
|
|
\item[\ib{PORTABLE\verb+_+DEVICE\verb+_+PATHS}]
|
|
0 or 1 Windows OS only, the game will look for all of its external
|
|
files, and write to all of its output files in one place
|
|
rather than at the standard locations.
|
|
%.lp
|
|
\item[\ib{DUMPLOGFILE}]
|
|
A filename where the end-of-game dumplog is saved.
|
|
Not defining this will prevent dumplog from being created. Only available
|
|
if your game is compiled with DUMPLOG. Allows the following placeholders:
|
|
%.sd
|
|
%.si
|
|
{\tt \%\%} --- literal `{\tt \%}'\\
|
|
{\tt \%v} --- version (eg. ``{\tt 3.6.3-0}'')\\
|
|
{\tt \%u} --- game UID\\
|
|
{\tt \%t} --- game start time, UNIX timestamp format\\
|
|
{\tt \%T} --- current time, UNIX timestamp format\\
|
|
{\tt \%d} --- game start time, YYYYMMDDhhmmss format\\
|
|
{\tt \%D} --- current time, YYYYMMDDhhmmss format\\
|
|
{\tt \%n} --- player name\\
|
|
{\tt \%N} --- first character of player name
|
|
%.ei
|
|
%.ed
|
|
\elist
|
|
|
|
%.hn 1
|
|
\section{Scoring}
|
|
|
|
%.pg
|
|
{\it NetHack\/} maintains a list of the top scores or scorers on your machine,
|
|
depending on how it is set up. In the latter case, each account on
|
|
the machine can post only one non-winning score on this list. If
|
|
you score higher than someone else on this list, or better your
|
|
previous score, you will be inserted in the proper place under your
|
|
current name. How many scores are kept can also be set up when
|
|
{\it NetHack\/} is compiled.
|
|
|
|
%.pg
|
|
Your score is chiefly based upon how much experience you gained, how
|
|
much loot you accumulated, how deep you explored, and how the game
|
|
ended. If you quit the game, you escape with all of your gold intact.
|
|
If, however, you get killed in the Mazes of Menace, the guild will
|
|
only hear about 90\,\% of your gold when your corpse is discovered
|
|
(adventurers have been known to collect finder's fees). So, consider
|
|
whether you want to take one last hit at that monster and possibly
|
|
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
|
|
\begin{verbatim}
|
|
nethack -s all
|
|
\end{verbatim}
|
|
on most versions.
|
|
|
|
%.hn 1
|
|
\section{Explore mode}
|
|
|
|
%.pg
|
|
{\it NetHack\/} is an intricate and difficult game. Novices might falter
|
|
in fear, aware of their ignorance of the means to survive. Well, fear
|
|
not. Your dungeon comes equipped with an ``explore'' or ``discovery''
|
|
mode that enables you to keep old save files and cheat death, at the
|
|
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 {\tt -X}
|
|
command-line switch or with the
|
|
{\it playmode:explore\/}
|
|
option. The other is to issue the `{\tt \#exploremode}' extended command while
|
|
already playing the game. Starting a new game in explore mode provides your
|
|
character with a wand of wishing in initial inventory; switching
|
|
during play does not. The other benefits of explore mode are left for
|
|
the trepid reader to discover.
|
|
|
|
%.pg
|
|
%.hn 2
|
|
\subsection*{Debug mode}
|
|
|
|
%.pg
|
|
Debug mode, also known as wizard mode, is undocumented aside from this
|
|
brief description and the various ``debug mode only'' commands listed
|
|
among the command descriptions.
|
|
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
|
|
{\tt -D}
|
|
command-line switch or with the
|
|
{\it playmode:debug\/}
|
|
option.
|
|
|
|
%.pg
|
|
For some systems, the player must be logged in
|
|
under a particular user name to be allowed to use debug mode; for others,
|
|
the hero must be given a particular character name (but may be any role;
|
|
there's no connection between ``wizard mode'' and the {\it Wizard\/} role).
|
|
Attempting to start a game in debug mode when not allowed
|
|
or not available will result in falling back to explore mode instead.
|
|
|
|
%.hn
|
|
\section{Credits}
|
|
%.pg
|
|
The original %
|
|
{\it hack\/} game was modeled on the Berkeley
|
|
%.ux
|
|
UNIX
|
|
{\it rogue\/} game. Large portions of this paper were shamelessly
|
|
cribbed from %
|
|
{\it A Guide to the Dungeons of Doom}, by Michael C. Toy
|
|
and Kenneth C. R. C. Arnold. Small portions were adapted from
|
|
{\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee.
