diff options
author | Manoj Srivastava <srivasta@debian.org> | 2005-01-22 23:25:09 +0000 |
---|---|---|
committer | Manoj Srivastava <srivasta@debian.org> | 2005-01-22 23:25:09 +0000 |
commit | 34bad86cb4b86404352892f789df0e1b2cf6eab4 (patch) | |
tree | 4f16955bea47d1e8bd7a75d3edea1da2a9345ef0 | |
parent | 68ac28e402206780df2c95847bfaee94d8b49181 (diff) |
Imported tome-231-src
Imported tome-231-src
into srivasta@debian.org--2003-primary/tome--upstream--2.2
git-archimport-id: srivasta@debian.org--2003-primary/tome--upstream--2.2--patch-9
143 files changed, 286 insertions, 22083 deletions
diff --git a/changes.old b/changes.old index 343f94a2..6438e1d7 100644 --- a/changes.old +++ b/changes.old @@ -5547,3 +5547,273 @@ becomes 0, allowing spells to summon fiery blades and such [B]- Correctly cap the spell levels of wands (patch by 'Sumendar') -- neil [V] T.o.M.E 2.2.7 aka "Stoke Me A Clipper" + +04/06/2004 +[P]- Class no longer influences the internal Angband 'skills' of Disarming, + Magic Devices, Saving Throw, Stealth, Searching, Perception, Hand-to-Hand + combat, Missile Combat, and Throwing. ToME skills instead have the same + effect for all classes. -- neil + +05/06/2004 +[G]- Added the new Mimic shapes and updated the old ones -- masmarangio + +07/06/2004 +[G]- Destroying items manually now takes no time -- neil + +10/06/2004 +[B]- dungeon.c: Light should consume fuel at a rate of 1 / turn -- masmarangio + +11/06/2004 +[P]- Water Bite no longer has a damage cap -- neil + +12/06/2004 +[B]- A store (e.g. the mathom house) can contain up to 255 items (in defines.h + STORE_INVEN_MAX limited the number of items to 24) (Note: the limit is + stored in a byte in loadsaves.c) -- masmarangio + +21/06/2004 +[m]- a_info.txt: Updated names of artifacts in the comments -- masmarangio + +23/06/2004 +[m]- object.pkg: Added psychometry() for easier mindcraft testing. + +24/06/2004 +[m]- birth.txt, index.txt : Corrected and added abbreviations + gen_idx.lua: removed non-existent file and sorted file list +[G]- Added the spell Sterilize and Staves of Sterilization from ToME 3.0.0. +[D]- Added the first new special level from ToME 3.0.0, Galleon in Helcaraxe + -- masmarangio + +02/07/2004 +[D]- Added the special level Factory in the Illusory Castle -- masmarangio + +04/07/2004 +[G]- Added the spell Inertia Control from ToME 3.0.0 -- masmarangio + +05/072004 +[m]- Updated luckspoiler -- masmarangio + +09/07/2004 +[m]- Typo in s_fire.lua, from the wiki -- masmarangio +[m]- rm_skeleton.txt, rm_zombie.txt: They cannot restore life force, and zombies + are not resistant to nether -- masmarangio + +19/07/2004 +[P]- Except for infravision, all innate class or racial effects on skills are + gone. All skills have equal effect for all classes, and races now give + starting skill bonuses. -- Neil + +22/07/2004 +[B]- s_meta.lua: Inertia controlled spells are not casted in wilderness mode. + s_mana.lua: Inertia level of Disruption Shield is 9 (needed spell level 45) + m_meta.txt: Added a list of controllable spells -- masmarangio + +24/07/2004 +[P]- Mages are more geared toward a mix of Magic and Combat, while Sorcerors + have more options than pure Sorcery -- Neil + +26/07/2004 +[B]- p_info.txt: Archers and Rangers gain the missing Spirituality skill + p_info.txt: Removed the old Mimic Cloak (new cloak in player.lua) +[m]- Helpfile updates for all character classes. -- masmarangio + +30/07/2004 +[B]- p_info.txt: Thunderlords start with Stealth -16.000 (from the wiki) +[B]- cmd7.c: Fixed Alchemy recharging bug (thanks to Scott) +[B]- al_info.txt: Removed the old Mimic Potions -- masmarangio +[m]- util.pkg: Added lite_spot() and note_spot() for modules -- masmarangio + +31/07/2004 +[B]- monspeak.txt: Added some lines for Groo to fix a bug -- masmarangio +[B]- files.c: Corrected display of Climb flag, immunity to Nether, negative + pvals < -9. Added Sentient, Clone, Spider ESP flags. -- masmarangio + +02/08/2004 +[m]- g_melkor.txt: Added fire resistance for worshippers of Melkor +[B]- files.c: Added flags from the gods and spell schools to the character + screen. Added also flags from wielded symbiotes. -- masmarangio + +04/08/2004 +[m]- p_info.txt: Removed the useless skill Prayer for Maiar -- masmarangio +[B]- cmd4.c: Quest list without random quests in DL > 98 -- masmarangio + +19/08/2004 +[m]- help file documentation restructuring, copying appropriate rewrites from + wiki. -- fearoffours + +20/08/2004 +[B]- randart.c: An item with pval > 0 (e.g. an Elven Cloak) can gain parts + with a max_pval = 0 (e.g. resistances and immunities) -- masmarangio + +24/08/2004 +[m]- Various minor changes to helpfiles, reflecting current changes to + documentaiton on the wiki. --fearoffours + +28/08/2004 +[O]- Removed portable holes as have been useless for as long as merchants have + been removed from game. --fearoffours + +30/08/2004 +[m]- k_info.txt: Fixed name of the commented out portable holes -- masmarangio + +14/09/2004 +[m]- Fixed some typographical errors, mostly from the wiki: + cmd1.c: [The monster] fall -> falls, deleted space (Bug # 80 from the wiki) + k_info.txt: Added & for Climbing sets (Bug # 81 from the wiki) + q_one.c: You felt -> You fell (Bug # 94 from the wiki) + monster2.c: It tries to breed but he fails: he -> it (Bug # 98 from the wiki) + bldg.c: Changed wording of the soothsayer (Bug # 106 from the wiki) + tables.c: Minor changes in the One Ring quest (Bug # 117 from the wiki) + q_invas.c: jumps out of the between -> appears, deleted spaces, + added single quotes in direct speech (Bug # 119 from the wiki) + q_between.c: Deleted space, changed comments -- masmarangio + +20/09/2004 +[m]- book-4.txt: Capitalised 'Ring' (Bug # 135 from the wiki) -- masmarangio +[B]- ow_info.txt: missing C: lines reduced the purse to 0 -- masmarangio +[B]- object1.c: don't wield bolts with instruments and pebbles with boomerangs + (Bug # 127 from the wiki) -- masmarangio + +21/09/2004 +[B]- object1.c: mention_use and describe_use list all available slots, check all + weapon weights and distinguish between instruments and bows (Bug # 87) + object1.c: Res Chaos implies Res Confusion (for the character screen) + xtra1.c: Magical breath implies Water breath (from the wiki) -- masmarangio + +23/09/2004 +[B]- Z and Cth monster options removed, as in ToME 3. This fixes, among other + things, the Death Orb issues. -- neil + +24/09/2004 +[m]- options.txt: Also removed the options from the help file -- masmarangio +[B]- a_info.txt: Corrected two typos (Bugs # 140, 146 from the wiki) + k_info.txt: Changed description of Bastard Sword, added RES_CHAOS to the + known flags of a Blade of Chaos (it's mentioned in the description) + files.c: Terminated highscore strings with \0, changed total_points + slightly to prevent an overflow error (Bug # 139 from the wiki) + v_info.txt: Corrected the x size of vault 99 and 104 -- masmarangio + +28/09/2004 +[D]- dungeon.c: Level of the Death dungeon is the minimum level from d_info.txt +[B]- dungeon.c: Set dungeon_type to wilderness when recalling out. This should + fix the various Moria recalling bugs (Bug # 95) +[m]- cmd6.c: replaced the recall activation code by recall_player -- masmarangio +[m]- monster1.c: missing spaces in description (Bug # 169) -- masmarangio + + +29/09/2004 +[m]- Modules need to define three new variables to control the chance or + random artifact generation. random_artifact_weapon_chance, + random_artifact_armor_chance, random_artifact_jewelry_chance control + the chance for different types of items. -- neil + +30/09/2004 +[B]- spells2.c: Redraw trap status after passwall (Bug # 51) + store.c: Removed '))' when displaying a large store -- masmarangio + +01/10/2004 +[m]- mods_aux.lua: Added default values for random artifact generation; + updated the skill values -- masmarangio + +02/10/2004 +[B]- al_info.txt: removed recipe for Scroll of Spell (Bug # 179), added recipe + for Staff of Sterilisation (Bug # 77) -- masmarangio +[m]- cmd6.c: protect evil -> protection from evil, s_stick.lua: town -> surface + q_betwen.c, q_invas.c: speak -> speaks (from the forum) -- masmarangio + +03/10/2004 +[m]- tr_info.txt: Spelling of Lite (Bug # 182), Armor, Paralyzing -- masmarangio +[B]- cmd6.c: Added timeout for junkarts in the activation description (ugly fix) + tables.c: Replaced ACT_CURE_POISON by not used ACT_CURE_POIS -- masmarangio +[B]- Once a god quest is failed, you will not receive any more god quests. + -- fearoffours +[m]- The (Ctrl-Q) Quest screen now shows which number god quest you have been given + and an additional line in your character dump shows how many have been + successfully completed. -- fearoffours +[m]- Help updates from the wiki - lots of it Maylith's work, esp FAQ updates. + -- fearoffours + +04/10/2004 +[m]- Corrected the description of the Disarm, Call the Elements and Channel + Elements spells (without changing the code) (Bug # 175) -- masmarangio + +08/10/2004 +[B]- bldg.c: Research item (Bug # 191) and research monster are now paid + correctly -- masmarangio +[B]- spells2.c: Diggers cannot be enchanted with scrolls -- masmarangio +[m]- tome-faq.txt, index.txt: Typo (Bug # 196) -- masmarangio + +10/10/2004 +[m]- s_info.txt: Antimagic: generates -> generate (Bug # 198) -- masmarangio +[B]- files.c: Fixed displayed barehanded damage (Patch from Scott, Bug # 195) + -- masmarangio + +11/10/2004 +[m]- powers.c: replaced the recall power code by recall_player + q_troll.c: Fixed typos from the wiki (Bug # 208) -- masmarangio + +12/10/2004 +[m]- tables.c: Removed harpers and some other small changes (Bug # 212) + cmd6.c: Added "and" in the description of ACT_ROHAN (Bug # 213) + -- masmarangio + +13/10/2004 +[m]- m_demono.txt, s_demon.lua: armor -> armour class (Bug # 217) +[O]- k_info.txt: Changed comments and descriptions of the items, mostly from + the wiki (Bug # 176) and added missing descriptions (IdeaArchive) + Added article (&) in the name of armours (Bug # 81), + The spelling of some item names was changed: Scroll of Enchant Armour, + *Enchant Armour*, Curse Armour, Summon Monsters, Basilard + Added COULD2H to the Claymore and MUST2H to the Espadon. +[m]- dun3.18: description of DimGates: fills -> fill (Bug # 223) + -- masmarangio + +15/10/2004 +[B]- files.c: Remove / restore CAVE_VIEW before / after saving the game. + This solves a long standing bug with the lighting of the dungeon + since the temporary arrays that hold the position of the viewed + grids are not stored in the save file (Bug # 19). -- masmarangio + +16/10/2004 +[m]- init1.c: The parser adds missing spaces at the end of the + description of artifacts, like it did for objects. -- masmarangio +[m]- Race, class and race modifier help files updates to reflect changes + in skill bonuses. -- fearoffours + +18/10/2004 + Some changes to random artifact and scrolls of artifact creation + (See Bugs # 206, 222, 226 on the wiki): +[m]- externs.h: Moved some functions listed under spells2.c to proper sections +[m]- k_info.txt: Added "mundane" to the description of the scroll +[B]- cmd6.c: the selection of artifactable items can be escaped now + randart.c: *ID* the object before listing the powers, some re-ordering +[B]- spells2.c: Re-add diggers to item_tester_artifactable, and limit the + selection to normal items due to complains (no ego items or artifacts) +[O]- ra_info.txt: Added a STR-increasing part without combat bonuses for diggers +[B]- ra_info.txt: Fixed two W-lines with 4 entries and added a missing C-line +[O]- e_info.txt: Diggers cannot be of Earthquakes anymore (there are combat boni + involved) - perhaps an own ego type should be added... -- masmarangio +[m]- q_ultrag.c: Quest texts changed as reported in Bug # 210 -- masmarangio + +23/10/2004 +[B]- k_info.txt: Reduced throwing damage of totems to 1 -- masmarangio + +25/10/2004 +[P]- Priests disarm as well as Warriors do now -- neil +[B]- st_info.txt: Fixed the changed item names in the stores (StatusReport3) +[m]- spells.lua: Sorted the Conveyance spells by level (Bug # 233) + -- masmarangio +[m]- Helpfiles reflect changes to skills (priest disarming and racial + spirituality update). -- fearoffours + +01/11/2004 +[m]- library.lua: Added OBJ_FOUND_REWARD to the tome (Bug # 237) -- masmarangio + +13/11/2004 +[B]- Fix for disappearing artifacts (especially guardian artifacts) during load / save + thanks to SimonSorc + +17/11/2004 +[O]- No more blessed boomerangs -- neil + +[V] T.o.M.E 2.3.0 aka "One more try to get Mages working" diff --git a/changes.txt b/changes.txt index b320a82f..4c0ccbd2 100644 --- a/changes.txt +++ b/changes.txt @@ -1,178 +1,7 @@ -T.o.M.E 2.3.0 aka "The Most Dangerous Wish" changes - -Gameplay changes: -- Added the new Mimic shapes and updated the old ones -- masmarangio -- Destroying items manually now takes no time -- neil -- Added the spell Sterilize and Staves of Sterilization from ToME 3.0.0. -- Added the spell Inertia Control from ToME 3.0.0 -- masmarangio - -Object changes: -- Removed portable holes as have been useless for as long as merchants have - been removed from game. --fearoffours -- k_info.txt: Changed comments and descriptions of the items, mostly from - the wiki (Bug # 176) and added missing descriptions (IdeaArchive) - Added article (&) in the name of armours (Bug # 81), - The spelling of some item names was changed: Scroll of Enchant Armour, - *Enchant Armour*, Curse Armour, Summon Monsters, Basilard - Added COULD2H to the Claymore and MUST2H to the Espadon. -- ra_info.txt: Added a STR-increasing part without combat bonuses for diggers -- e_info.txt: Diggers cannot be of Earthquakes anymore (there are combat boni - involved) - perhaps an own ego type should be added... -- masmarangio -- No more blessed boomerangs -- neil - -Player changes: -- Class no longer influences the internal Angband 'skills' of Disarming, - Magic Devices, Saving Throw, Stealth, Searching, Perception, Hand-to-Hand - combat, Missile Combat, and Throwing. ToME skills instead have the same - effect for all classes. -- neil -- Water Bite no longer has a damage cap -- neil -- Except for infravision, all innate class or racial effects on skills are - gone. All skills have equal effect for all classes, and races now give - starting skill bonuses. -- Neil -- Mages are more geared toward a mix of Magic and Combat, while Sorcerors - have more options than pure Sorcery -- Neil -- Priests disarm as well as Warriors do now -- neil - -Misc changes: -- a_info.txt: Updated names of artifacts in the comments -- masmarangio -- object.pkg: Added psychometry() for easier mindcraft testing. -- birth.txt, index.txt : Corrected and added abbreviations - gen_idx.lua: removed non-existent file and sorted file list -- Updated luckspoiler -- masmarangio -- Typo in s_fire.lua, from the wiki -- masmarangio -- rm_skeleton.txt, rm_zombie.txt: They cannot restore life force, and zombies - are not resistant to nether -- masmarangio -- Helpfile updates for all character classes. -- masmarangio -- util.pkg: Added lite_spot() and note_spot() for modules -- masmarangio -- g_melkor.txt: Added fire resistance for worshippers of Melkor -- p_info.txt: Removed the useless skill Prayer for Maiar -- masmarangio -- help file documentation restructuring, copying appropriate rewrites from - wiki. -- fearoffours -- Various minor changes to helpfiles, reflecting current changes to - documentaiton on the wiki. --fearoffours -- k_info.txt: Fixed name of the commented out portable holes -- masmarangio -- Fixed some typographical errors, mostly from the wiki: - cmd1.c: [The monster] fall -> falls, deleted space (Bug # 80 from the wiki) - k_info.txt: Added & for Climbing sets (Bug # 81 from the wiki) - q_one.c: You felt -> You fell (Bug # 94 from the wiki) - monster2.c: It tries to breed but he fails: he -> it (Bug # 98 from the wiki) - bldg.c: Changed wording of the soothsayer (Bug # 106 from the wiki) - tables.c: Minor changes in the One Ring quest (Bug # 117 from the wiki) - q_invas.c: jumps out of the between -> appears, deleted spaces, - added single quotes in direct speech (Bug # 119 from the wiki) - q_between.c: Deleted space, changed comments -- masmarangio -- book-4.txt: Capitalised 'Ring' (Bug # 135 from the wiki) -- masmarangio -- options.txt: Also removed the options from the help file -- masmarangio -- cmd6.c: replaced the recall activation code by recall_player -- masmarangio -- monster1.c: missing spaces in description (Bug # 169) -- masmarangio -- Modules need to define three new variables to control the chance or - random artifact generation. random_artifact_weapon_chance, - random_artifact_armor_chance, random_artifact_jewelry_chance control - the chance for different types of items. -- neil -- mods_aux.lua: Added default values for random artifact generation; - updated the skill values -- masmarangio -- cmd6.c: protect evil -> protection from evil, s_stick.lua: town -> surface - q_betwen.c, q_invas.c: speak -> speaks (from the forum) -- masmarangio -- tr_info.txt: Spelling of Lite (Bug # 182), Armor, Paralyzing -- masmarangio -- The (Ctrl-Q) Quest screen now shows which number god quest you have been given - and an additional line in your character dump shows how many have been - successfully completed. -- fearoffours -- Help updates from the wiki - lots of it Maylith's work, esp FAQ updates. - -- fearoffours -- Corrected the description of the Disarm, Call the Elements and Channel - Elements spells (without changing the code) (Bug # 175) -- masmarangio -- tome-faq.txt, index.txt: Typo (Bug # 196) -- masmarangio -- s_info.txt: Antimagic: generates -> generate (Bug # 198) -- masmarangio -- powers.c: replaced the recall power code by recall_player - q_troll.c: Fixed typos from the wiki (Bug # 208) -- masmarangio -- tables.c: Removed harpers and some other small changes (Bug # 212) - cmd6.c: Added "and" in the description of ACT_ROHAN (Bug # 213) - -- masmarangio -- m_demono.txt, s_demon.lua: armor -> armour class (Bug # 217) -- dun3.18: description of DimGates: fills -> fill (Bug # 223) - -- masmarangio -- init1.c: The parser adds missing spaces at the end of the - description of artifacts, like it did for objects. -- masmarangio -- Race, class and race modifier help files updates to reflect changes - in skill bonuses. -- fearoffours - Some changes to random artifact and scrolls of artifact creation - (See Bugs # 206, 222, 226 on the wiki): -- externs.h: Moved some functions listed under spells2.c to proper sections -- k_info.txt: Added "mundane" to the description of the scroll -- q_ultrag.c: Quest texts changed as reported in Bug # 210 -- masmarangio -- spells.lua: Sorted the Conveyance spells by level (Bug # 233) - -- masmarangio -- Helpfiles reflect changes to skills (priest disarming and racial - spirituality update). -- fearoffours -- library.lua: Added OBJ_FOUND_REWARD to the tome (Bug # 237) -- masmarangio - -Dungeon changes: -- Added the first new special level from ToME 3.0.0, Galleon in Helcaraxe - -- masmarangio -- Added the special level Factory in the Illusory Castle -- masmarangio -- dungeon.c: Level of the Death dungeon is the minimum level from d_info.txt +T.o.M.E 2.3.1 aka "And Now For a Word" changes Bug fixes: -- dungeon.c: Light should consume fuel at a rate of 1 / turn -- masmarangio -- A store (e.g. the mathom house) can contain up to 255 items (in defines.h - STORE_INVEN_MAX limited the number of items to 24) (Note: the limit is - stored in a byte in loadsaves.c) -- masmarangio -- s_meta.lua: Inertia controlled spells are not casted in wilderness mode. - s_mana.lua: Inertia level of Disruption Shield is 9 (needed spell level 45) - m_meta.txt: Added a list of controllable spells -- masmarangio -- p_info.txt: Archers and Rangers gain the missing Spirituality skill - p_info.txt: Removed the old Mimic Cloak (new cloak in player.lua) -- p_info.txt: Thunderlords start with Stealth -16.000 (from the wiki) -- cmd7.c: Fixed Alchemy recharging bug (thanks to Scott) -- al_info.txt: Removed the old Mimic Potions -- masmarangio -- monspeak.txt: Added some lines for Groo to fix a bug -- masmarangio -- files.c: Corrected display of Climb flag, immunity to Nether, negative - pvals < -9. Added Sentient, Clone, Spider ESP flags. -- masmarangio -- files.c: Added flags from the gods and spell schools to the character - screen. Added also flags from wielded symbiotes. -- masmarangio -- cmd4.c: Quest list without random quests in DL > 98 -- masmarangio -- randart.c: An item with pval > 0 (e.g. an Elven Cloak) can gain parts - with a max_pval = 0 (e.g. resistances and immunities) -- masmarangio -- ow_info.txt: missing C: lines reduced the purse to 0 -- masmarangio -- object1.c: don't wield bolts with instruments and pebbles with boomerangs - (Bug # 127 from the wiki) -- masmarangio -- object1.c: mention_use and describe_use list all available slots, check all - weapon weights and distinguish between instruments and bows (Bug # 87) - object1.c: Res Chaos implies Res Confusion (for the character screen) - xtra1.c: Magical breath implies Water breath (from the wiki) -- masmarangio -- Z and Cth monster options removed, as in ToME 3. This fixes, among other - things, the Death Orb issues. -- neil -- a_info.txt: Corrected two typos (Bugs # 140, 146 from the wiki) - k_info.txt: Changed description of Bastard Sword, added RES_CHAOS to the - known flags of a Blade of Chaos (it's mentioned in the description) - files.c: Terminated highscore strings with \0, changed total_points - slightly to prevent an overflow error (Bug # 139 from the wiki) - v_info.txt: Corrected the x size of vault 99 and 104 -- masmarangio -- dungeon.c: Set dungeon_type to wilderness when recalling out. This should - fix the various Moria recalling bugs (Bug # 95) -- spells2.c: Redraw trap status after passwall (Bug # 51) - store.c: Removed '))' when displaying a large store -- masmarangio -- al_info.txt: removed recipe for Scroll of Spell (Bug # 179), added recipe - for Staff of Sterilisation (Bug # 77) -- masmarangio -- cmd6.c: Added timeout for junkarts in the activation description (ugly fix) - tables.c: Replaced ACT_CURE_POISON by not used ACT_CURE_POIS -- masmarangio -- Once a god quest is failed, you will not receive any more god quests. - -- fearoffours -- bldg.c: Research item (Bug # 191) and research monster are now paid - correctly -- masmarangio -- spells2.c: Diggers cannot be enchanted with scrolls -- masmarangio -- files.c: Fixed displayed barehanded damage (Patch from Scott, Bug # 195) - -- masmarangio -- files.c: Remove / restore CAVE_VIEW before / after saving the game. - This solves a long standing bug with the lighting of the dungeon - since the temporary arrays that hold the position of the viewed - grids are not stored in the save file (Bug # 19). -- masmarangio -- cmd6.c: the selection of artifactable items can be escaped now - randart.c: *ID* the object before listing the powers, some re-ordering -- spells2.c: Re-add diggers to item_tester_artifactable, and limit the - selection to normal items due to complains (no ego items or artifacts) -- ra_info.txt: Fixed two W-lines with 4 entries and added a missing C-line -- k_info.txt: Reduced throwing damage of totems to 1 -- masmarangio -- st_info.txt: Fixed the changed item names in the stores (StatusReport3) -- Fix for disappearing artifacts (especially guardian artifacts) during load / save - thanks to SimonSorc +- Fix loading and saving of skills, I hope. Unfortunately this breaks save + compatiability, though. The saves must be deleted again. -- Neil +- Fix negative skills -- Neil +- Don't use weaponmastery combat when weaponmastery skill is negative -- Neil diff --git a/lib/apex/scores.raw b/lib/apex/scores.raw Binary files differdeleted file mode 100644 index 5656fd75..00000000 --- a/lib/apex/scores.raw +++ /dev/null diff --git a/lib/file/news.txt b/lib/file/news.txt index 10d183b5..67acbb1c 100644 --- a/lib/file/news.txt +++ b/lib/file/news.txt @@ -4,7 +4,7 @@ #G // | | | | #W _#r,-"####`-^ #W ) #G || || || ||==: #G || | | | | #W ,#D###########r`W='#D###W`.#W () #G || || || || #G \\_// \ -- / #W ,#D#######################D###W:#r,=. #G || || || \\=== -#G \_/ ===== #W /.#D###W,".#D#####W,".#D###########r"#W##\ #G #ov2.3.0 #G +#G \_/ ===== #W /.#D###W,".#D#####W,".#D###########r"#W##\ #G #ov2.3.1 #G #W ,-. _,-= /"._ ,-. #w ," #W `:' `:#D#####W[JW] ,. #G #W," `," `=._ `" -#w; #G The #W\#D#####W;"' V \#W __,-. ,-=. #W / " `-. #w / #GTroubles of #W `" `-.#W__,-""._," "--," >-=- diff --git a/lib/file/news2.txt b/lib/file/news2.txt index 056d4ddc..e95a9f0e 100644 --- a/lib/file/news2.txt +++ b/lib/file/news2.txt @@ -4,7 +4,7 @@ #G // | | | | #W _#r,-"####`-^ #W ) #G || || || ||==: #G || | | | | #W ,#D###########r`W='#D###W`.#W () #G || || || || #G \\_// \ -- / #W ,#D#######################D###W:#r,=. #G || || || \\=== -#G \_/ ===== #W /.#D###W,".#D#####W,".#D###########r"#W##\ #G #ov2.3.0 #G +#G \_/ ===== #W /.#D###W,".#D#####W,".#D###########r"#W##\ #G #ov2.3.1 #G #W ,-. _,-= /"._ ,-. #w ," #W `:' `:#D#####W[JW] ,. #G #W," `," `=._ `" -#w; #G The #W\#D#####W;"' V \#W __,-. ,-=. #W / " `-. #w / #G Tales of #W `" `-.#W__,-""._," "--," >-=- diff --git a/lib/help/ability.html b/lib/help/ability.html deleted file mode 100644 index 19e57da2..00000000 --- a/lib/help/ability.html +++ /dev/null @@ -1,115 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">=== ToME Abilities ===</FONT> -As well as spending your skill points on <A HREF="skills.html">skills</A>, you can also choose -to spend them on abilities. -Abilities are bought once, and then have a permanent effect. You cannot -continue adding skill points into them, (which you can with <A HREF="skills.html">skills</A>) as there -would be no way that these abilities can improve. They are a "one-off -purchase". -As a consequence of this, they are often quite powerful abilities and can -cost quite a few skill points to buy. -Most abilities have a prerequisite skill or stat level which you must reach -before being able to buy. - -For instance, you can invest in the <A HREF="ability.html#3">Tree walking</A> ability. This will allow -you to pass through dense undergrowth. In order to purchase this skill you must -first have your <A HREF="skills.html#34">Nature</A> skill at 20 or greater, and then it will cost you 7 -skill points to buy. This means you have to "save up" enough skill points in -order to be able to afford this ability. - -You can access the Ability screen by pressing 'N'. Scroll up and down the -abilities and then navigate right to buy selected ability. - -Adapt your character with skills and abilities in order to make it unique, -playable, and maybe even powerful enough to win the game! - -Here follows a list of all the available abilities: - -<A HREF="ability.html#2">Spread blows</A> <A HREF="ability.html#3">Tree walking</A> -<A HREF="ability.html#4">Perfect casting</A> <A HREF="ability.html#5">Extra Max Blow(1)</A> -<A HREF="ability.html#6">Extra Max Blow(2)</A> <A HREF="ability.html#7">Ammo creation</A> -<A HREF="ability.html#8">Touch of death</A> <A HREF="ability.html#9">Artifact Creation</A> -<A HREF="ability.html#10">Far reaching attack</A> <A HREF="ability.html#11">Trapping</A> -<A HREF="ability.html#12">Undead Form</A> - -<A NAME="02"></A><FONT COLOR="#00FFFF">Spread blows</FONT> -If a monster dies to your attack but you still have blows left -you won't lose the full turn, allowing you to attack some other -monster in the same turn. -<FONT COLOR="#C08040">Prereq: Weaponmastery skill@30, Dex@17</FONT> -<FONT COLOR="#C00000">Cost: 5</FONT> -Warriors (of all types) gain this ability for free at character level 25. -<A NAME="03"></A><FONT COLOR="#00FFFF">Tree walking</FONT> -Allows you to walk in dense forest. -<FONT COLOR="#C08040">Prereq: Nature skill@20</FONT> -<FONT COLOR="#C00000">Cost: 7</FONT> -Ents and Wood Elves are born with this ability. -<A NAME="04"></A><FONT COLOR="#00FFFF">Perfect casting</FONT> -Allows you to reach 0% failure rate on spells. -<FONT COLOR="#C08040">Prereq: Magic skill@35</FONT> -<FONT COLOR="#C00000">Cost: 6</FONT> -Priests and Mages (of all types) are born with this ability. -<A NAME="05"></A><FONT COLOR="#00FFFF">Extra Max Blow(1)</FONT> -Increases your max possible blows number by 1. -<FONT COLOR="#C08040">Prereq: Combat skill@10</FONT> -<FONT COLOR="#C00000">Cost: 7</FONT> -Warriors (of all types) and Paladins are born with this ability. -Rogues (of all types) gain this ability for free at character level 10. -<A NAME="06"></A><FONT COLOR="#00FFFF">Extra Max Blow(2)</FONT> -Increases your max possible blows number by 1 (Cumulative with -Extra Max Blow(1)). -<FONT COLOR="#C08040">Prereq: Combat skill@20, Extra Max Blow(1)</FONT> -<FONT COLOR="#C00000">Cost: 7</FONT> -Warriors (of all types) are born with this ability. -<A NAME="07"></A><FONT COLOR="#00FFFF">Ammo creation</FONT> -Allows you to create shots, arrows and bolts from various materials. -You can always make shots. -At Archery level 10 you can start making arrows. -At Archery level 20 you can start making bolts. -<FONT COLOR="#C08040">Prereq: Archery skill@10</FONT> -<FONT COLOR="#C00000">Cost: 8</FONT> -Archers (of all types) gain this ability for free at character level 2. -<A NAME="08"></A><FONT COLOR="#00FFFF">Touch of death</FONT> -Your melee blows can insta-kill, but you only receive 1/3 of the experience -for that kill. -You must activate this from your 'm' menu. -<FONT COLOR="#C08040">Prereq: Necromancy skill@50, Combat skill@40, DEX@30, STR@30</FONT> -<FONT COLOR="#C00000">Cost: 15</FONT> -<A NAME="09"></A><FONT COLOR="#00FFFF">Artifact Creation</FONT> -In combination with a high alchemy skill this ability will let you -design your very own artifacts. -Prereq: Alchemy@40, INT@35, WIS@35 -<FONT COLOR="#C00000">Cost: 70</FONT> -<A NAME="10"></A><FONT COLOR="#00FFFF">Far reaching attack</FONT> -You can attack an enemy one square far using a long polearm. -At high levels of Polearm-mastery skill, you can even hit two enemies at once. -<FONT COLOR="#C08040">Prereq: Combat@15, Polearm-mastery@15</FONT> -<FONT COLOR="#C00000">Cost: 10</FONT> -<A NAME="11"></A><FONT COLOR="#00FFFF">Trapping</FONT> -Enables you to set traps which harm monsters. -<FONT COLOR="#C08040">Prereq: Disarming@15</FONT> -<FONT COLOR="#C00000">Cost: 10</FONT> -Rogues are born with this ability. -<A NAME="12"></A><FONT COLOR="#00FFFF">Undead Form</FONT> -With this ability your character receives a small amount of Death Points (DP) -when they 'die'. Every normal (+0 speed) turn, one DP -is lost; you can regain it like you would do with Hit Points. -If you manage to kill enough monsters before your DP goes below 0, your -character is brought back to life. -<FONT COLOR="#C08040">Prereq: Necromancy@30, INT@25</FONT> -<FONT COLOR="#C00000">Cost: 15</FONT> -Necromancers gain this ability for free at character level 25. - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/advanced.html b/lib/help/advanced.html deleted file mode 100644 index 87e0adb6..00000000 --- a/lib/help/advanced.html +++ /dev/null @@ -1,28 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000">Welcome to the ToME Advanced Help System.</FONT> -<FONT COLOR="#FF0000">=============================================</FONT> - -Please choose one of the following help files: - - <A HREF="option.html">(a) Options</A> - <A HREF="macrofaq.html">(b) Macros</A> - <A HREF="automat.html">(c) Automatizer help</A> - (d) Lua scripting help - coming soon - <A HREF="debug.html">(e) Debug commands</A> - <A HREF="version.html">(f) Version information</A> A history of ToME's roots - - <A HREF="help.html">(z) Main Help menu</A> - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/attack.html b/lib/help/attack.html deleted file mode 100644 index 8e9b8cf5..00000000 --- a/lib/help/attack.html +++ /dev/null @@ -1,150 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Attacking and Being Attacked ===</FONT> - -<p>Attacking is simple in ToME; attempting to move over a creature -attacks it. It is also possible to attack from a distance by firing a missile -or by magical means (wand, rod, spell, etc). Creatures attack in the same way. -This means that if you do not wish to melee with a creature, it is wise to keep -distant from it. This strategy is not perfect -- some monsters, such as -dragons, have a way to attack from a distance. - -Some creatures, such as Ghosts, have the ability to pass through walls. -To attack creatures (that you can see) who are currently in a wall, -attempt to move over it (even if you cannot pass through walls, the -attack will still happen). Monsters will take less damage from attacks -while they are in walls. Also, if you cannot see the monster (e.g. if you -are blind, or it is invisible and you do not have see invisible), this -will not work: you'll have to try to tunnel. Most spells and magic devices -cannot target monsters in walls. In situations like this, it is usually wise to -lure the monster out of the wall before attacking it. - -Melee attacks are handled as such: -<FONT COLOR="#00FF00"> To-hit:</FONT> - Your strength grants a bonus or penalty to-hit - Your class might grant a bonus or penalty to-hit - Your skill with specific kinds of weapons gives a bonus - to-hit (e.g.: Swordmastery gives a to-hit bonus - when using swords) - Enchantments on your weapon grant a bonus or penalty to-hit - Certain rings (accuracy, slaying) may also grants a bonus - or penalty to-hit - Your Tactic setting may give bonuses o penalties to-hit - (to change it, press 'C' and then 't'or'T') - Other temporary effects (berserk, etc) might affect your - chance to hit - The armor rating of the monster you're attacking makes a - big difference - -<FONT COLOR="#00FF00"> Blows:</FONT> - Your strength and dexterity affect how many blows you get - Your class and level might affect how many blows you get - The weight of the weapon very likely will affect how many - blows you get - Enchantments on your weapon might also affect how many - blows you get (this is rare) - Certain very rare rings (of attacks) may also affect how - many blows you get - -<FONT COLOR="#00FF00"> Damage:</FONT> - The base damage of your weapon is rolled - Strength grants a bonus or penalty - Your class might grant a bonus or penalty - Combat and Weaponmastery skills increase your melee damage - Ranged masteries increase the damage multiplier of slings, - bows, crossbows or boomerangs(see below) - Enchantments on your weapon might also grant a bonus or - penalty - Your Tactic setting may give bonuses o penalties to damage - (to change it, press 'C' and then 't'or'T') - Temporary effects also might grant a bonus or penalty - -So, each blow you are entitled to is checked for a hit. If this is the case, -the damage is then applied to the monster. Note that unless you have some -barehanded combat training or are possessing a monster, melee without a weapon -will result in a single blow that does base damage of 1d1. This might, however, -be useful in attacking certain rare monsters that destroy weapons. - -Combat with a bow/sling is similar, except ammo is used (which will eventually -run out, requiring replacement). Bows don't have a base damage rating (ammo -does), instead having a damage multiplier. Bows can, however, be enchanted, -and enchantment on bows and arrows is cumulative (meaning that well-enchanted -bows and arrows can be one of the more effective weapons in the game. They -do, however, tend to be very expensive, as non-artifact arrows frequently break -after being fired). -Using ammo without the appropriate bow generally has poor results. -<A NAME="03"></A><FONT COLOR="#FF0000">=== Armor ===</FONT> - -As the armor class of a monster greatly affects how hard it is for it -to be hit, your armor class affects how hard it is for it to hit you. -A high armor rating will make it much easier to survive deep in the dungeon. -For a warrior style class (Unbelievers, Fighters, Archers, etc), it is -generally wise to wear as much and as powerful armor as possible (subject -to weight limitations, of course). Spellcasting classes, however, have -limits on how much armor they can wear before it disrupts their motion -and makes it hard for them to cast spells properly. For many of these classes, -gloves are especially bad for spellcasting. Monks and Rogues skilled -at dodging will often find heavy armor cumbersome, too. -Armor has a base rating and an enchantment rating. The base rating is constant -for the type of armor (e.g. paper armor always has a base rating of 4), and -the enchantment depends on the item. There are also ways to further enchant -armor you have. Certain very powerful enchantments grant resistances. -<A NAME="04"></A><A NAME="05"></A><FONT COLOR="#FF0000">=== Resistances and typed attacks===</FONT> -Many kinds of monsters, traps, and other effects do damage that has a type. -Types can have side effects in addition to the raw damage they deal. Certain -enchanted items can grant resistances, reducing the raw damage and possibly -reducing or eliminating the side effects. Some monsters also have resistances, -so watching the messages when attacking a monster can often reveal that a -particular attack is ineffective. -<A NAME="06"></A><A NAME="09"></A><FONT COLOR="#00FF00">Low attacks</FONT> - Fire - Destroys weapons, armor, scrolls, and staves. Reduces strength - Cold - Shatters potions. - Elec - Reduces dexterity, destroys rings. - Acid - Reduces bonuses on equipped armor, reduces charisma - -<FONT COLOR="#00FF00">Middle attacks</FONT> - Poison - Player becomes poisoned - Light - Blinds player, perma-lights area - Dark - Blinds player, darkens area - Confusion - Confuses player - -<FONT COLOR="#00FF00">High attacks</FONT> - Nether - Drains experience - Nexus - Scrambles statistics, teleports player randomly - Disenchantment - Reduces bonuses on equipped items - Chaos - Polymorphs or corrupts player - Sound - Shatters potions - Shards - Cuts player - -<FONT COLOR="#00FF00">Unresistable attacks</FONT> - Water - Stuns player - Ice - Stuns player, shatters potions - Plasma - Stuns player, otherwise same as fire attacks - Force - Pushes player a few squares back - Inertia - Slows player, pushes them a few squares back - Gravity - Same as Inertia - Disintegration - Destroys items on ground, destroys walls - Mana - Destroys items on ground -<A NAME="07"></A><FONT COLOR="#FF0000">=== Monster Memory ===</FONT> - -The thousands of different creatures in ToME have many different -characteristics, including spells, resistances, health, attacks, and speed. -The information you have learned about each monster from your encounters -with them is recorded in the monster memory (accessed with '/' or by 'l'ooking -at a monster). It is possible to eventually learn all the characteristics -of any given monster by interacting with them enough, but this is not always -desirable (hanging around great hell wyrms, for example, can be hazardous -to one's health). Certain spells may help you learn faster, as well as -research centres in town. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/automat.html b/lib/help/automat.html deleted file mode 100644 index c3e1997a..00000000 --- a/lib/help/automat.html +++ /dev/null @@ -1,513 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><A NAME="04"></A><FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < The Automatizer ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -<FONT COLOR="#00FF00">What is the Automatizer?</FONT> -The automatizer is an advanced auto-pickup or auto-squelch (auto-destroyer). At -a basic level, it will allow you to automatically destroy things that you have -no use for once you walk over them, providing that you have identified one of -them with your current character. - -<FONT COLOR="#00FF00">Is that it?</FONT> -Well no. The automatizer is far more flexible than that. The old-fashioned auto -squelch allowed you to destroy things dependent on how they pseudo-id'd - you -could auto-destroy all {cursed} swords for instance. -This is fine to start with, but once you get deep in the dungeon, and have a lot -of money and a decent weapon, you'll be interested in destroying {average} and -{good} items too right? Well the automatizer allows you to define destruction of -things providing you are of a certain level. - -<FONT COLOR="#00FF00">Sounds quite cool, but wha...</FONT> -STOP RIGHT THERE! I haven't finished yet! Lets look at some other examples. Most -of the time, scrolls of darkness are pretty useless. Unless you are a vampire, -or an alchemist, right? So you might think it was no good to add auto-destroy of -scrolls of darkness to the automatizer. But you'd be wrong, for you can add -rules that are dependent on certain conditions, like that you are of a certain -race, or class. - -<FONT COLOR="#00FF00">Hey this is sounding good. What if it destroys my artifacts?</FONT> -It can't. Artifacts can never be destroyed, by the automatizer. However, watch -out for items that are VERY cool but not artifacts... you wouldn't want to go -destroying boots of speed would you? Fortunately there are provisions for this -too, you could set a rule that destroyed all excellent boots (providing you were -past character level 45 say), but not if they were boots of speed. - -<FONT COLOR="#00FF00">Woah! This sounds amazing!</FONT> -Yes it is, isn't it. - -<FONT COLOR="#00FF00">So how do I use it?