|
|
|
|
%.pg
|
|
{\it NetHack\/} is the product of literally dozens of people's work.
|
|
Main events in the course of the game development are described below:
|
|
|
|
%.pg
|
|
\bigskip
|
|
\nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it
|
|
Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/}
|
|
into a very different game, and published (at least) three versions (1.0.1,
|
|
1.0.2, and 1.0.3) for UNIX machines to the Usenet.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
|
|
producing {\it PC Hack\/} 1.01e, added support for DEC Rainbow graphics in
|
|
version 1.03g, and went on to produce at least four more versions (3.0, 3.2,
|
|
3.51, and 3.6).
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
|
|
520/1040ST, producing {\it ST Hack\/} 1.03.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Mike Stephenson\/} merged these various versions back together,
|
|
incorporating many of the added features, and produced {\it NetHack\/} version
|
|
1.4. He then coordinated a cast of thousands in enhancing and debugging
|
|
{\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd Later, Mike coordinated a major rewrite of the game, heading a team which
|
|
included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps},
|
|
{\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John
|
|
Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it
|
|
NetHack\/} 3.0c.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by
|
|
{\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them
|
|
and {\it Kevin Darcy\/} later joined the main {\it NetHack Development Team} to produce
|
|
subsequent revisions of 3.0.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga. {\it
|
|
Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed
|
|
overlay code for {\it PC NetHack\/} 3.0. {\it Johnny Lee\/} ported {\it
|
|
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.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and
|
|
{\it Janet Walz}, the {\it NetHack Development Team} which now included {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy},
|
|
{\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
|
|
{\it Pat Rankin}, {\it Eric Raymond}, and {\it 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 {\it NetHack\/} 3.1.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help
|
|
from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert},
|
|
developed {\it NetHack\/} 3.1 for the Amiga.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from
|
|
{\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender},
|
|
and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Jon W\{tte} and {\it Hao-yang Wang},
|
|
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 Bart House} added a Think C port.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2.
|
|
{\it Eric Smith\/} ported {\it NetHack\/} 3.1 to the Atari.
|
|
{\it Pat Rankin}, with help from {\it Joshua Delahunty},
|
|
was responsible for the VMS version of {\it NetHack\/} 3.1.
|
|
{\it Michael Allison} ported {\it NetHack\/} 3.1 to Windows NT.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/}
|
|
3.1 for X11.
|
|
{\it Warwick Allison} wrote a tiled version of {\it NetHack\/} for the Atari;
|
|
he later contributed the tiles to the {\it NetHack Development Team} and tile support was
|
|
then added to other platforms.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd The 3.2 {\it NetHack Development Team}, comprised of {\it Michael Allison}, {\it Ken
|
|
Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it
|
|
Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
|
|
{\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz},
|
|
and {\it Paul Winner}, released version 3.2 in April of 1996.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd 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 {\it 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 {\it NetHack Development Team}, {\it 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.
|
|
|
|
%.pg
|
|
\medskip
|
|
During the lifespan of {\it NetHack\/} 3.1 and 3.2, several enthusiasts
|
|
of the game added
|
|
their own modifications to the game and made these ``variants'' publicly
|
|
available:
|
|
|
|
%.pg
|
|
\medskip
|
|
{\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++},
|
|
which was quickly renamed {\it NetHack$--$}.
|
|
Working independently, {\it Stephen White} wrote {\it NetHack Plus}.
|
|
{\it Tom Proudfoot} later merged {\it NetHack Plus}
|
|
and his own {\it NetHack$--$} to produce {\it SLASH}.
|
|
{\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
|
|
casting system with the Wizard Patch.
|
|
{\it Warwick Allison} also ported {\it NetHack\/} to use the Qt interface.
|
|
|
|
%.pg
|
|
\medskip
|
|
{\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
|
|
to produce {\it Slash'EM\/}, and
|
|
with the help of {\it Kevin Hugo}, added more features.
|
|
Kevin later joined the
|
|
{\it NetHack Development Team} and incorporated the best of these ideas into {\it NetHack\/} 3.3.
|
|
|
|
%.pg
|
|
\medskip
|
|
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.