</FONT> -Well the very simplest way is as follows. When you hit 'k' (^D in the roguelike -keyset) to destroy an item, you'll see that one option is "$ new automatizer -rule(OFF)". If you want to destroy all future items like that that you find, -then hit the $ key. You'll see that (OFF) changes to (ON). Now pick the item you -want to destroy. Lets say it is a Potion of Salt Water. You would now, as -normal, see a message "You destroy a Potion of Salt Water". Following this you -get a prompt, "Destroy all of the same [T]ype, [F]amily, or [N]ame, also use -[S]tatus (no)?". Lets take the easy one first and hit 'n' to go with name. -You'll now see a message, "Rule added, please go to the automatizer screen -(press = then T) to save the modified ruleset". Lets do that then shall we. If -this is the first time you have used the automatizer with this savefile, you'll -be asked to enable it as you hit T. Confirm that you would like to enable it -otherwise it won't work. - -<FONT COLOR="#00FF00">What's the point in having it disabled then?</FONT> -Well lets say you spotted something that you weren't sure how it would be -affected by your rules, but didn't want to destroy it; you could just disable -the automatizer for a moment and check it over before deciding what to do with -it and switching the automatizer back on. - -<FONT COLOR="#00FF00">Hmmm, ok. 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COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF">i</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">n</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">f</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">l</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF">w</FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">n</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">m</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">r</FONT><FONT COLOR="#008040">u</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> \----------------------------------------------------------------/</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> up</FONT><FONT COLOR="#C0C0C0">/down</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> tab</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">n</FONT><FONT COLOR="#C0C0C0">d</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> u</FONT><FONT COLOR="#C0C0C0">/d</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">m</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">v</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> n</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> r</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">n</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">m</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> s</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">v</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">\--------------/</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FF0000">k</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C00000">d</FONT><FONT COLOR="#C00000">i</FONT><FONT COLOR="#C00000">s</FONT><FONT COLOR="#C00000">a</FONT><FONT COLOR="#C00000">b</FONT><FONT COLOR="#C00000">l</FONT><FONT COLOR="#C00000">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">m</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">z</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> - - -(snipped for brevity). - -The automatizer rules are written in XML, so if you're familiar with that format -you shouldn't find things too difficult. It's also similar in format to HTML, as -you may notice from the way that there are opening tags (<name>) and closing -tags (</name>), and that everything between those tags is affected by that -rule. - -<FONT COLOR="#00FF00">XML? HTML? What is this? Isn't ToME enough acronyms to be going on with?</FONT> -OK, so you don't know anything about mark-up languages, it's no problem. Lets -take a look at the automatizer screen bit by bit, starting with the instructions -bottom right. - -up/down to scroll. Well as you move the up/down cursor keys or number keys, a -different rule name is highlighted in the left hand window, and that rule is -displayed in the right hand window. -tab to switch to the rule window. Does what it says on the tin: switches to the -rule window (the right hand pane) to allow editing of existing rules. -u/d to move rules. pressing 'u' or 'd' will move the rule up or down the order -displayed in the left hand window. Purely for cosmetic reasons. -new rule. Adds the beginning of a new rule. -rename rule. This is handy, as every rule added from the destroy prompt (as -explained above) is automatically named 'destroy', which gets a bit confusing -when you have 50 or so rules... renaming your rules will make them much easier -to edit later. -save rules. Saves all existing rules to a filename you designate (default is -automat.atm). Don't forget to do this after adding new rules/before exiting the -game. -k to disable the automatizer. Disables the automatizer, preserving the rules you -have made. - -<FONT COLOR="#00FF00">Yeah yeah so what about the rule window on the right hand side itself</FONT> -OK, here we go. This is the real juicy stuff. - -Anything inside pointy brackets (greater than and less than signs) is called a -tag. You'll notice that each tag opens with a word, and then that same word -appears in another tag later on, preceded by a slash. These are referred to as -opening tags (like <name> ) and closing tags (like </name> ). Everything within -a set of closing and opening tags is affected by those tags. This will make more -sense as we continue. Tags and the things they enclose are like "mini-rules" -which will together make up one rule. I call these mini-rules, clauses. - -the first line: -<rule name="destroy" type="destroy"> -Each rule starts with the tag <rule>, and this contains the rule name, and the -rule type. The rule name is how it is identified in the left hand window, and -need not be unique. The rule type will be either "destroy" (destroys items when -conditions stated below are met) or "pickup" (picks up item when conditions are -met) or "nothing" (neither picks up, nor destroys item when conditions are met) - -The second line: - <name>Potion of Salt Water</name> -This tells us that for the rule to be carried out, the name of the item must be -"Potion of Salt Water" - -The third line: -</rule> -This tells us the rule is ended. - -In total then, the rule named "destroy" checks to see if the name of every item -is Potion of Salt water, and if it is, it destroys it. - -Nice and simple huh? - -<FONT COLOR="#00FF00">Yes Yes, very simple. It doesn't look very advanced at the moment.</FONT> -Well, we've barely scratched the surface. -Lets take a look at those other options we got at the destroy prompt. Lets say -I was at a stage in the game where I wanted to be able to switch on an auto- -destroy for all swords that pseudo-id'd as {average}. So let's say I have a -dagger in my backpack, and I want to create an auto-destroy rule for that and -all subsequent swords... This is what I'd do: -Hit 'k' to destroy items and hit '$' to turn on automatizer rules. Then I'd -select the dagger and confirm the destruction. Hit 's' to switch the status -toggle. This toggle will include (when ON) how the dagger pseudo-ids, and -finally hit 'f' to add a rule saying destroy by family. What you'll see in the -automatizer screen now is this: - -<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#00FF00">d</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">o</FONT><FONT COLOR="#00FF00">y </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">u</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">e name</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">" type</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">d</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">y </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">n</FONT><FONT COLOR="#00FF00">d</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">f</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">d </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">v</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">></FONT><FONT COLOR="#FFFFFF">2</FONT><FONT COLOR="#FFFFFF">3</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">v</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">u</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">></FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">v</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">g</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">s</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">u</FONT><FONT COLOR="#008040">s</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">n</FONT><FONT COLOR="#008040">d</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">r</FONT><FONT COLOR="#008040">u</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> \----------------------------------------------------------------/</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> up</FONT><FONT COLOR="#C0C0C0">/down</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> tab</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">n</FONT><FONT COLOR="#C0C0C0">d</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT 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</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> - -<FONT COLOR="#00FF00">OK, well I can see the pseudo-id status is there, what's that tval thing? And</FONT> -<FONT COLOR="#00FF00">where does it say swords?</FONT> -Well actually the tval thing is where it says swords! This is what is added by -the 'destroy by family' option. - -It's probably worth explaining a bit here about the internal structure of ToME -code. Don't worry it's not too scary. In ToME, all objects are divided into -types: swords, axes, hafted-weapons, scrolls, rings etc. Every type is further -divided into sub-types. Eg swords are divided into daggers, broad swords, two- -handed swords and so on. Scrolls are divided into their specific actions; -scrolls of light, scrolls of satisfy hunger etc. Each type has a number assigned -to it, that never changes, and so does each sub-type. In this way we can -identify an exact object using just two values: it's type, or tvalue (tval) and -it's sub-type, or svalue (sval). You see where we're going with this? -Now daggers have a tval of 23 and an sval of 4. So you can see that we've said -in the rule that all things with a tval of 23 and a status of average can be -destroyed. - -<FONT COLOR="#00FF00">Ah, right. I see. And what's with the <and> tags?</FONT> -Well, everything in those tags must be true for the rule to carry out. If we had -the <tval>23</tval> and the <status>average</average> lines without the <and> -tags, it would not be clear whether we wanted just one of those clauses to be -true for the rule to be carried out, or both of them. - -<FONT COLOR="#00FF00">Err...</FONT> -In other words, without the <and> tags it might look like we wanted to destroy -a) EVERYTHING that pseudo id'd as average, and -b) EVERY sword, regardless of how it pseudo-id'd! - -<FONT COLOR="#00FF00">Right. What if I did want a rule that was more general, and had either/or</FONT> -options in it? -Then there are tags to do that - the <or> </or> tags. If ANY of the clauses -return as true within or tags, then the rule is carried out. Substitute <or> -tags for the <and> tags in our sword example above, and the rule will operate in -the rather unhelpful way I explained above (all {average} things destroyed, and -all swords destroyed, regardless of how they pseudo-id). So essentially, if your -rule has more than one clause, you will need to include either <and> tags or -<or> tags, or in some cases both. - -<FONT COLOR="#00FF00">OK and so what does the [T]ype option do?</FONT> -It merely adds the sval, thus narrowing down the parameters for the auto- -destroy. For instance if I'd chosen to destroy by type rather than family in the -last example, we'd have ended up with this: - -<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#00FF00">d</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">o</FONT><FONT COLOR="#00FF00">y </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">u</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">e name</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">" type</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT 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COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> r</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">n</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">m</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> s</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">v</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">\--------------/</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FF0000">k</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C00000">d</FONT><FONT COLOR="#C00000">i</FONT><FONT COLOR="#C00000">s</FONT><FONT COLOR="#C00000">a</FONT><FONT COLOR="#C00000">b</FONT><FONT COLOR="#C00000">l</FONT><FONT COLOR="#C00000">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">m</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">z</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> - -You can see in this example that we have nested <and> tags. Evaluating the tags -from the ones nested deepest first we can see that if an object has a tval of 23 -and an sval between the values of 4 and 4 (i.e. if it is 4) then the rule will -check against the next part, which is to see if the object identifies {average}. -If it does, then all the clauses have been met and rule is carried out. In -short, it destroys all average daggers, rather than all average swords. Strictly -speaking the nested <and> tags aren't needed, but they do no harm, and are added -automatically when destroying by [T]ype. - -<FONT COLOR="#00FF00">This is all well and good but the numbers are going to get rather confusing</FONT> -<FONT COLOR="#00FF00">aren't they? Be much easier if I could just write 'swords' or 'daggers'.</FONT> -Well, you can. Kind of. Instead of using the admittedly rather obtuse numbers, -you can use the name of that tvalue rather than the number it represents. So -instead of <tval>23</tval> you could write <tval>TV_SWORD</tval>. - -<FONT COLOR="#00FF00">Ah that would be better. But where can I find out what all the names, and</FONT> -<FONT COLOR="#00FF00">numbers of tvalues are?</FONT> -Well I've written a <A HREF="defines.html">file</A> which lists tvalues and one which lists svalues for you -to check on, and you may want to check the objects entry in k_info.txt in your -lib/edit directory. If you look at the entry for dagger you'll see: - -N:43:& Dagger~ -G:|:W -I:23:4:0 -W:0:0:12:10 -A:0/1:5/1:10/1:20/1 -P:0:1d4:0:0:0 -<snip> -The only line we're interested in is the one that starts I (for Index). The -first number is the tval, and the second is the sval. -Of course you could always rename your rule to make things clearer. - -<FONT COLOR="#00FF00">OK so you mentioned something about setting rules up that happen only if a</FONT> -<FONT COLOR="#00FF00">player is a certain level?</FONT> -Yeah, good point. Well lets develop our destroy average swords rule for the -moment. Lets say we always wanted to destroy average swords by the time we got -to character level 20. They don't earn enough gold to make it worth carrying -back to town, and we'll have a better weapon by then anyway. So here we are in -the automatizer screen, with the destroy sword rule displaying in the right hand -window. If we hit tab, the right window becomes active and the rules at the -bottom change: - -<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#008040">d</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">s</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">r</FONT><FONT COLOR="#008040">o</FONT><FONT COLOR="#008040">y </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FF00FF"><</FONT><FONT COLOR="#FF00FF">r</FONT><FONT COLOR="#FF00FF">u</FONT><FONT COLOR="#FF00FF">l</FONT><FONT COLOR="#FF00FF">e name</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">" type</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FF00FF">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">d</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">y </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">n</FONT><FONT COLOR="#00FF00">d</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">f</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">d </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">v</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">></FONT><FONT COLOR="#FFFFFF">2</FONT><FONT COLOR="#FFFFFF">3</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">v</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">u</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">></FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">v</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">g</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">s</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">u</FONT><FONT COLOR="#008040">s</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">n</FONT><FONT COLOR="#008040">d</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FF00FF"><</FONT><FONT COLOR="#FF00FF">/</FONT><FONT COLOR="#FF00FF">r</FONT><FONT COLOR="#FF00FF">u</FONT><FONT COLOR="#FF00FF">l</FONT><FONT COLOR="#FF00FF">e</FONT><FONT COLOR="#FF00FF">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> \----------------------------------------------------------------/</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> up</FONT><FONT COLOR="#C0C0C0">/down</FONT><FONT COLOR="#C0C0C0">/left</FONT><FONT COLOR="#C0C0C0">/right</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">n</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">v</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">g</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> 9</FONT><FONT COLOR="#C0C0C0">/3</FONT><FONT COLOR="#C0C0C0">/7</FONT><FONT COLOR="#C0C0C0">/1</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> tab</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">f</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> a</FONT><FONT COLOR="#C0C0C0">d</FONT><FONT COLOR="#C0C0C0">d</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> d</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">/</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">\--------------/</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> - -You can see the <rule> tags have changed to purple, indicating they are the -active ones, that all key presses will act upon. Lets just quickly scoot through -these new commands: -up/down/left/right to navigate rule: These will change which clause is active, -enabling you to delete that clause, or add further clauses inside that one if it -so allows it. -9/3/7/1 to scroll: scrolls the whole screen which can become useful if you have -a particularly long rule or one with lots of nested clauses. -tab for switch: will make the left-hand window active again. -add clause: adds a new clause within the active one, providing the active clause -is either a <and>, <or> or <not> tag. -delete clause/rule: deletes the active clause, and any clauses nested within -that one. Therefore if the <rule> tags are active, the whole rule will be -deleted. Beware! - -So if we now hit our right arrow we see that the <and> tags are active. We can -now add a new clause here. lets do so by pressing 'a'. You'll now see a list of -different types of clauses you can add, which you simply scroll through using up -and down keys, and select by hitting enter. A brief description of the selected -clause is shown in the right hand window. Scroll down to the 'level' rule type -and hit enter. You'll be asked to enter a player level. Lets go for 20. You'll -then be asked for a maximum level, put 50, as we want the rule to be true from -level 20 and upwards. You'll now see out rule displays as: - -<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#008040">d</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">s</FONT><FONT COLOR="#008040">t</FONT><FONT COLOR="#008040">r</FONT><FONT COLOR="#008040">o</FONT><FONT COLOR="#008040">y </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">u</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">e name</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">" type</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">d</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">y </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FF00FF"> </FONT><FONT COLOR="#FF00FF"> </FONT><FONT COLOR="#FF00FF"> </FONT><FONT COLOR="#FF00FF"> </FONT><FONT COLOR="#FF00FF"><</FONT><FONT COLOR="#FF00FF">a</FONT><FONT COLOR="#FF00FF">n</FONT><FONT COLOR="#FF00FF">d</FONT><FONT COLOR="#FF00FF">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">f</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">d </FONT><FONT 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COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">/</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">\--------------/</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> - -So there we go. A rule which will destroy all {average} swords once the player -is past character level 20. - -<FONT COLOR="#00FF00">Hmmm I've tried this, it doesn't destroy cursed swords though...</FONT> -Nope. You haven't told it to. If you want a scaling rule, which always destroys -cursed swords and then destroys average swords at character level 20, then {good} -swords at character level 35, have a look at this, rather more complicated rule. - -<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">h</FONT><FONT COLOR="#FFFFFF">i</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">l</FONT><FONT COLOR="#FFFFFF">d </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">u</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">e name</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">w</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFFFF">" 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</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> - -<FONT COLOR="#00FF00">Woah! What the heck is that?!</FONT> -OK ok slow down a minute. Look at it carefully and a clause at a time. It's not -difficult. Lets take it from the top. It's a destroying rule called swords. It -opens with some <and> tags. The object must be a sword (tval 23). Now we have an -OR tag, so we know that there are going to be some options: -option 1: the player is between level 0 and level 50, and the sword pseudo id's -as either cursed or terrible. -option 2: the player is above character level 15, and the sword pseudo id's as -average. -option 3: the player is above character level 25, and the sword pseudo id's as -good. -If any of these options are true, the rule is carried out. This rule could -easily be copied for other weapons or pieces of armour, substituting only the -tval, and perhaps the name. - -<FONT COLOR="#00FF00">Hmmm ok. looks good. I might want to change those character level values</FONT> -<FONT COLOR="#00FF00">though. they look a bit low...</FONT> -Well yeah, that's up to your playing style I guess... If you want to edit -clauses directly rather than delete and re-add them, you might want to edit the -automat.atm file directly. Just open it in your text editor (it's located in -your lib/user directory or in ~/.tome on multiuser systems) and you'll see the -format is identical to how it is displayed in the automatizer file. Just watch -your spellings, and keep a back-up of the original to replace if things go -wrong. Don't mess about in there if you feel unsure of what you're doing though. - -<FONT COLOR="#00FF00">So what about those examples you gave up above? Like destroying scrolls of</FONT> -<FONT COLOR="#00FF00">darkness unless you are a vampire or an alchemist?</FONT> -OK, lets add this rule from scratch rather than from the destroy item prompt. -In the automatizer screen, hit 'n' for new rule. It asks for a name and a type -of rule (destroy/pickup/nothing). I called my rule "? of darkness", and it's a -destroy rule. It is worthwhile thinking at this point how the rule is going to -be structured, for very complicated rules pen and paper may help. We're going to -need to define the object (either by name, or by tval and sval) then we're going -to say unless the player race modifier is vampire, or the player class is -alchemist. So we are obviously going to have more than one clause, and the -clauses are going to have to BOTH be true for the rule to take effect so the -first clause we add is an <and> one. So hit 'a' for add clause and enter to -select the <and> clause. Lets now hit our right arrow, so the <and> tags are -active, and add a new rule. We can now select the <name> tags. At this point -we're prompted for the name. Now it's not case-sensitive, but you do need to -spell it correctly! -With the <and> tags still highlighted we now want to add our "unless vampire or -alchemist" clause. Seeing as this is an "unless" type clause, we start with a -<not> tag. So again, 'a'dd a new clause, and select <not>. -Now make the <not tag active by moving right and down with the cursor keys. We -want "EITHER vampire or alchemist" so we include <or> tags, again by moving -across to make the <not> tags active and 'a'dding a new <or> clause. Then select -the <or> tags and 'a'dd a new <subrace> clause. Enter 'vampire'. -So the last part is to add alchemist. Now this might at first glance seem to be -a simple case of 'a'dding a new clause of the <class> type, within the <or> -tags, and there is certainly nothing 'wrong' with doing this. At present there -is no way for non-alchemists to get the alchemy skill, but it is sometimes best -to 'future-proof' against such possibilities. That's what we're going to do -here. -So rather than add a <class> clause, we're going to add a <skill> clause. -With the <or> tags active, 'a'dd a new <skill> clause. You're first asked for a -minimum skill level. Well, we can't use any skill unless we have 1.00 whole -skill points in it or more, so we can put 1 in here. We're then asked for a -maximum skill level, so we'll put in 50 here. The skill name must be spelled -correctly (as it appears on the skill screen) so we put 'Alchemy' here. Your -complete rule now appears as follows: - -<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#00FF00">?</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00">d</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">k</FONT><FONT COLOR="#00FF00">n</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">s </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">u</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">e name</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">?</FONT><FONT COLOR="#FFFF00"> </FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">a</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">k</FONT><FONT COLOR="#FFFF00">n</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFFFF">" type</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">s</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">o</FONT><FONT COLOR="#FFFF00">y</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">w</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">d</FONT><FONT COLOR="#FFFFFF">s </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">n</FONT><FONT COLOR="#00FF00">d</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> 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COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">f</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF">d</FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">k</FONT><FONT COLOR="#FFFFFF">n</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">n</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">m</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">f</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">d </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">n</FONT><FONT COLOR="#00FF00">o</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">o</FONT><FONT COLOR="#00FF00">r</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> 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max</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">5</FONT><FONT COLOR="#FFFF00">0</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#00FF00">></FONT><FONT COLOR="#FFFFFF">A</FONT><FONT COLOR="#FFFFFF">l</FONT><FONT COLOR="#FFFFFF">c</FONT><FONT COLOR="#FFFFFF">h</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">m</FONT><FONT COLOR="#FFFFFF">y</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">s</FONT><FONT COLOR="#008040">k</FONT><FONT COLOR="#008040">i</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> </FONT><FONT COLOR="#008040"> 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COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">a</FONT><FONT COLOR="#008040">n</FONT><FONT COLOR="#008040">d</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">r</FONT><FONT COLOR="#008040">u</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> \----------------------------------------------------------------/</FONT> -<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> up</FONT><FONT COLOR="#C0C0C0">/down</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> tab</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">c</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">n</FONT><FONT COLOR="#C0C0C0">d</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> u</FONT><FONT COLOR="#C0C0C0">/d</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">m</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">v</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> n</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">w</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">,</FONT><FONT COLOR="#C0C0C0"> r</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT 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COLOR="#C0C0C0">v</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">l</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">s</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> -<FONT COLOR="#FFFFFF">\--------------/</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FF0000">k</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C00000">d</FONT><FONT COLOR="#C00000">i</FONT><FONT COLOR="#C00000">s</FONT><FONT COLOR="#C00000">a</FONT><FONT COLOR="#C00000">b</FONT><FONT COLOR="#C00000">l</FONT><FONT COLOR="#C00000">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">h</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0"> </FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">u</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">o</FONT><FONT COLOR="#C0C0C0">m</FONT><FONT COLOR="#C0C0C0">a</FONT><FONT COLOR="#C0C0C0">t</FONT><FONT COLOR="#C0C0C0">i</FONT><FONT COLOR="#C0C0C0">z</FONT><FONT COLOR="#C0C0C0">e</FONT><FONT COLOR="#C0C0C0">r</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT> - -The majority of this is fairly similar to the swords rule; it destroys {average} -boots at character level 20, {good} ones at character level 35 and cursed ones -always. The addition is at the bottom. It adds clauses which will destroy -excellent items providing that they have been identified and that the name does -not contain the word "speed". The <state>identified</state> bit is important -here, as it would destroy the boots on pseudo-id otherwise, before it even saw -the full name of the boots. - -<FONT COLOR="#00FF00">This is fantastic! Where can I get more help?</FONT> -email me: fearoffours@t-o-m-e.net -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/birth.html b/lib/help/birth.html deleted file mode 100644 index 661081f5..00000000 --- a/lib/help/birth.html +++ /dev/null @@ -1,504 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="84"></A><A NAME="11"></A><FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Creating a Character ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - - <A HREF="birth.html#1">Creating a Character</A> <A HREF="birth.html#2">Character Characteristics</A> - <A HREF="birth.html#3">Races</A> <A HREF="birth.html#4">Race Modifiers</A> - <A HREF="birth.html#5">Classes</A> <A HREF="birth.html#83">Gods</A> - <A HREF="birth.html#6">Stats</A> <A HREF="birth.html#7">Abilities</A> - <A HREF="birth.html#8">Combinations of Race and Class</A> <A HREF="birth.html#9">Stat bonus tables</A> - -<A NAME="01"></A><A NAME="12"></A><FONT COLOR="#FF0000">=== Creating a Character ===</FONT> - -ToME is a roleplaying game, in which you, the player, control a -character in the various dungeons and places of Arda. Perhaps the most -important thing you control is the birth of your character, in which you -choose or allow to be chosen various attributes that will affect the future -life of your character. - -Character creation, or birth, is controlled through a variety of choices -as to constraints on the type of character you wish to play, followed by -a series of random calculations to generate ("roll up") a random character -matching the appropriate constraints. - -Once your character has been generated, you will be given the choice to -generate a new character obeying the same constraints, and once you have -generated more than one character, you can switch back and forth between -the two most recent characters, until you are presented with a personality -that you feel comfortable with. - -You may start the entire process over at any time. - -Once you have accepted a character you will asked to provide a name for the -character. In general, the actual choice of a name is not important, but do -keep in mind that it may have some effect on the game itself. For example, -on some machines, the character name determines the filename that will be -used to save the character to disk. On others, the character name specifies -special "pref" files. And the character name is used on the high score list. - -<A NAME="02"></A><A NAME="13"></A><A NAME="14"></A><A NAME="37"></A><A NAME="82"></A><FONT COLOR="#FF0000">=== Character Characteristics ===</FONT> - -Each character has four primary attributes, gender, race, race modifier and -class, that are chosen before the character is generated, and all but gender -stay fixed for the entire life of that character. These attributes have many -effects, which will be mentioned as they come up. Keep in mind that in the -current version of ToME, your choice of race may restrict your choice -of class. - -Each character has a few secondary attributes, height, weight, social class, -and background history, which are randomly determined, but which are affected -by the gender and race of the character. In general, these attributes are only -used to provide "flavor" to the character, to assist in the role playing, but -they do have a few minor effects on the game. For example, background history -affects social class, which affects the amount of money the character will -start with. - -Each character also has six primary "stats", strength (STR), intelligence -(INT), wisdom (WIS), dexterity (DEX), constitution (CON), and charisma(CHR). - -By default, primary statistics are represented in a linear way rather than a -percentile way. You can change to percentile via the game option sequence '=', -'5' (ToME options), arrow down to 'stats are represented in a linear way', and -type 'n' for no. Don't forget to save your options when you are done. - -These stats modify the abilities of the character in a variety of ways. Every -stat has a numerical value, ranging from a minimum of 3, up to a normal maximum -of 18, and even higher, into the "percentile" range, represented as "18/01" -through "18/100". Actually, every stat can be raised even above 18/100 by -magical means, up to a pure maximum of 18/220, which is represented as -"18/***". Traditionally, a percentile stat such as "18/50" has been though of -as representing a value part way between 18 and 19, and this is one way to -think of them. However, often, the best way to view the "bonus" values after -the "18/" is as "tenth" points, since it often takes the same magic to raise a -stat from, say, 4 to 5, or 16 to 17, as it does from, say, 18/40 to 18/50. The -important thing to remember is that almost all internal calculations "ignore" -the final digit of any "bonus", so that, for example, "18/40" and "18/49" -always have the same effects. During character generation, each stat is rolled -out as a number from 8 to 17, with a normal distribution, and is then -immediately modified based on the race and class of the character. - -Each character also has several primary "skills", disarming, magic devices, -saving throws, stealth, searching ability, searching frequency, fighting skill, -and shooting skill, which are derived from the character's race, class, level, -stats, and current equipment. These skills have rather obvious effects, but -will be described more completely below. - -Each character may have one or more "intrinsic racial skills", based on -the race of the character. These may include special resistances, abilities -such as infravision, or even activatable powers such as food creation. -<A NAME="16"></A><A NAME="81"></A><A NAME="17"></A><A NAME="18"></A>Money in ToME is referred to in gold pieces, also frequently abbreviated as AU -(the chemical symbol for gold.) - -Each character starts with some gold, which can be used to buy items from the -shops in town. Additionally, gold can be obtained by several means: - - * selling items you have, or find, to the shops - * taking it from dead monsters - * finding it lying around on the floor in the dungeon - * digging it out of the walls in certain dungeons - -Each character starts out with some gold. The amount you start with is based on -social class (higher is better), charisma (higher is better), and some other -stats (less powerful characters start with more gold). -<A NAME="85"></A>Inventory is what you are carrying and/or wearing at the moment. All items you -carry/wear do have a certain weight. If the weight is very heavy for your -strength, it can slow you down, and that is not a good thing for your -character's continuing health. When your character is first created, all items -you are granted upon creation will be in your inventory. Sometimes starting -inventory includes something other than a weapon or armor (for example, a light -source, scroll, potion, or food.) -<A NAME="86"></A>Some characters start with a weapon. If yours does, you will need to 'w'ield it -in order to gain its attack capabilities. -<A NAME="23"></A><A NAME="19"></A><A NAME="20"></A><FONT COLOR="#FF0000"> === Armour Class ===</FONT> -Each character has an armor class, representing how well the character can -avoid damage. The armor class is affected by dexterity, the equipment, and -sometimes the race. The higher the AC, the better. - -The numbers following a piece of armor's name indicate how good it is. A Metal -Cap [3,+0] is not as good as an Iron Helm [5,+0], AC-wise, since the 5 is a -bigger number than the 3. On the other hand, an Iron Helm is heavier than a -Metal Cap, and that may make a difference to you. - -The plusses following the first number (e.g. the +0) indicate a magical bonus. -If the plus number is more than zero, it should be added on to the base -number. E.g. a Metal Cap [3,+3] has a higher AC than an Iron Helm [5,+0]. - -Some characters start with armor. If yours does, you need will need to 'w'ield -it in order to gain its protection. -<A NAME="21"></A><A NAME="22"></A>Each character has hit points (HP), representing how much damage the character -can sustain before death. Hit points are derived from your race, class, -level, and constitution, and can be temporarily boosted by magical means. -Hit points may be regained by resting, or by a variety of magical means. -<A NAME="24"></A><A NAME="25"></A>Each character has sanity points (SN), representing how much mental damage the -character can sustain before death. Sanity points are derived from you wisdom -and character level. Sanity points may only be regained by magical means and -won't be regained by resting. -<A NAME="26"></A><A NAME="27"></A><A NAME="28"></A>Each character has a certain amount of mana. The amount of mana represents how -many spells of a certain difficulty a character can cast. When a spell is -cast, you lose amount of mana corresponding to the 'cost' of the spell. - -When all mana is gone, or the cost of a given spell is greater than the amount -of mana you have left, you may attempt to cast a spell, beware, as there are -consequences to such a rash act. - -Spell points may be regained by resting. They can also be restored by a few -magical means. - -Your spell points are derived from your Magic skill, player level and the -greatest of INT and WIS. - -Your total spell points are additionally affected by: - - * your character's race modifier - * character class - -Your total spell points may be affected by: - - * your encumbrance - * what you wear - -<A NAME="29"></A><A NAME="30"></A><A NAME="31"></A>Finally, characters that have chosen to follow a <A HREF="gods.html">God</A> will have piety points -(Pt). These