|
|
|
|
%.pg
|
|
\medskip
|
|
The 3.3 {\it NetHack Development Team}, consisting of {\it Michael Allison}, {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy},
|
|
{\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber},
|
|
{\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson},
|
|
{\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in
|
|
December 1999 and 3.3.1 in August of 2000.
|
|
|
|
%.pg
|
|
\medskip
|
|
Version 3.3 offered many firsts. It was the first version to separate race
|
|
and profession. The Elf class was removed in preference 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, Barbarians, 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.
|
|
|
|
%.pg
|
|
\medskip
|
|
The 3.4 {\it NetHack Development Team} initially consisted of
|
|
{\it Michael Allison}, {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber},
|
|
{\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson},
|
|
{\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining
|
|
just before the release of {\it NetHack\/} 3.4.0 in March 2002.
|
|
|
|
%.pg
|
|
\medskip
|
|
As with version 3.3, various people contributed to the game as a whole as
|
|
well as supporting ports on the different platforms that {\it NetHack\/}
|
|
runs on:
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd{\it Pat Rankin} maintained 3.4 for VMS.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Michael Allison} maintained {\it NetHack\/} 3.4 for the MS-DOS
|
|
platform.
|
|
{\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
|
|
enhanced the Macintosh port of 3.4.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel},
|
|
{\it Dion Nicolaas}, and
|
|
{\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows
|
|
platform.
|
|
{\it Alex Kompel} contributed a new graphical interface for the Windows port.
|
|
{\it Alex Kompel} also contributed a Windows CE port for 3.4.1.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Ron Van Iwaarden} was the sole maintainer of {\it 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 {\it NetHack\/} alive on
|
|
OS/2 all these years.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Janne Salmij\"{a}rvi} and {\it Teemu Suikki} maintained
|
|
and enhanced the Amiga port of 3.4 after {\it Janne Salmij\"{a}rvi} resurrected
|
|
it for 3.3.1.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Christian ``Marvin'' Bressler} maintained 3.4 for the Atari after he
|
|
resurrected it for 3.3.1.
|
|
|
|
%.pg
|
|
\medskip
|
|
The release of {\it NetHack\/} 3.4.3 in December 2003 marked the beginning 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
|
|
{\it 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 {\it NetHack\/} community. Notably sporkhack by
|
|
Derek S. Ray, {\it unnethack\/} by Patric Mueller, {\it nitrohack\/} and its
|
|
successors originally by Daniel Thaler and then by Alex Smith, and
|
|
{\it Dynahack\/} by Tung Nguyen. Some of those variants continue to be
|
|
developed, maintained, and enjoyed by the community to this day.
|
|
|
|
%.pg
|
|
\medskip
|
|
In September 2014, an interim snapshot of the code under development 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 version numbers present on that code snapshot would
|
|
be retired and never used in an official {\it NetHack\/} release. An
|
|
announcement was posted on the {\it NetHack Development Team}'s official {\it 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.
|
|
|
|
%.pg
|
|
\medskip
|
|
In January 2015, preparation began for the release of NetHack 3.6.
|
|
|
|
%.pg
|
|
\medskip
|
|
At the beginning of development for what would eventually get released
|
|
as 3.6.0, the {\it NetHack Development Team} consisted of {\it Warwick Allison},
|
|
{\it Michael Allison}, {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jessie Collet},
|
|
{\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin},
|
|
{\it Mike Stephenson}, {\it Janet Walz}, and {\it Paul Winner}.
|
|
In early 2015, ahead of the release of 3.6.0, new members
|
|
{\it Sean Hunt}, {\it Pasi Kallinen}, and {\it Derek S. Ray}
|
|
joined the {\it NetHack\/} development team.
|
|
|
|
%.pg
|
|
\medskip
|
|
Near the end of the development of 3.6.0, one of the significant inspirations
|
|
for many of the humorous and fun features found in the game,
|
|
author Terry Pratchett, passed away. {\it NetHack\/} 3.6.0 introduced
|
|
a tribute to him.
|
|
|
|
%.pg
|
|
\medskip
|
|
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.
|
|
|
|
%.pg
|
|
\medskip
|
|
The {\it NetHack Development Team}, as well as {\it Steve VanDevender} and
|
|
{\it Kevin Smolkowski}, ensured that {\it NetHack\/} 3.6 continued to
|
|
operate on various Unix flavors and maintained the X11 interface.