points represent the character's standing with their God, a -standing which may rise or fall over time. A character may spend piety points -to cast a spell granted by his/her God. Spent piety points can be regained in -different fashions, depending on which God is involved -- each is pleased or -displeased by assorted actions. Pleasing your God gains you piety, while -displeasing your god will lose you piety. -<A NAME="03"></A><FONT COLOR="#FF0000">=== Races ===</FONT> - -There are lots different races that you can choose from in ToME. Some -races are restricted as to what profession they may be, and each race has -its own adjustments to a character's stats and abilities. Most races also -have intrinsic abilities, which can be accessed via the "U" command. - - <A HREF="r_beorn.html">Beorning</A> <A HREF="r_hafelf.html">Half-Elf</A> <A HREF="r_orc.html">Orc</A> - <A HREF="r_drkelf.html">Dark Elf</A> <A HREF="r_hafogr.html">Half-Ogre</A> <A HREF="r_pettyd.html">Petty-Dwarf</A> - <A HREF="r_deathm.html">Death Mold</A> <A HREF="r_hielf.html">High-Elf</A> <A HREF="r_rohank.html">Rohan Knight</A> - <A HREF="r_dunad.html">Dunadan</A> <A HREF="r_hobbit.html">Hobbit</A> <A HREF="r_thlord.html">Thunderlord</A> - <A HREF="r_dwarf.html">Dwarf</A> <A HREF="r_human.html">Human</A> <A HREF="r_troll.html">Troll</A> - <A HREF="r_elf.html">Elf</A> <A HREF="r_kobold.html">Kobold</A> <A HREF="r_wodelf.html">Wood Elf</A> - <A HREF="r_ent.html">Ent</A> <A HREF="r_maia.html">Maia</A> <A HREF="r_yeek.html">Yeek</A> - <A HREF="r_gnome.html">Gnome</A> - -<A NAME="04"></A><FONT COLOR="#FF0000">=== Race Modifiers ===</FONT> - -There are many different race modifiers that you can choose from in ToME. -Some are restricted as to what race they can be used with, and each one has -its own adjustments to a character's stats and abilities. Most also have -intrinsic abilities. If you are not asked for a race modifier, it is because -your race only supports the classical form. - - <A HREF="rm_class.html">Classical</A> <A HREF="rm_barb.html">Barbarian</A> - <A HREF="rm_herm.html">Hermit</A> <A HREF="rm_lsoul.html">Lost Soul</A> - <A HREF="rm_skel.html">Skeleton</A> <A HREF="rm_spec.html">Spectre</A> - <A HREF="rm_vamp.html">Vampire</A> <A HREF="rm_zomb.html">Zombie</A> - -<A NAME="05"></A><FONT COLOR="#FF0000">=== Classes ===</FONT> - -Once a race has been chosen, you will need to pick a class. Some classes will -not be available to certain races, for instance, a Troll cannot become a -Paladin. For the first few adventures it is suggested that you run a warrior -or rogue. Spell casting generally requires a more experienced player that is -familiar with survival techniques. - - <A HREF="c_alchem.html">Alchemist</A> <A HREF="c_mage.html">Mage</A> <A HREF="c_rogue.html">Rogue</A> - <A HREF="c_archer.html">Archer</A> <A HREF="c_mimic.html">Mimic</A> <A HREF="c_runecr.html">Runecrafter</A> - <A HREF="c_assass.html">Assassin</A> <A HREF="c_mindcr.html">Mindcrafter</A> <A HREF="c_sorcer.html">Sorceror</A> - <A HREF="c_axemas.html">Axemaster</A> <A HREF="c_monk.html">Monk</A> <A HREF="c_summon.html">Summoner</A> - <A HREF="c_bard.html">Bard</A> <A HREF="c_necro.html">Necromancer</A> <A HREF="c_swordm.html">Swordmaster</A> - <A HREF="c_pr_drk.html">Dark-Priest</A> <A HREF="c_palad.html">Paladin</A> <A HREF="c_symbia.html">Symbiant</A> - <A HREF="c_demono.html">Demonologist</A> <A HREF="c_polear.html">Polearmmaster</A> <A HREF="c_thaum.html">Thaumaturgist</A> - <A HREF="c_druid.html">Druid</A> <A HREF="c_posses.html">Possessor</A> <A HREF="c_unbel.html">Unbeliever</A> - <A HREF="c_geoman.html">Geomancer</A> <A HREF="c_pr_eru.html">Priest(Eru)</A> <A HREF="c_warper.html">Warper</A> - <A HREF="c_hafted.html">Haftedmaster</A> <A HREF="c_pr_man.html">Priest(Manwe)</A> <A HREF="c_warrio.html">Warrior</A> - <A HREF="c_lorema.html">Loremaster</A> <A HREF="c_ranger.html">Ranger</A> -<A NAME="83"></A><FONT COLOR="#FF0000">=== Gods ===</FONT> - -Once a class has been chosen you may be given the option to choose a god. Some -classes (notably most Priests) will be given a God to worship automatically. -Some classes are not necessarily suited to following a God, and Gods are not -recommended for new players. You can also choose your mind about who (if -anyone) to worship during the game by finding an <A HREF="tome_faq.html#4">altar</A> of that God. - -Read <A HREF="gods.html">gods.txt</A> for a little more information about Gods. - - <A HREF="g_eru.html">Eru Iluvatar</A> <A HREF="g_manwe.html">Manwe Sulimo</A> - <A HREF="g_yavann.html">Yavanna Kementari</A> <A HREF="g_tulkas.html">Tulkas</A> - <A HREF="g_melkor.html">Melkor Bauglir</A> - - -<A NAME="39"></A><A NAME="06"></A><FONT COLOR="#FF0000">=== Stats ===</FONT> -<A NAME="32"></A><A NAME="34"></A><FONT COLOR="#00FF00"> Strength (STR)</FONT> - Strength is important in fighting with weapons and in melee - combat. A high strength can improve your chances of hitting - as well as the amount of damage done with each hit. Char- - acters with low strengths may receive penalties. Strength - is also useful in tunnelling and in carrying heavy items. -<A NAME="33"></A><A NAME="35"></A><FONT COLOR="#00FF00"> Intelligence (INT)</FONT> - Intelligence affects the spellcasting abilities of mage-like - spellcasters, mages, rangers, and rogues. Intelligence - will affect the number of spells you may learn each level as - well as the number of spell points you receive. A high - intelligence may also improve your chances of successfully - casting a spell. You cannot learn spells if your intelligence - is 7 or lower. A good intelligence can also help with using - magic devices, picking locks, and disarming traps. -<A NAME="36"></A><A NAME="38"></A><FONT COLOR="#00FF00"> Wisdom (WIS)</FONT> - The primary function of wisdom is to determine the ability - of a priest or paladin to use prayers, just like intelligence - affects spellcasting. Again, high wisdom will increase the - number of spell points you have and increase the number of - prayers you can learn each level, while improving the chance - that a prayer will be successful. A good wisdom can also - help to improve your chances of resisting magical spells cast - upon you by monsters. -<A NAME="40"></A><A NAME="41"></A><FONT COLOR="#00FF00"> Dexterity (DEX)</FONT> - Dexterity is a combination of agility and quickness. A high - dexterity may allow a character to get multiple blows with - lighter weapons, thus greatly increasing his kill power, and - will increase his chances of hitting with any weapon and - dodging blows from enemies. Dexterity is also useful in - picking locks, disarming traps, and protecting yourself from - some of the thieves that inhabit the dungeons. -<A NAME="42"></A><A NAME="43"></A><FONT COLOR="#00FF00"> Constitution (CON)</FONT> - Constitution is a character's ability to resist damage to his - body, and to recover from damage received. Therefore a - character with a high constitution will receive more hit - points and also recover them faster while resting. -<A NAME="44"></A><A NAME="45"></A><FONT COLOR="#00FF00"> Charisma (CHR)</FONT> - Charisma represents a character's personality and physical - appearance. A character with a high charisma will receive - better prices from store owners, whereas a character with a - very low charisma may be robbed blind. A high charisma will - also mean more starting money for the character. - -<A NAME="07"></A><A NAME="46"></A><FONT COLOR="#FF0000">=== Abilities ===</FONT> - - Characters possess some different abilities which can help them - to survive. The starting abilities of a character are based upon - race and class. Abilities may be adjusted by high or low stats, - and increase with the corresponding <A HREF="skills.html">skill</A> level. -<A NAME="48"></A><FONT COLOR="#00FF00"> Fighting</FONT> - Fighting is the ability to hit and do damage with weapons or - fists. Normally a character gets a single blow from any - weapon, but if his dexterity and strength are high enough, - he may receive more blows per round with lighter weapons. - Strength and dexterity both modify the ability to hit an - opponent. This skill increases with the <A HREF="skills.html#2">Weaponmastery</A> skill - and its sub-skills. -<A NAME="50"></A><FONT COLOR="#00FF00"> Shooting Ability (Bows/Throw)</FONT> - Using ranged missile weapons (and throwing objects) is - included in this skill. Different stats apply to different - weapons, but this ability may modify the distance an object - is thrown/fired, the amount of damage done, and the ability - to hit a creature. This skill increases with the <A HREF="skills.html#8">Archery</A> skill - and its sub-skills. -<A NAME="52"></A><FONT COLOR="#00FF00"> Saving Throw</FONT> - A Saving Throw is the ability of a character to resist the - effects of a spell cast on him by another person/creature. - This does not include spells cast on the player by his own - stupidity, such as quaffing a nasty potion. This ability - increases with the <A HREF="skills.html#38">Spirituality</A> skill, - A high wisdom also increases this ability. -<A NAME="54"></A><FONT COLOR="#00FF00"> Stealth</FONT> - The ability to move silently about is very useful. Charac- - ters with good stealth can usually surprise their opponents, - gaining the first blow. Also, creatures may fail to notice - a stealthy character entirely, allowing a player to avoid - certain fights. This skill is based upon race, class and the - <A HREF="skills.html#15">Stealth</A> skill. -<A NAME="56"></A><FONT COLOR="#00FF00"> Disarming</FONT> - Disarming is the ability to remove traps (safely), and - includes picking locks on traps and doors. A successful - disarming will gain the character some experience. A trap - must be found before it can be disarmed. Dexterity and - intelligence both modify the ability to disarm, and this - ability increases with the <A HREF="skills.html#16">Disarming</A> skill. -<A NAME="58"></A><FONT COLOR="#00FF00"> Magic Device</FONT> - Using a magical device such as a wand or staff requires - experience and knowledge. Spell users such as magi and - priests are therefore much better at using a magical device - than say a warrior. This skill is modified by intelligence, - and increases with the <A HREF="skills.html#54">Magic-Device</A> skill. -<A NAME="60"></A><A NAME="61"></A><A NAME="62"></A><FONT COLOR="#00FF00"> Searching Frequency (Perception)</FONT> - Perception is the ability to notice something without - actively seeking it out. This skill is based upon race, - class and the <A HREF="skills.html#14">Sneakiness</A> skill. -<A NAME="63"></A><FONT COLOR="#00FF00"> Searching Ability (Searching)</FONT> - To search is to actively look for secret doors, floor traps, - and traps on chests. Rogues are the best at searching, but - magi, rangers, and priests are also good at it. This skill - is based upon race, class and the <A HREF="skills.html#14">Sneakiness</A> skill. -<A NAME="66"></A><FONT COLOR="#00FF00"> Infra-vision</FONT> - Infra-vision is the ability to see heat sources. Since most - of the dungeon is cool or cold, infra-vision will not allow - the player to see walls and objects. Infra-vision will allow - a character to see any warm-blooded creatures up to a cer- - tain distance. This ability works equally well with or with - out a light source. The majority of Angband's creatures are - cold-blooded, and will not be detected unless lit up by a - light source. Most non human races have innate infra-vision - ability. Humans can gain infra-vision only through magic - enhancement. - -<A NAME="08"></A><A NAME="67"></A><A NAME="68"></A><A NAME="69"></A><A NAME="70"></A><FONT COLOR="#FF0000">=== Combinations of Race and Class ===</FONT> - -These are the classes that are recommended for different races. You can -still select a race that is not in the chart, but these combinations are -either rather poor (like a zombie mage), a concept so silly that they -are not recommended, or an incredibly unfair combination of race and class. -If you pick a combination that is not on the chart, don't complain if things -don't turn out as you expected them to. - -<FONT COLOR="#00FFFF"> Warrior Archer Rogue Mage Priest Loremaster</FONT> -<FONT COLOR="#00FFFF"></FONT> -Beorning Yes No Yes No No Yes -Dark Elf Yes Yes Yes Yes Yes No -Death Mold No No No Yes Yes No -Dunadan Yes Yes Yes Yes Yes Yes -Dwarf Yes No No No Yes No -Elf Yes Yes No Yes Yes Yes -Ent Yes No No No Yes Yes -Gnome Yes No Yes Yes No No -Half-Elf Yes Yes Yes Yes Yes Yes -Half-Ogre Yes No No No Yes No -High-Elf Yes Yes No Yes Yes Yes -Hobbit Yes Yes Yes Yes No Yes -Human Yes Yes Yes Yes Yes Yes -Kobold Yes Yes Yes No No No -Maia Yes Yes Yes Yes Yes Yes -Orc Yes Yes Yes No Yes No -Petty Dwarf Yes No Yes No No No -RohanKnight Yes No No No Yes No -Thunderlord Yes Yes No Yes Yes No -Troll Yes No No No No No -Wood Elf Yes Yes No Yes Yes Yes -Yeek Yes Yes Yes Yes Yes Yes -<A NAME="09"></A><A NAME="71"></A><A NAME="72"></A><FONT COLOR="#FF0000">=== Stat Bonus Tables ===</FONT> - -Stat, hit dice, and experience points per level modifications due to race -are listed in the following table. -<A NAME="75"></A><FONT COLOR="#00FF00">Races:</FONT> -<FONT COLOR="#00FFFF"> STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level</FONT> - Beorning +4 -2 -2 -1 +3 -5 12 +50% - Dark Elf -1 +3 +2 +2 -2 +1 9 +50% - Death Mold +10 0 +10 +0 +10 -15 15 +150% - Dunadan +1 +2 +2 +2 +3 +2 10 +80% - Dwarf +2 -2 +2 -2 +2 -3 11 +25% - Elf -1 +2 +2 +1 -2 +2 8 +20% - Ent +10 -3 +2 -5 +11 -3 14 +110% - Gnome -1 +2 0 +2 +1 -2 8 +35% - Half-Elf 0 +1 +1 +1 -1 +1 9 +10% - Half-Ogre +3 -1 -1 -1 +3 -3 12 +30% - High-Elf +1 +3 +2 +3 +1 +5 10 +100% - Hobbit -2 +2 +1 +3 +2 +1 7 +10% - Human 0 0 0 0 0 0 10 +0% - Kobold +1 -1 0 +1 0 -4 9 +25% - Maia 0 0 0 0 0 0 10 +0% - Petty Dwarf +1 -1 +2 0 +2 -4 11 +35% - Orc +2 -1 0 +1 +1 -4 10 +10% - RohanKnight +4 -2 +3 +1 +4 +2 10 +120% - Thunderlord +6 +2 +1 +1 +3 +8 12 +300% - Troll +4 -4 -2 -4 +3 -6 12 +37% - Wood Elf -3 +2 +1 +5 -4 +1 7 +30% - Yeek -5 -5 -5 -5 -5 -5 6 -75% -<A NAME="76"></A><FONT COLOR="#00FF00">Race Modifiers:</FONT> -<FONT COLOR="#00FFFF"> STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level</FONT> - Classical 0 0 0 0 0 0 +0 +0% - Barbarian +2 -3 -2 +1 +1 -3 +1 +25% - Hermit -3 +1 +1 -3 -3 +1 -3 +20% - Lost Soul 0 0 0 0 0 0 +0 +0% - Skeleton 0 -2 -2 0 +1 -4 +0 +45% - Spectre -5 +1 +1 +2 -3 -6 -4 +80% - Vampire +3 +2 -3 -2 +1 -4 +1 +100% - Zombie +2 -6 -6 +1 +4 -5 +3 +45% - -<A NAME="77"></A><FONT COLOR="#00FF00">Classes:</FONT> -<FONT COLOR="#00FFFF"> STR INT WIS DEX CON CHR</FONT> - Axemaster +5 -2 -2 +2 +2 -1 - Demonologist +5 -2 -2 +2 +2 -1 - Haftedmaster +5 -2 -2 +2 +2 -1 - Polearmmaster +5 -2 -2 +2 +2 -1 - Swordmaster +5 -2 -2 +2 +2 -1 - Unbeliever +5 -2 -2 +2 +2 -1 - Warrior +5 -2 -2 +2 +2 -1 - - Alchemist -5 +3 0 +1 -2 +1 - Geomancer -5 +3 0 +1 -2 +1 - Mage -5 +3 0 +1 -2 +1 - Necromancer -5 +3 0 +1 -2 +1 - Runecrafter -5 +3 0 +1 -2 +1 - Sorceror -5 +3 0 +1 -2 +1 - Thaumaturgist -5 +3 0 +1 -2 +1 - Warper -5 +3 0 +1 -2 +1 - - Archer +2 +1 0 +2 +1 +1 - Ranger +2 +2 0 +2 +1 +1 - - Assassin +2 +1 -2 +3 +1 -1 - Rogue +2 +1 -2 +3 +1 -1 - - Bard +1 -2 +1 +1 0 +1 - Loremaster +1 -2 +1 +1 0 +1 - Mimic +1 -2 +1 +1 0 +1 - Monk +1 -2 +1 +1 0 +1 - Possessor +1 -2 +1 +1 0 +1 - Summoner +1 -2 +1 +1 0 +1 - Symbiant +1 -2 +1 +1 0 +1 - - Dark-Priest -1 -3 +3 -1 0 +2 - Druid -1 -3 +3 -1 0 +2 - Mindcrafter -1 -3 +3 -1 0 +2 - Paladin -1 -3 +3 -1 0 +2 - Priest(Eru) -1 -3 +3 -1 0 +2 - Priest(Manwe) -1 -3 +3 -1 0 +2 -<A NAME="10"></A><A NAME="74"></A><FONT COLOR="#FF0000">=== Ability Tables ===</FONT> - -<A NAME="78"></A><FONT COLOR="#00FF00">Races:</FONT> -<FONT COLOR="#00FFFF"> Dsrm Dvce Save Stlh Srch Prcp HtH Misl Infra</FONT> - Beorning -6 -8 -6 -2 -1 +5 +25 +5 30 feet - Dark Elf +5 +15 +20 +3 +8 +12 -5 +10 50 feet - Death Mold +15 -5 +15 +25 +0 +10 +25 +25 10 feet - Dunadan +4 +5 +5 +2 +3 +13 +15 +10 None - Dwarf +2 +9 +10 -1 +7 +10 +15 +0 50 feet - Elf +5 +6 +6 +2 +8 +12 -5 +15 30 feet - Ent +5 +5 +20 -6 +5 +4 +15 +5 50 feet - Gnome +10 +12 +12 +3 +6 +13 -8 +12 40 feet - Half-Elf +2 +3 +3 +1 +6 +11 -1 +5 20 feet - Half-Ogre -3 -5 -5 -2 -1 +5 +20 +0 30 feet - High-Elf +4 +20 +20 +4 +3 +14 +10 +25 40 feet - Hobbit +15 +18 +18 +5 +12 +15 -10 +20 40 feet - Human +0 +0 +0 +0 +0 +10 +0 +0 None - Kobold -2 -3 -2 -1 +1 +8 +10 -8 30 feet - Maia +0 +0 +0 +0 +0 +10 +0 +0 None - Orc -3 -3 -3 -1 +0 +7 +12 -5 30 feet - Petty Dwarf +3 +5 +10 +1 +5 +10 +9 +0 50 feet - RohanKnight +10 +5 +5 -8 +1 +1 +5 +5 None - Thunderlord +6 0 +10 -16 +30 +10 +15 +5 None - Troll -5 -8 -8 -2 -1 +5 +20 -10 30 feet - Wood Elf +5 +6 +6 +5 +8 +12 -25 +40 40 feet - Yeek -5 -5 -10 +0 -5 +0 -10 -10 20 feet -<A NAME="79"></A><FONT COLOR="#00FF00">Race Modifiers:</FONT> -<FONT COLOR="#00FFFF"> Dsrm Dvce Save Stlh Srch Prcp HtH Misl Infra</FONT> - Classical +0 +0 +0 +0 +0 +0 +0 +0 +0 feet - Barbarian -2 -10 +2 -2 +0 +1 +12 +5 +0 feet - Hermit +5 +10 +5 +3 +4 +10 -5 -5 +10 feet - Lost Soul +0 +0 +0 +0 +0 +0 +0 +0 +0 feet - Skeleton -5 -5 +5 -1 -1 +8 +8 +0 +10 feet - Spectre +2 +8 +7 +2 +2 +7 -5 -2 +30 feet - Vampire +0 +0 +0 +0 +0 +0 +0 +0 +0 feet - Zombie -2 -2 +5 -1 -1 +2 +5 +0 +10 feet -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_alchem.html b/lib/help/c_alchem.html deleted file mode 100644 index f6e11912..00000000 --- a/lib/help/c_alchem.html +++ /dev/null @@ -1,145 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Alchemists ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Alchemists are the only class that can harness the abilities of the -essences found in the dungeon. They can add these essences to staves, -rings, wands, rods, and sometimes weapons and armour to create new items -or recharge old ones. They can also extract essences from magical items -they find. Using these abilities, Alchemists can get very good items at -low levels. The trouble is getting them to survive later on. - -Alchemists are extremely proficient with all kinds of magical devices, -and have made a fine art of extracting, storing, and using these -objects' magical energies. Because they neither fight well nor cast -powerful spells, Alchemists rely on their craftsmanship to cope with -the dangers of the dungeons. They will quickly learn to create damage- -dealing wands, rods, and staffs, forge powerful weapons and armour, -make highly useful objects of other kinds, and eventually, at great cost -to other knowledge, they can learn the perilous art of artifact creation -itself. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.700] - Weaponmastery 0.700 [0.700] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 3.000 [0.900] - Magic-Device 1.000 [1.250] - Geomancy - Fire 0.000 [0.100] - Water 0.000 [0.100] - Air 0.000 [0.100] - Earth 0.000 [0.100] - Meta 0.000 [0.500] - Conveyance 0.000 [0.100] - Divination 0.000 [0.500] - Temporal 0.000 [0.100] - Mind 0.000 [0.100] - Nature 0.000 [0.100] - Necromancy 0.000 [0.100] - Runecraft 0.000 [0.700] - Thaumaturgy 0.000 [0.100] - Alchemy 1.000 [0.800] -Spirituality 1.000 [0.800] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -*An Alchemist cannot learn the Geomancy skill, but it is shown in his skill -screen because the elemental schools are sub-skills of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -An Alchemist begins the game with: - a Dagger - six Essences of Explosion - an Empty Bottle - a Set of Leather Gloves -<A NAME="03"></A><A NAME="05"></A><FONT COLOR="#00FF00">Alchemy</FONT> -<FONT COLOR="#00FFFF">The alchemical techniques are accessed using the 'm' key.