|
|
|
|
%.pg
|
|
\medskip
|
|
{\it Ken Lorber}, {\it Haoyang Wang}, {\it Pat Rankin}, and {\it Dean Luick}
|
|
maintained the port of {\it NetHack\/} 3.6 for Mac OSX.
|
|
|
|
%.pg
|
|
\medskip
|
|
{\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.
|
|
|
|
%.pg
|
|
\medskip
|
|
{\it Pat Rankin} attempted to keep the VMS port running for NetHack 3.6,
|
|
hindered by limited access. {\it Kevin Smolkowski} has updated 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.
|
|
|
|
%.pg
|
|
\medskip
|
|
{\it Ray Chason} resurrected the msdos port for 3.6 and contributed the
|
|
necessary updates to the community at large.
|
|
|
|
%.pg
|
|
\medskip
|
|
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 {\it NetHack Development Team} at the
|
|
time of release of 3.6.1 consisted of
|
|
{\it Warwick Allison}, {\it Michael Allison}, {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jessie Collet},
|
|
{\it Pasi Kallinen}, {\it Ken Lorber}, {\it Dean Luick},
|
|
{\it Patric Mueller}, {\it Pat Rankin}, {\it Derek S. Ray},
|
|
{\it Alex Smith}, {\it Mike Stephenson}, {\it Janet Walz}, and
|
|
{\it Paul Winner}.
|
|
|
|
%.pg
|
|
\medskip
|
|
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
|
|
NetHack 3.6.3 was released on December 5, 2019 containing over 190 bug
|
|
fixes to NetHack 3.6.2.
|
|
|
|
%.pg
|
|
\medskip
|
|
NetHack 3.6.4 was released on December 18, 2019 containing a security fix and
|
|
a few bug fixes.
|
|
|
|
%.pg
|
|
\medskip
|
|
NetHack 3.6.5 was released on January 27, 2020 containing some security fixes
|
|
and a small number of bug fixes.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd The official {\it NetHack\/} web site is maintained by {\it Ken Lorber} at
|
|
{\catcode`\#=11
|
|
\special{html:<a href="https://www.nethack.org/">}}
|
|
https:{\tt /}{\tt /}www.nethack.org{\tt /}.
|
|
{\catcode`\#=11
|
|
\special{html:</a>}}
|
|
|
|
%.pg
|
|
%.hn 2
|
|
|
|
\subsection*{Special Thanks}
|
|
\nd On behalf of the {\it NetHack\/} community, thank you very much once
|
|
again to {\it M. Drew Streib} and {\it Pasi Kallinen} for providing a
|
|
public NetHack server at nethack.alt.org. Thanks to {\it Keith Simpson}
|
|
and {\it Andy Thomson} for hardfought.org. Thanks to all those
|
|
unnamed dungeoneers who invest their time and effort into annual
|
|
{\it NetHack\/} tournaments such as {\it Junethack},
|
|
{\it The November NetHack Tournament} and in days past,
|
|
{\it devnull.net\/} (gone for now, but not forgotten).
|
|
\clearpage
|
|
|
|
%.hn
|
|
\section*{Dungeoneers}
|
|
%.pg
|
|
\nd From time to time, some depraved individual out there in netland sends a
|
|
particularly intriguing modification to help out with the game. The
|
|
{\it NetHack Development Team} sometimes makes note of the names of the worst
|
|
of these miscreants in this, the list of Dungeoneers:
|
|
%.sd
|
|
\begin{center}
|
|
\begin{tabular}{llll}
|
|
%TABLE_START
|
|
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\\
|
|
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\\
|
|
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}
|
|
%.ed
|
|
\clearpage
|
|
%\vfill
|
|
%\begin{flushleft}
|
|
%\small
|
|
%Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
|
|
%%%Don't need next line if a UNIX macro automatically inserts footnotes.
|
|
%UNIX is a registered trademark of AT\&T.\\
|
|
%Lattice is a trademark of Lattice, Inc.\\
|
|
%Atari and 1040ST are trademarks of Atari, Inc.\\
|
|
%Amiga is a trademark of Commodore-Amiga, Inc.\\
|
|
%%.sm
|
|
%Brand and product names are trademarks or registered trademarks
|
|
%of their respective holders.
|
|
%\end{flushleft}
|
|
|
|
\end{document}
|