</FONT> -Alchemists may then 'E'xtract essences or add 'P'owers. The Alchemist <FONT COLOR="#FF00FF">must</FONT> -be wearing GLOVES to use their alchemy powers. - -Alchemist's are also capable of <FONT COLOR="#00FFFF">creating their own artifacts</FONT>, but -this is a time-consuming, and costly, activity. To do so, they must first -learn the ability <A HREF="ability.html#9">Artifact Creation</A>, which costs a whopping 70 skill points -to learn, and requires some high pre-requisites. Once they have done so, -they need to imbue an ego item with a number of essences of magic (equal -to their skill level) and then wield the item. While using the item, -it will gain experience (which reduces the amount of exp the wearer -gains during this time). When the Alchemist feels that the item is -powerful enough, they can finalise the artifact by "buying" powers -using the experience the artifact has collected. They will also require -exotic ingredients to add the abilities. - -Most (but not all) potions, scrolls, wands, staffs, rods, rings, and -amulets contain usable magical energies. An Alchemist taps that -energy, using the technique "'E'xtract essences" to create one or more -essences of a type appropriate to the original object. - -The drained object itself is now called "of nothing". Unlike any -other kind of object, it can have new magics added to it. - -An Alchemist can add power to such items by using essences he made -or found. He does this with the technique "'P'ower". He -can then select the object he wishes enchant, and the kind of -object he wishes to create. Only object types that he knows the -recipe for will be displayed, and ones for which essences are -lacking will be displayed in red. Objects whose level exceeds his -own are sometimes difficult to create, though he can always add -gold to improve the chances of his success. - -<FONT COLOR="#00FFFF">A few pointers:</FONT> - -Recipes are (usually) logical. Acid essences don't make Dragon - Weapons. And you can always look at the recipes you know with - the "recipe 'B'ook" command. - -Not all objects or ego-item types can be made using alchemy. - -Alchemy is mostly reversible. Most items that you can - 'E'xtract from, you can later re-create, if you learn about - them when extracting from them. You won't always get enough - essences from destroying an item to recreate it, though the - chance of doing so will get higher as you increase in skill. - -*identifying* an object that you can destroy will always teach - you how to create it (if creating it is possible). - -Since you can't create abilities in artifacts that you aren't - aware of, make sure to *identify* all the artifacts you can. - -You can't *identify* things you buy in shops, so you'll have - to extract from them and take your chances. - -<FONT COLOR="#00FFFF">Some Recipes:</FONT> -Any Alchemist worth his salt knows lots of recipes. By extracting from -items in the dungeon, he learns to create more and more items. You can -see the recipes you know using the "recipe 'B'ook" command. The Alchemist -starts off knowing some basic recipes, and gains more recipes as time -goes on. - -More details can be found in the <A HREF="essences.html">Essences SPOILER</A>). - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_archer.html b/lib/help/c_archer.html deleted file mode 100644 index cd15ec92..00000000 --- a/lib/help/c_archer.html +++ /dev/null @@ -1,70 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Archers ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Archers are to bows what warriors are to melee. They are the best class -around with any bow/crossbow/sling/boomerang. - -Needing a lot of ammo, they will learn early how to make it from junk found -in the dungeons. They also gain, at skill level 20, the unique ability to make -their arrows/bolts/shots pierce through monsters! - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +2 -Intelligence +1 -Wisdom +0 -Dexterity +2 -Constitution +1 -Charisma +1 -Bonus Blows 0 -Hit Die +d4 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.800] - Weaponmastery 1.000 [0.500] - Archery 1.000 [0.850] - Sling-mastery 0.000 [0.500] - Bow-mastery 0.000 [0.500] - Crossbow-mastery 0.000 [0.500] - Boomerang-mastery 0.000 [0.500] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 1.000 [0.900] -Magic 0.000 [0.200] - Magic-Device 1.000 [1.100] -Spirituality 1.000 [0.400] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Ammo creation 2 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -An Archer begins the game with: - a Short Bow - a Sling - some ammo -<A NAME="03"></A><FONT COLOR="#00FF00">Creating AMmo</FONT> -Archers automatically gain the <A HREF="ability.html#7">Ammo Creation</A> ability when they reach character -level 2. (Other classes can purchase this ability when they have enough skill -points.) This ability is accessed via the 'm' command. You need dungeon junk to -make ammo. Each type of ammo requires certain kinds of junk. The first type of -ammo you can make is pebbles; as you increase in skill you'll be able to make -other types. - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_assass.html b/lib/help/c_assass.html deleted file mode 100644 index c61e8207..00000000 --- a/lib/help/c_assass.html +++ /dev/null @@ -1,70 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Assassins ===</FONT> -<FONT COLOR="#00FF00">Description</FONT> -Assassin are similar to Rogues, but have trained their combat abilities more -extensively by neglecting the study of magic. They also tend to be more stealthy -and careful in their dungeon exploration, but aren't so good at stealing, -trapping and disarming as their more "peaceful" counterparts. - -Assassins have access to the schools of <A HREF="m_convey.html">Conveyance</A>, <A HREF="m_divin.html">Divination</A> and <A HREF="m_tempo.html">Temporal</A> magic. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +2 -Intelligence +1 -Wisdom -2 -Dexterity +3 -Constitution +1 -Charisma -1 -Bonus Blows 0 -Hit Die +d6 -Exp Penalty 25% - -<FONT COLOR="#00FF00">Starting Skills</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.800] - Weaponmastery 1.000 [0.800] - Sword-mastery 1.000 [0.600] - Critical-hits 2.000 [0.800] - Archery - Boomerang-mastery 1.000 [0.300] -Sneakiness 1.000 [2.000] - Stealth 1.000 [2.000] - Disarming 1.000 [1.000] - Backstab 1.000 [2.000] - Stealing 1.000 [0.200] - Dodging 1.000 [2.000] -Magic 1.000 [0.200] - Magic-Device 1.000 [0.750] - Conveyance 0.000 [0.100] - Divination 0.000 [0.100] - Temporal 0.000 [0.200] -Spirituality 1.000 [0.700] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -*An Assassin cannot learn the Archery skill, but it is shown in his skill -screen because Boomerang-mastery is a sub-skill of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 10 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -An Assassin begins the game with: - a Dagger - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_axemas.html b/lib/help/c_axemas.html deleted file mode 100644 index f6a063c8..00000000 --- a/lib/help/c_axemas.html +++ /dev/null @@ -1,63 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Axemasters ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Axemaster is a Warrior who specialises in axes. -The training is so intense and specific that Axemasters gain huge bonuses -when fighting with their chosen weapon, dependent on their Axe-mastery skill. -In most other respects they perform about as well as a generic Warrior. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +5 -Intelligence -2 -Wisdom -2 -Dexterity +2 -Constitution +2 -Charisma -1 -Bonus Blows 3 -Hit Die +d9 -Exp Penalty 0% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.900] - Weaponmastery 1.000 [0.950] - Sword-mastery 0.000 [0.300] - Axe-mastery 1.000 [0.700] - Hafted-mastery 0.000 [0.300] - Polearm-mastery 0.000 [0.300] - Archery 1.000 [0.600] - Antimagic 0.000 [0.550] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 1.000 [0.900] -Magic 1.000 [0.300] - Magic-Device 1.000 [1.150] -Spirituality 1.000 [0.400] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 1 -Extra Max Blow(2) 1 -Spread blows 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -An Axemaster begins the game with: - a Ring of Fear Resistance - a Chain Mail - a Hatchet -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_bard.html b/lib/help/c_bard.html deleted file mode 100644 index c292162a..00000000 --- a/lib/help/c_bard.html +++ /dev/null @@ -1,80 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Bards ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Bards are traditional musicians. Their magical attacks are sound-based, and -last as long as the Bard has mana. If the Bard runs out of mana, he/she stops -singing. There is also a low-level "spell" that will cease the song. - -While any class can use musical instruments, only Bards can tap the -power of voice to aid themselves and hinder, dismay, and kill their -foes. - -<FONT COLOR="#00FF00">Magic Usage</FONT> - -Songs are continuous, and the song consumes mana every turn in order to -maintain itself. The song will continue, once played, until either the 'Stop -Singing' song is sung, or the player's mana runs out. - -Each song has a magic school level associated with, just as any other magic -spell does. Each song also has a Roman numeral (e.g. I, II, III, IV, V) -following its name. These numerals correspond to 1, 2, 3, 4, 5. The higher the -numeral, the more music skill the Bard must have to play that song. - -Each musical instrument has a value between 1 and 4 assigned to it, as well. -The higher the number, the better the craftmanship. A Bard can only play -higher level songs with a more powerful instrument. You would be able to cast -"Stop Singing (I)" and "Song of the Sun (I)" with a a Harp (+1). A Harp (+2) -would allow you to sing those songs, as well as "Flow of Life (II)". - -For information on song effects see the <A HREF="m_music.html">Music Songs</A> file. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +1 -Intelligence -2 -Wisdom +1 -Dexterity +1 -Constitution +0 -Charisma +1 -Bonus Blows 0 -Hit Die +d8 -Exp Penalty 40% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.700] - Weaponmastery 1.000 [0.700] - Barehand-combat 1.000 [0.600] -Sneakiness 1.000 [0.700] - Stealth 1.000 [0.700] - Disarming 1.000 [0.600] -Magic 1.000 [0.600] - Magic-Device 1.000 [1.000] -Spirituality 1.000 [0.800] - Prayer 0.000 [0.500] - Music 1.000 [0.800] -Monster-lore 1.000 [1.100] - Summoning 0.000 [0.400] - Corpse-preservation 1.000 [0.700] - Symbiosis 0.000 [0.400] - Mimicry 0.000 [0.400] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Bard begins the game with: - a Harp (+1) - a Short Sword - a Robe - a Potion of Healing -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_demono.html b/lib/help/c_demono.html deleted file mode 100644 index 41f421aa..00000000 --- a/lib/help/c_demono.html +++ /dev/null @@ -1,65 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Demonologists ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Masters of the Demons, members of this class can gain tremendous power -over demonkind, either for good or for evil ends. - -Their spells are contained in specific blades, shields and helms (actually -shaped in the form of horns) which when wielded allow the Demonologist to -cast spells unique to her class; each piece of equipment holds 3 spells. - -See the information on the <A HREF="m_demono.html">Demonology</A> school of magic for more details. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +5 -Intelligence -2 -Wisdom -2 -Dexterity +2 -Constitution +2 -Charisma -1 -Bonus Blows 3 -Hit Die +d9 -Exp Penalty 0% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.750] - Weaponmastery 1.000 [0.750] - Sword-mastery 0.000 [0.600] - Archery 2.000 [0.400] -Sneakiness 2.000 [1.800] - Stealth 0.000 [0.400] - Disarming 2.000 [1.800] -Magic 2.000 [0.700] - Magic-Device 1.000 [1.150] - Demonology 1.000 [1.000] -Spirituality 2.000 [0.700] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 1 -Extra Max Blow(2) 1 -Spread blows 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Demonologist begins the game with: - a Ring of Fear Resistance - a Demonblade - a Chain Mail - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_druid.html b/lib/help/c_druid.html deleted file mode 100644 index 5d48f20e..00000000 --- a/lib/help/c_druid.html +++ /dev/null @@ -1,65 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000">=== Druids ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -When Melkor first dug up Utumno and Angband, rivers polluted and gave birth to -dark clouds of stinging insects; animals changed into dark, horrible horned -things and the forests themselves screamed in horror at their corruption. - -<A HREF="g_yavann.html">Yavanna</A> heard this scream and gave to some of the children of Eru the strength -to defend Nature; at first Ents were chosen, but later on other races were -allowed to thread the path of the Druid. - -The embodiment of life itself, a Druid is a true force of nature and nothing -can prevent him from completing his final quest: returning Angband to the -grassy sunlit plain it once was. - - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -1 -Intelligence -3 -Wisdom +3 -Dexterity -1 -Constitution +0 -Charisma +2 -Bonus Blows 0 -Hit Die +d2 -Exp Penalty 20% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.700] - Weaponmastery 1.000 [0.750] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 0.000 [0.900] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.050] - Spell-power 0.000 [0.600] -Spirituality 1.000 [1.000] - Prayer 1.000 [1.500] - Mindcraft 0.000 [0.600] -Monster-lore 1.000 [1.200] - Summoning 1.000 [0.700] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Druid begins the game with: - a Spellbook of Charm Animal - a Mace -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_geoman.html b/lib/help/c_geoman.html deleted file mode 100644 index 5553cc38..00000000 --- a/lib/help/c_geoman.html +++ /dev/null @@ -1,70 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Geomancers ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Geomancers harness the power of the elements earth, air, fire and water. -The level of their <A HREF="skills.html#60">Geomancy</A> skill gives them access to their own -<A HREF="m_geoman.html">school of Geomancy</A>, but the levels of the Fire, Water, Air, and Earth -skills will have an effect on the outcome of each spell. - -Geomancers need the aid of a Mage Staff in order to use their powers. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.200] - Weaponmastery 0.700 [0.400] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.050] - Spell-power 1.000 [0.700] - Geomancy 1.000 [0.700] - Fire 1.000 [1.050] - Water 1.000 [1.050] - Air 1.000 [1.050] - Earth 1.000 [1.050] - Meta 0.000 [0.700] - Conveyance 0.000 [0.700] - Divination 0.000 [0.700] - Temporal 0.000 [0.700] - Mind 0.000 [0.700] - Nature 0.000 [0.700] - Necromancy 0.000 [0.700] - Runecraft 0.000 [0.700] - Thaumaturgy 0.000 [0.700] -Spirituality 1.000 [0.550] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Geomancer begins the game with: - a Spellbook of Geyser - a Mage Staff -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_hafted.html b/lib/help/c_hafted.html deleted file mode 100644 index e40991b0..00000000 --- a/lib/help/c_hafted.html +++ /dev/null @@ -1,66 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Haftedmasters ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Haftedmaster is a Warrior who specialises in blunt weapons. - -The training is so intense and specific that Haftedmasters gain huge bonuses -when fighting with their chosen weapon, dependent on their <A HREF="skills.html#6">Hafted-mastery</A> skill. - -In most other respects they perform about as well as a generic Warrior. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +5 -Intelligence -2 -Wisdom -2 -Dexterity +2 -Constitution +2 -Charisma -1 -Bonus Blows 3 -Hit Die +d9 -Exp Penalty 0% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.900] - Weaponmastery 1.000 [0.950] - Sword-mastery 0.000 [0.300] - Axe-mastery 0.000 [0.300] - Hafted-mastery 1.000 [0.700] - Stunning-blows 0.000 [0.500] - Polearm-mastery 0.000 [0.300] - Archery 1.000 [0.600] - Antimagic 0.000 [0.550] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 1.000 [0.900] -Magic 1.000 [0.300] - Magic-Device 1.000 [1.150] -Spirituality 1.000 [0.400] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 1 -Extra Max Blow(2) 1 -Spread blows 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -An Haftedmaster begins the game with: - a Ring of Fear Resistance - a Chain Mail - a Flail -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_lorema.html b/lib/help/c_lorema.html deleted file mode 100644 index 2c7258d3..00000000 --- a/lib/help/c_lorema.html +++ /dev/null @@ -1,65 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Loremasters ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Loremasters are students of the creatures of Arda. - -To protect themselves during their observations, they usually learn how to -pass unobserved, but should their attempt fail they have decent saving throws -and almost always learn some kind of combat style, but the exact preference -varies from Loremaster to Loremaster. - -As a result of their studies, they become familiar with a broad range of -skills, ranging from <A HREF="skills.html#45">Possession</A> and <A HREF="m_symbio.html">Symbiosis</A> to <A HREF="skills.html#43">Summoning</A> and <A HREF="skills.html#47">Mimicry</A>. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +1 -Intelligence -2 -Wisdom +1 -Dexterity +1 -Constitution +0 -Charisma +1 -Bonus Blows 0 -Hit Die +d8 -Exp Penalty 40% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.700] - Weaponmastery 1.000 [0.700] - Archery 1.000 [0.700] - Barehand-combat 1.000 [0.700] -Sneakiness 1.000 [0.700] - Stealth 1.000 [0.700] - Disarming 1.000 [0.700] -Magic 0.000 [0.600] - Magic-Device 1.000 [1.000] -Spirituality 1.000 [0.700] - Prayer 0.000 [0.500] - Music 0.000 [0.300] -Monster-lore 1.000 [1.100] - Summoning 0.000 [0.500] - Corpse-preservation 1.000 [0.700] - Possession 0.000 [0.500] - Symbiosis 0.000 [0.500] - Mimicry 0.000 [0.500] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Loremaster begins the game with: - a Sling - a Hard Leather Armour - a Quarterstaff - some Rounded Pebbles -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_mage.html b/lib/help/c_mage.html deleted file mode 100644 index 4bc4712b..00000000 --- a/lib/help/c_mage.html +++ /dev/null @@ -1,78 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Mages ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A Mage must live by his wits. He cannot hope to simply hack his way -through the dungeon, and so must therefore use his magic to defeat, -deceive, confuse, and escape. A Mage is not really complete without an -assortment of magical devices to use in addition to his spells. He can -master the higher level magical devices easily and has good saving throws. - -There is no reason a Mage cannot become a good fighter, but spells are -his true realm. For more information on magic schools and spell effects see -the <A HREF="magic.html#1">Magic help file</A>. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.500] - Weaponmastery 0.700 [0.500] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.200] - Spell-power 0.000 [0.600] - Sorcery 0.000 [0.200] - Mana 1.000 [0.900] - Geomancy - Fire 0.000 [0.900] - Water 0.000 [0.900] - Air 0.000 [0.900] - Earth 0.000 [0.900] - Meta 0.000 [0.900] - Conveyance 0.000 [0.900] - Divination 0.000 [0.900] - Temporal 0.000 [0.900] - Mind 0.000 [0.900] - Nature 0.000 [0.900] - Necromancy 0.000 [0.700] - Runecraft 0.000 [0.700] - Thaumaturgy 0.000 [0.700] -Spirituality 1.000 [0.550] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -*A Mage cannot learn the Geomancy skill, but it is shown in his skill -screen because the elemental schools are sub-skills of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Mage begins the game with: - a Book of Beginner Cantrips - a Dagger -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_merch.html b/lib/help/c_merch.html deleted file mode 100644 index 7908b56c..00000000 --- a/lib/help/c_merch.html +++ /dev/null @@ -1,43 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000">=== Merchants ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A Merchant is neither a warrior nor a spellcaster. They still have some great -advantages, they can use chests to warp items into other items, they can -indentify items, they soon learn to detect all objects in the area, and -at higher level they can see all monsters carrying objects. They will also -get the power to appraise items and to turn them into gold. A merchant will -naturraly get better prices in shops and get access to the merchant guild -services, loan and item request. - -<FONT COLOR="#00FF00">Primary Stats</FONT> -Charisma -Intelligence (Ability stat) - -<FONT COLOR="#00FF00">Magic Usage</FONT> -Merchants can use portable holes to carry more stuff than other classes but -at the cost of an increased weight. To do that they must wear a portable hole -and use it with 'm'. -They also can use their merchants abilities and midas touch in the 'U' menu. - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A merchant begins the game with: - A portable hole - A small steel chest containing gold and items - A long sword - A wand of tame monsters - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_mimic.html b/lib/help/c_mimic.html deleted file mode 100644 index f871925f..00000000 --- a/lib/help/c_mimic.html +++ /dev/null @@ -1,65 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Mimics ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Mimics possess the ability to transform into various creatures using -special cloaks. While transformed, they lose their intrinsic abilities, -and gain those of the creature they have transformed into. - -At higher skill levels, Mimics gain additional Mimicry powers which help them -to further blend in with their surroundings or modify themselves. - -See more on <A HREF="m_mimic.html">Mimicry powers</A>. - - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +1 -Intelligence -2 -Wisdom +1 -Dexterity +1 -Constitution +0 -Charisma +1 -Bonus Blows 0 -Hit Die +d8 -Exp Penalty 40% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.800] - Weaponmastery 1.000 [0.800] - Archery 1.000 [0.700] - Barehand-combat 1.000 [0.600] -Sneakiness 1.000 [0.800] - Stealth 1.000 [0.800] - Disarming 1.000 [0.700] -Magic 1.000 [0.700] - Magic-Device 1.000 [1.000] -Spirituality 1.000 [0.500] - Prayer 0.000 [0.500] - Music 0.000 [0.300] -Monster-lore 1.000 [1.100] - Corpse-preservation 1.000 [0.900] - Possession 0.000 [0.100] - Mimicry 1.000 [0.800] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Mimic begins the game with: - a Mouse Fur - a Potion of Healing - a Dagger - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_mindcr.html b/lib/help/c_mindcr.html deleted file mode 100644 index 4a11d16c..00000000 --- a/lib/help/c_mindcr.html +++ /dev/null @@ -1,68 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Mindcrafters ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Mindcrafter is a priest who uses the powers of mind instead of magic. -These abilities vary from simple extrasensory perception to mental domination of -others. Since these powers are developed by the practice of certain -disciplines, a Mindcrafter requires no spellbooks to use them. -The Mindcrafter uses the Mindcraft skill to determine how well he / she can -perform these psychic "spells", and available powers are simply determined by -the skill level. In combat a Mindcrafter is roughly the equivalent of a -priest. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -1 -Intelligence -3 -Wisdom +3 -Dexterity -1 -Constitution +0 -Charisma +2 -Bonus Blows 0 -Hit Die +d2 -Exp Penalty 20% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.700] - Weaponmastery 1.000 [0.700] -Sneakiness 1.000 [1.100] - Stealth 0.000 [0.400] - Disarming 0.000 [0.900] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.150] - Spell-power 0.000 [0.600] - Necromancy 0.000 [0.400] -Spirituality 1.000 [1.000] - Prayer 1.000 [0.900] - Mindcraft 1.000 [0.900] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Mindcraft Powers</FONT> -Although the powers of a Mindcrafter may seem like magic, this is not --- strictly speaking -- the case. They are mental powers, independent -of the ordinary sources of magic. Consequently, Mindcrafters are not -interested in 'magic' and learn no spells. These mental powers can be -accessed through the "m" command, and you can find a full list of their -powers in the <A HREF="m_mindcr.html">Mindcraft powers</A> document. - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Mindcrafter begins the game with: - a Mace -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_monk.html b/lib/help/c_monk.html deleted file mode 100644 index 840966fc..00000000 --- a/lib/help/c_monk.html +++ /dev/null @@ -1,96 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Monks ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Monk character class is very different from all other classes. -Although they can use weapons and armour just like any other class, -their training in martial arts makes them much more powerful with no -armour nor weapons. - -As the Monk's skill level rises, new and more powerful forms of attack become -available. It is also rumoured that the monastic training makes experienced -monks faster than any other character class! - -A Monk might need to wear some kind of armour to gain the resistances necessary -for survival at higher levels, but if that armour is too heavy, it will -severely disturb his/her martial arts maneuvers. - -If skill points are invested in <A HREF="skills.html#20">Dodging</A>, a Monk's defensive capabilities -(blocking and dodging) will also increase. However, if armour is being worn, -dodging is much less effective. Fortunately, a Monk can increase his/her -ability to fight while still wearing armor by increasing his/her -<A HREF="skills.html#13">Barehanded-combat</A> skill. - -Monks also have access to the schools of <A HREF="m_meta.html">Meta</A>, -<A HREF="m_tempo.html">Temporal</A> and <A HREF="m_mind.html">Mind</A> magic. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +1 -Intelligence -2 -Wisdom +1 -Dexterity +1 -Constitution +0 -Charisma +1 -Bonus Blows 0 -Hit Die +d8 -Exp Penalty 40% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 0.000 [0.900] - Weaponmastery 0.000 [0.300] - Archery 0.000 [0.400] - Barehand-combat 1.000 [0.900] -Sneakiness 1.000 [0.900] - Stealth 1.000 [0.900] - Disarming 1.000 [0.900] - Dodging 0.000 [0.700] -Magic 0.000 [0.600] - Magic-Device 1.000 [1.000] - Meta 0.000 [0.500] - Temporal 0.000 [0.500] - Mind 0.000 [0.500] -Spirituality 1.000 [0.900] - Prayer 0.000 [0.500] - Music 0.000 [0.300] -Monster-lore 1.000 [1.100] - Corpse-preservation 1.000 [0.500] - Possession 0.000 [0.100] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Monk begins the game with: - a Potion of Healing - a Soft Leather Armour -<A NAME="03"></A><A NAME="04"></A><FONT COLOR="#00FF00">Monk Attacks</FONT> -<FONT COLOR="#00FFFF">Attack Name Min.lvl Damage Stun Notes</FONT> ------------------------------------------------------------------------------ -Punch 1 1d4 - -Kick 2 1d6 - -Strike 3 1d7 - -Knee 5 2d3 * Painful to males; likely to stun them -Elbow 7 1d8 - -Butt 9 2d5 - -Ankle Kick 11 3d4 - May slow down the opponent -Uppercut 13 4d4 6 -Double-kick 16 5d4 8 -Cat's Claw 20 5d5 - -Jump Kick 25 5d6 10 -Eagle's Claw 29 6d6 - -Circle Kick 33 6d8 10 -Iron Fist 37 8d8 10 -Flying Kick 41 8d10 12 -Dragon Fist 45 10d10 16 -Crushing Blow 48 10d12 18 -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_necro.html b/lib/help/c_necro.html deleted file mode 100644 index cdb483ab..00000000 --- a/lib/help/c_necro.html +++ /dev/null @@ -1,91 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Necromancers ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -As a Priest devotes his life to his chosen deity, so Necromancers -devote their lives to the study of death. Familiar with all of the -forms of unbeing, they are able to manipulate spirit and flesh for -great effect. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.400] - Weaponmastery 0.700 [0.600] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.200] - Spell-power 0.000 [0.600] - Mana 0.000 [0.600] - Geomancy - Fire 0.000 [0.800] - Water 0.000 [0.700] - Air 0.000 [0.700] - Earth 0.000 [0.800] - Meta 0.000 [0.700] - Conveyance 0.000 [0.700] - Divination 0.000 [0.700] - Temporal 0.000 [0.800] - Mind 0.000 [0.900] - Nature 0.000 [0.500] - Necromancy 1.000 [1.000] - Runecraft 0.000 [0.700] - Thaumaturgy 0.000 [0.700] -Spirituality 1.000 [0.550] - Prayer 0.000 [0.500] -Monster-lore 1.000 [1.100] - Corpse-preservation 5.000 [0.900] - -*A Necromancer cannot learn the Geomancy skill, but it is shown in his skill -screen because the elemental schools are sub-skills of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 -Undead Form 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Necromancer begins the game with: - a Book of Beginner Cantrips - a Dagger - -<FONT COLOR="#00FF00">Necromancy</FONT> -<A HREF="m_necrom.html">Necromancy powers</A> <FONT COLOR="#00FFFF">are accessed using the 'm' key.</FONT> -Even from the start of his career, an inexperienced Necromancer -can channel forces from the underworld to assault the mind of -living creatures, therefore terrifying them. With little effort he -can also learn the art of reanimating a dead corpse, turning it into -an undead slave. It is only at a later point in his career that this -foul mage learns to manipulate his life force as well, gaining the -ability to absorb hit points from both living and dead opponents. -The greatest Necromancers even gain the ability to survive their own -death: when they should be killed, they instead turn into a ghostly -being; they then receive a set number of Death Points, which are in -all respects similar to hit points except that they go automatically -down each turn. If the Necromancer manages to kill a certain amount -of creatures before his Death Points reach 0 he is returned to life, -otherwise his will dissipates and he finally achieves true death. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_palad.html b/lib/help/c_palad.html deleted file mode 100644 index e526e1ea..00000000 --- a/lib/help/c_palad.html +++ /dev/null @@ -1,59 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000">=== Paladins ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A Paladin is a warrior-priest at the service of <A HREF="g_tulkas.html">Tulkas</A>. As such, his duty -is to ever be vigilant against the forces of evil and even seek and destroy -those monsters which are evil to the core, especially the foulest -spawns of hell. Luckily, his quest is eased by the blessing bestowed -by Tulkas himself. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -1 -Intelligence -3 -Wisdom +3 -Dexterity -1 -Constitution +0 -Charisma +2 -Bonus Blows 0 -Hit Die +d2 -Exp Penalty 20% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.800] - Weaponmastery 1.000 [0.800] - Barehand-combat 0.000 [0.900] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 0.000 [0.900] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.050] - Spell-power 0.000 [0.600] -Spirituality 1.000 [1.000] - Prayer 1.000 [1.400] - Mindcraft 0.000 [0.600] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 -Extra Max Blow(1) 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Paladin begins the game with: - a Spellbook of Divine Aim - a Two-Handed Sword -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_polear.html b/lib/help/c_polear.html deleted file mode 100644 index fd4e8b7a..00000000 --- a/lib/help/c_polear.html +++ /dev/null @@ -1,64 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Polearmmasters ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Polearmmaster is a Warrior who specialises in polearms. - -The training is so intense and specific that Polearmmasters gain huge bonuses -when fighting with their chosen weapon, dependent on their Polearm-mastery -skill. In most other respects they perform about as well as a generic Warrior. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +5 -Intelligence -2 -Wisdom -2 -Dexterity +2 -Constitution +2 -Charisma -1 -Bonus Blows 3 -Hit Die +d9 -Exp Penalty 0% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.900] - Weaponmastery 1.000 [0.950] - Sword-mastery 0.000 [0.300] - Axe-mastery 0.000 [0.300] - Hafted-mastery 0.000 [0.300] - Polearm-mastery 1.000 [0.700] - Archery 1.000 [0.600] - Antimagic 0.000 [0.550] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 1.000 [0.900] -Magic 1.000 [0.300] - Magic-Device 1.000 [1.150] -Spirituality 1.000 [0.400] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 1 -Extra Max Blow(2) 1 -Spread blows 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Polearmmaster begins the game with: - a Ring of Fear Resistance - a Chain Mail - a Pike -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_posses.html b/lib/help/c_posses.html deleted file mode 100644 index d2cfcea7..00000000 --- a/lib/help/c_posses.html +++ /dev/null @@ -1,80 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Possessors ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Possessors are unusual; they aren't good fighters, and they can't cast -magic. Their special ability is that of being able to leave their -bodies and inhabit corpses. While "in" a corpse, the Possessor gains -the abilities of the monster, and their hit points and the monster's -are averaged. While in the incorporeal form between bodies, they have -only one hitpoint. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +1 -Intelligence -2 -Wisdom +1 -Dexterity +1 -Constitution +0 -Charisma +1 -Bonus Blows 0 -Hit Die +d8 -Exp Penalty 40% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.600] - Weaponmastery 1.000 [0.600] - Archery 1.000 [0.400] -Sneakiness 1.000 [0.700] - Stealth 1.000 [0.700] - Disarming 1.000 [0.500] -Magic 0.000 [0.600] - Magic-Device 1.000 [1.000] -Spirituality 1.000 [0.500] - Prayer 0.000 [0.500] - Music 0.000 [0.300] -Monster-lore 1.000 [1.100] - Corpse-preservation 1.000 [0.900] - Possession 1.000 [0.800] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Possessor begins the game with: - a Potion of Healing - a Short Sword - a Hard Leather Armour - -<A NAME="03"></A><A NAME="04"></A><FONT COLOR="#00FF00">Possession</FONT> -The strange art of reanimating the corpse of a monster and making -it one's own can be of extreme benefit to those skilled in it. The body -the player possesses can grant powerful abilities, such as increased -speed, summoning, healing, breathing, and various resistances, and often -gives the player a large number of hit points. Possessing uniques is -especially neat. - -Possessors leave their own body by using the 'm' command, and choosing -"[I]incarnating powers". Lacking a life force to sustain it, a corpse may rot -immediately when a Possessor leaves it, but a high Possession skill score -may prevent this from happening. They then become a very vulnerable ghostly -being which travels to where another corpse is lying on the floor, and -possesses it by again using the 'm' command. Once possessed, many -monster corpses allow the player to perform various special actions -(such as blinking or summoning) by using the option "Use your [R]ace -powers". - -All corpses alter the player's melee attacks. When they incarnate in a -monster that allows the use of a weapon, monster blows are ignored -<FONT COLOR="#00FFFF">totally</FONT>. When they incarnate in a monster that doesn't allow use of a -weapon (dragons for example) they use the monster blows <FONT COLOR="#00FFFF">and only them</FONT>! -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_pr_drk.html b/lib/help/c_pr_drk.html deleted file mode 100644 index a01e5f89..00000000 --- a/lib/help/c_pr_drk.html +++ /dev/null @@ -1,67 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000">=== Melkor's Priests ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -All gods have priests; but those serving <A HREF="g_melkor.html">Melkor</A>, the dark enemy, are not -like their good counterparts. While usually it takes devotion and awe to be -inspired into serving a deity, Melkor's followers revere him because of the -power he gives them. Some of them may even be so ambitious as to aspire to -take his place upon the black throne of Angband. This he knows very well, but -as long as he can use those puny mortals to inspire fear into the followers of -the Valar and to bring destruction to Arda, he doesn't mind; he even lends power -to the ones more bent on destruction, while sapping their minds to reduce them -to unthinking slaves. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -1 -Intelligence -3 -Wisdom +3 -Dexterity -1 -Constitution +0 -Charisma +2 -Bonus Blows 0 -Hit Die +d2 -Exp Penalty 20% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.700] - Weaponmastery 1.000 [0.700] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 0.000 [0.900] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.050] - Spell-power 0.000 [0.800] -**Udun 0.000 [0.400] - Necromancy 0.000 [0.800] -Spirituality 1.000 [1.000] - Prayer 1.000 [1.400] -Monster-lore 0.000 [0.500] - Corpse-preservation 1.000 [1.000] - -**Actually, every character has this level of proficiency with the <A HREF="m_udun.html">Udun</A> school, -provided they are worshipping Melkor - - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Priest serving Melkor begins the game with: - a Spellbook of Curse - a Mace -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_pr_eru.html b/lib/help/c_pr_eru.html deleted file mode 100644 index 91664664..00000000 --- a/lib/help/c_pr_eru.html +++ /dev/null @@ -1,65 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000">=== Eru's Priests ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -<A HREF="g_eru.html">Eru</A> is the father of the Valar: he created the world and all its inhabitants. He is the wisest being ever and even if he foresaw Morgoth's -evil, his role was that of the creator; as such, he chose not to destroy -anything on Arda. - -His priests are therefore expected to avoid all forms of bloodshed (so they -can only use blunt weapons without penalty); however, Eru knows that sometimes -destruction is unavoidable and marks a blade with his rune; his priests call -them Blessed and use them without feeling guilty, for they know that divine -wisdom will guide every swing of those weapons. - -Still, a priest serving Eru will find that his true strength lies in knowledge -and in the use of the force of Mana to avoid close contact with evil beings, -rather than in blind assault of Morgoth's hordes. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -1 -Intelligence -3 -Wisdom +3 -Dexterity -1 -Constitution +0 -Charisma +2 -Bonus Blows 0 -Hit Die +d2 -Exp Penalty 20% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.700] - Weaponmastery 1.000 [0.700] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 0.000 [0.900] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.050] - Spell-power 0.000 [0.700] -Spirituality 1.000 [1.000] - Prayer 1.000 [1.500] - Mindcraft 0.000 [0.600] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Priest serving Eru begins the game with: - a Spellbook of See the Music - a Mace -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_pr_man.html b/lib/help/c_pr_man.html deleted file mode 100644 index 1e617458..00000000 --- a/lib/help/c_pr_man.html +++ /dev/null @@ -1,64 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000">=== Manwe's Priests ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -As the forces of darkness arose, <A HREF="g_manwe.html">Manwe</A>, lord of air, realised that urgent -action was needed to save Arda from the incoming darkness. So he started -gathering followers from the ranks of men and elves and he instructed them to -do battle against the forces of Udun. - -His priests must be quick and strike before the situation becomes -critical, always keeping a direct line of prayer with their patron deity. - -Manwe doesn't tolerate laziness, but He also does not appreciate mindless -killing; only a few measure up to his standards, but those are granted access -to a whole series of divine powers which will help them in their enduring -efforts. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -1 -Intelligence -3 -Wisdom +3 -Dexterity -1 -Constitution +0 -Charisma +2 -Bonus Blows 0 -Hit Die +d2 -Exp Penalty 20% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.700] - Weaponmastery 1.000 [0.750] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 0.000 [0.900] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.050] - Spell-power 0.000 [0.600] -Spirituality 1.000 [1.000] - Prayer 1.000 [1.500] - Mindcraft 0.000 [0.600] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Priest serving Manwe begins the game with: - a Spellbook of Manwe's Blessing - a Mace -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_priest.html b/lib/help/c_priest.html deleted file mode 100644 index df4f8c8a..00000000 --- a/lib/help/c_priest.html +++ /dev/null @@ -1,25 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">=== Priests ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -There are 6 separate classes of Priest: - -<A HREF="c_pr_eru.html">Priest(Eru)</A> -<A HREF="c_pr_man.html">Priest(Manwe)</A> -<A HREF="c_druid.html">Druid</A> -<A HREF="c_palad.html">Paladin</A> -<A HREF="c_pr_drk.html">Dark-Priest</A> -<A HREF="c_mindcr.html">Mindcrafter</A> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_ranger.html b/lib/help/c_ranger.html deleted file mode 100644 index fda7b58f..00000000 --- a/lib/help/c_ranger.html +++ /dev/null @@ -1,66 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Rangers ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Rangers are warrior-mages, devoted to nature. They are good fighters -and quite effective with bows; their magic often allows them to avoid -the worst of situations, but they have only a mild chance of resisting -magical effects and are not terribly stealthy. - -They have access to the schools of <A HREF="m_divin.html">Divination</A>, <A HREF="m_convey.html">Conveyance</A> and <A HREF="m_nature.html">Nature</A> magic. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +2 -Intelligence +1 -Wisdom +0 -Dexterity +2 -Constitution +1 -Charisma +1 -Bonus Blows 0 -Hit Die +d4 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.800] - Weaponmastery 1.000 [0.500] - Archery 1.000 [0.750] - Sling-mastery 0.000 [0.300] - Bow-mastery 0.000 [0.300] - Crossbow-mastery 0.000 [0.300] - Boomerang-mastery 0.000 [0.300] -Sneakiness 1.000 [0.950] - Stealth 0.000 [0.400] - Disarming 1.000 [1.600] -Magic 1.000 [0.700] - Magic-Device 1.000 [1.100] - Conveyance 0.000 [0.500] - Divination 0.000 [0.500] - Nature 0.000 [0.500] -Spirituality 1.000 [0.400] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.700] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Ammo creation 2 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Ranger begins the game with: - a Spellbook of Phase Door - a Short sword - a Short Bow - some Arrows -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_rogue.html b/lib/help/c_rogue.html deleted file mode 100644 index 449b1c09..00000000 --- a/lib/help/c_rogue.html +++ /dev/null @@ -1,73 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">== Rogues ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A rogue is a jack of all trades, but the master of none. With the notable -exception of Archery and Monster-related skills, Rogues are capable of adapting -to almost any situation. Their strong point lies in stealth and careful -planning: Where a Warrior would simply hack away (and risk being hacked up -himself) or a Mage would Manathrust, a Rogue would awaken a monster with a -dagger in the back, or would wait for the creature to be killed by the line of -traps she had previously laid between her and her opponent. - -Rogues have access to the schools of <A HREF="m_convey.html">Conveyance</A>, <A HREF="m_divin.html">Divination</A> and <A HREF="m_tempo.html">Temporal</A> magic. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +2 -Intelligence +1 -Wisdom -2 -Dexterity +3 -Constitution +1 -Charisma -1 -Bonus Blows 0 -Hit Die +d6 -Exp Penalty 25% - -<FONT COLOR="#00FF00">Starting Skills</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.700] - Weaponmastery 1.000 [0.700] - Sword-mastery 1.000 [0.300] - Critical-hits 1.000 [0.500] -Sneakiness 1.000 [2.000] - Stealth 1.000 [1.500] - Disarming 1.000 [2.000] - Backstab 1.000 [1.000] - Stealing 1.000 [2.000] - Dodging 1.000 [2.000] -Magic 1.000 [0.700] - Magic-Device 1.000 [1.550] - Conveyance 0.000 [0.500] - Divination 0.000 [0.500] - Temporal 0.000 [0.500] -Spirituality 1.000 [0.700] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Trapping 1 -Extra Max Blow(1) 10 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Rogue begins the game with: - a Dagger - a Catapult Trap Set - some Iron Shots - - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_runecr.html b/lib/help/c_runecr.html deleted file mode 100644 index 428ca197..00000000 --- a/lib/help/c_runecr.html +++ /dev/null @@ -1,120 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Runecrafters ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Instead of using spellbooks like the other spellcasters they instead -use mystic runes. To cast a spell they select a primary rune of the -elements, fire, cold, etc. and they also chose a set of secondary runes, -which shape the effect of the first one. The secondary runes include -Self, Arrow, Ray, ... and Armageddon. After that they chose the amount -of mana to use and the spell is cast! But the more secondary runes they -chose the more mana is used to cast the spell. They also are bad -fighters, but if they concentrate all their mana in one spell -(especially with a mage staff of mana) they could kill nearly anything. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.200] - Weaponmastery 0.700 [0.400] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 2.000 [0.950] - Magic-Device 1.000 [1.200] - Spell-power 0.000 [0.600] - Mana 1.000 [0.600] - Geomancy - Fire 0.000 [0.700] - Water 0.000 [0.700] - Air 0.000 [0.700] - Earth 0.000 [0.700] - Meta 0.000 [0.700] - Conveyance 0.000 [0.700] - Divination 0.000 [0.700] - Temporal 0.000 [0.700] - Mind 0.000 [0.700] - Nature 0.000 [0.700] - Necromancy 0.000 [0.700] - Runecraft 1.000 [1.000] - Thaumaturgy 0.000 [0.700] -Spirituality 1.000 [0.550] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -*A Runecrafter cannot learn the Geomancy skill, but it is shown in his skill -screen because the elemental schools are sub-skills of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<A NAME="03"></A><A NAME="04"></A><FONT COLOR="#00FF00">Rune Magic</FONT> -Runecrafters combine runes using the 'm' command. They first select a -rune that controls magic type, then apply one or more runes to fine-tune -effects, (pressing ESC when done), and then input the amount of mana -they wish to expend on the spell. - -Runecrafters can cast the spells from their runes in several ways: -1. On-the-fly by combining runes when they need them. -2. Memorise rune combinations for quick use when needed (and they don't - need to be able to see then!), and then later cast from memory. -3. Carving them into a Runestone, then using the Runestone later (takes - less mana, but they have to be able to see). - -<FONT COLOR="#00FFFF">Spell Types:</FONT> -(Some kinds are not listed, and are left for the reader to discover...) - Knowledge: Identify all objects in affected grids, Self-knowledge - if Self rune is used. - Life: Heals monsters in affected grids, heals player if Self rune - is used. - Fire, Cold, Lightning, Acid: Casts magics of that element. - Elements: Irresistible damage. - Mind: A mind blast that badly effects intelligent monsters. - Temporary ESP if Self rune is used. - Gravity: A gravity spell that both does damage and whisks affected - creatures around. - -<FONT COLOR="#00FFFF">Spell Effects</FONT> (all are listed): - Self: Effects the caster. This rune can be used with any other; - if used alone, only the caster's grid is affected. - Arrow: Spell will include a bolt effect. This allows aiming. - Ray: Spell will include a beam effect. This allows aiming. - Increases difficulty slightly. - Sphere: Spell will end with a circular explosion. Increases - difficulty a bit. Can be used alone, or with Self, Arrow, or - Ray. - Power Surge: Not currently recommended for use. Increases - difficulty a lot. - Armageddon: Hurls down meteors of the magical type in the vicinity - of the caster. Increases difficulty noticeably, but can do a - great deal of damage. - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Runecrafter begins the game with: - a Rune [Fire] - a Rune [Arrow] - a Dagger - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_sorcer.html b/lib/help/c_sorcer.html deleted file mode 100644 index 21152499..00000000 --- a/lib/help/c_sorcer.html +++ /dev/null @@ -1,79 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Sorcerors ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Sorcerors are to magic what Unbelievers are to melee. They are the all- -around best magicians, being able to cast spells from any school using -only a single skill. They cannot comfortably use any weapon but a Mage Staff, and even with a Mage Staff, they will be unable to achieve anything remotely resembling battle effectiveness. - -The energies used for learning Sorcery also sap the life force of a -Sorceror, penalising them with the loss of a percentage of their hit -points equal to their Sorcery skill score and penalising their combat -ability even more strongly. - -For more information on magic schools and spell effects see the -<A HREF="magic.html#1">Magic help file</A>. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 1.000 [1.000] - Magic-Device 1.000 [1.000] - Spell-power 0.000 [0.600] - Sorcery 1.000 [0.700] - Mana 0.000 [0.900] - Geomancy - Fire 0.000 [1.000] - Water 0.000 [1.000] - Air 0.000 [1.000] - Earth 0.000 [1.000] - Meta 0.000 [1.000] - Conveyance 0.000 [1.000] - Divination 0.000 [1.000] - Temporal 0.000 [1.000] - Mind 0.000 [1.000] - Nature 0.000 [1.000] - Necromancy 0.000 [1.000] - Runecraft 0.000 [0.900] - Thaumaturgy 0.000 [0.900] -Spirituality 1.000 [0.550] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -*A Sorceror cannot learn the Geomancy skill, but it is shown in his skill -screen because the elemental schools are sub-skills of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Sorceror begins the game with: - a Book of Beginner Cantrips - a Robe - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_summon.html b/lib/help/c_summon.html deleted file mode 100644 index 4793e9a9..00000000 --- a/lib/help/c_summon.html +++ /dev/null @@ -1,90 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Summoners ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A Summoner is, with one exception, a fairly weak class. While he starts -out a decent enough fighter, his fighting skill doesn't improve that much, -he doesn't cast magic and has little in the way of survival skills. However, -this weakness doesn't trouble him much, because he can summon creatures to -do his bidding and still gain experience from their kills. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +1 -Intelligence -2 -Wisdom +1 -Dexterity +1 -Constitution 0 -Charisma +1 -Bonus Blows 0 -Hit Die +d8 -Exp Penalty 40% - -<FONT COLOR="#00FF00">Starting Skills</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.600] - Weaponmastery 1.000 [0.600] - Archery 1.000 [0.400] -Sneakiness 1.000 [0.700] - Stealth 1.000 [0.700] - Disarming 1.000 [0.500] -Magic 1.000 [0.800] - Magic-Device 1.000 [1.000] -Spirituality 1.000 [0.500] - Prayer 0.000 [0.500] - Music 0.000 [0.300] -Monster-lore 16.000 [1.200] - Summoning 1.000 [0.700] - Corpse-preservation 1.000 [1.000] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Summoner starts the game with: - A Potion of Healing - A Short Sword - A Suit of Hard Leather Armour -<A NAME="03"></A><A NAME="04"></A><FONT COLOR="#00FF00">Summoning</FONT> -<FONT COLOR="#00FFFF">The summoner's powers of invocation are accessed using the 'm' key.</FONT> -In order to invoke a monster, a summoner must posses a related totem. - -There are two kinds of summoning, decided by the totem used: - -<FONT COLOR="#00FFFF">Partial Summoning</FONT> -Partial summoning creates a simulacrum of the monster, with little will -of its own. The Summoner must maintain the simulacrum using mana; when -he runs out, or stops paying the mana, the simulacrum vanishes. - -<FONT COLOR="#00FFFF">True Summoning</FONT> -True summoning is quite different in effect from Partial Summoning, but the -two are closely related in usage. A True Totem conjures a full copy of the -creature in question; the process tends to make the monster a loyal ally to -the summoner, but this loyalty is not guaranteed, nor is the survival of the -totem used in the summoning. - -<FONT COLOR="#00FFFF">Totem Creation</FONT> -In order to summon any creature, the Summoner needs a totem. Totems cannot be -found, they must be created through a special process which involves taking -the corpse of a creature (the summoner need not have been involved in the -death of the creature in question), and extracting certain essences from it. - -The summoner can create a totem using the 'm' command, and unless one is -working on a unique's corpse, must choose whether the resulting totem is a -Partial or True Totem. - -<FONT COLOR="#00FFFF">Important Note</FONT> -Uniques are very willful creatures by definition, and thus have three special -rules about their summoning: -1. No partial totem can be made from a unique's corpse. -2. The totem in question is always destroyed. -3. The unique is twice as likely to be disloyal. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_swordm.html b/lib/help/c_swordm.html deleted file mode 100644 index a5f3d885..00000000 --- a/lib/help/c_swordm.html +++ /dev/null @@ -1,64 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Swordmasters ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Swordmaster is a Warrior who specialises in swords. - -The training is so intense and specific that Swordmasters gain huge bonuses -when fighting with their chosen weapon, dependent on their Sword-mastery skill. -In most other respects they perform about as well as a generic Warrior. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +5 -Intelligence -2 -Wisdom -2 -Dexterity +2 -Constitution +2 -Charisma -1 -Bonus Blows 3 -Hit Die +d9 -Exp Penalty 0% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.900] - Weaponmastery 1.000 [0.950] - Sword-mastery 1.000 [0.700] - Axe-mastery 0.000 [0.300] - Hafted-mastery 0.000 [0.300] - Polearm-mastery 0.000 [0.300] - Archery 1.000 [0.600] - Antimagic 0.000 [0.550] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 1.000 [0.900] -Magic 1.000 [0.300] - Magic-Device 1.000 [1.150] -Spirituality 1.000 [0.400] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 1 -Extra Max Blow(2) 1 -Spread-blows 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Swordmaster begins the game with: - a Ring of Fear Resistance - a Chain Mail - a Broad Sword -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_symbia.html b/lib/help/c_symbia.html deleted file mode 100644 index 3f7a6039..00000000 --- a/lib/help/c_symbia.html +++ /dev/null @@ -1,78 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Symbiants ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Symbiants live in harmony with all of the monsters that do not move; -the Mushrooms, Molds, Floating Eyes, and such. They can hypnotise these -creatures and then form a symbiotic relationship. Using other symbiotic -powers, they can even use the magical abilities of their pets. - -Once hypnotised, the monster is placed onto the body, or "worn" in order to -initiate the symbiotic relationship. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +1 -Intelligence -2 -Wisdom +1 -Dexterity +1 -Constitution 0 -Charisma +1 -Bonus Blows 0 -Hit Die +d8 -Exp Penalty 40% - -<FONT COLOR="#00FF00">Starting Skills</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.800] - Weaponmastery 1.000 [0.800] - Archery 1.000 [0.700] - Barehand-combat 1.000 [0.600] -Sneakiness 1.000 [0.800] - Stealth 1.000 [0.800] - Disarming 1.000 [0.700] -Magic 1.000 [0.700] - Magic-Device 1.000 [1.000] -Spirituality 1.000 [0.500] - Prayer 0.000 [0.500] - Music 0.000 [0.300] -Monster-lore 1.000 [1.100] - Corpse-preservation 1.000 [0.900] - Possession 0.000 [0.100] - Symbiosis 1.000 [0.800] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Symbiant begins the game with: - a Dagger - a Scroll of Summon Never-Moving Pet - - -<FONT COLOR="#00FF00">Symbiosis</FONT> -Symbiants rely on the partnerships they form, hypnotising creatures -and then "wearing" them: "I get by with a little help from my friends". -Depending on the monster, this does nothing except protect the player -slightly (the worn monster takes some of the damage the player would -otherwise) or grant some very powerful attacks and summons. -Their "spells" are used by the 'm' command; as their Symbiosis skill -raises, they automatically gain more powers. -For more detail about the specific powers, look here: <A HREF="m_symbio.html">Symbiosis</A> -<A NAME="03"></A><FONT COLOR="#00FF00">Naming your symbiote</FONT> -For those sentimental Symbiants who like to name your symbiotes, you -can use the Inscribe command '{'. Inscribe your hypnotized symbiote -with "#named Fido" (or whatever name you choose, but don't forget the -leading '#'), and it will be listed in your equipment as "a Red Mold -named Fido", and the game will refer to your symbiote by name ("Fido -is healed", for instance, rather than "Your Red mold is healed"). - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_thaum.html b/lib/help/c_thaum.html deleted file mode 100644 index ae39abae..00000000 --- a/lib/help/c_thaum.html +++ /dev/null @@ -1,96 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Thaumaturgists ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A Thaumaturgist is a Mage that prefers chaos to order. As such, they tend to -learn random spells, and since attacking something creates more chaos than -anything else, every spell they learn is an attack spell. They have no need -for spell-books, as they harness the spells from within themselves. However, -they also have no ability to improve the power of a particular spell - once -learnt it will remain at the same strength for ever. Likewise, they also have -no ability to control what they learn, and some of their spells will cause -them damage (like darkness spells blinding them if they do not resist -darkness). - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.200] - Weaponmastery 0.700 [0.400] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 3.000 [0.950] - Magic-Device 1.000 [1.050] - Spell-power 0.000 [0.600] - Mana 0.000 [0.600] - Geomancy - Fire 0.000 [0.700] - Water 0.000 [0.700] - Air 0.000 [0.700] - Earth 0.000 [0.700] - Meta 0.000 [0.700] - Conveyance 0.000 [0.700] - Divination 0.000 [0.700] - Temporal 0.000 [0.700] - Mind 0.000 [0.700] - Nature 0.000 [0.700] - Necromancy 0.000 [0.700] - Runecraft 0.000 [0.700] - Thaumaturgy 1.000 [1.000] -Spirituality 1.000 [0.550] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -*A Thaumaturgist cannot learn the Geomancy skill, but it is shown in his skill -screen because the elemental schools are sub-skills of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Thaumaturgist begins the game with: - a Book of Beginner Cantrips - a Dagger - - -<FONT COLOR="#00FF00">Thaumaturgy</FONT> -Thaumaturgists can wreak an amazing amount of destruction, and they don't -even need spellbooks to do it. As they gain skill they memorise new, -randomly generated attack spells. Note that they possess no guaranteed -utility or alteration magics, and can never alter themselves. -<FONT COLOR="#00FFFF">Thaumaturgists just kill.</FONT> - -They use their magics through the 'm' key. They then select a general -group of spells, followed by a specific spell. Thaumaturgists can learn -more about a specific spell by browsing it; this is very useful for -choosing the perfect spell for the occasion. - -Thaumaturgy spells can take the form of a bolt, a beam, a ball (either -centred on the caster or targetable), an area (multiple balls in the -vicinity of the caster), or a spell that affects all monsters in line of sight. - -You can find a little more information here: <A HREF="m_thaum.html">Thaumaturgy</A>. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_unbel.html b/lib/help/c_unbel.html deleted file mode 100644 index aa36cf05..00000000 --- a/lib/help/c_unbel.html +++ /dev/null @@ -1,74 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Unbelievers ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The full opposite of Sorcerors, Unbelievers so strongly despise magic -that not only do they refuse to use magic spells, they refuse all -training in the use of magic items, which leaves them almost totally -incompetent when trying to use a magic item. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +5 -Intelligence -2 -Wisdom -2 -Dexterity +2 -Constitution +2 -Charisma -1 -Bonus blows 3 -Hit Die +d9 -Exp Penalty 0% - -<FONT COLOR="#00FF00">Starting Skills</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.800] - Weaponmastery 1.000 [0.850] - Sword-mastery 0.000 [0.400] - Axe-mastery 0.000 [0.400] - Hafted-mastery 0.000 [0.400] - Polearm-mastery 0.000 [0.400] - Archery 1.000 [0.600] - Antimagic 1.000 [0.650] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 1.000 [0.900] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 1 -Extra Max Blow(2) 1 -Spread blows 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -An Unbeliever begins the game with: - a Ring of Fear Resistance - a Dark Sword - a Chain Mail - -<A NAME="03"></A><A NAME="04"></A><A NAME="05"></A><FONT COLOR="#00FF00">Antimagic</FONT> -Thought carries power. And since Unbelievers think that magic doesn't -exist, they can suppress its manifestation around them. -Their magic-inhibiting ability and the area of effect around them are -determined by the skill level in Antimagic. If they wield a Dark Sword, -the strength and radius of the magic disrupting field are increased further, -with best results if the blade is unenchanted. - -High levels of proficiency in Antimagic allow them also to stabilise the -space-time continuum, so preventing teleportation, to sense the magical -emanations coming from traps and to destroy these around them. -These abilities are accessed using the 'm' key. - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_warper.html b/lib/help/c_warper.html deleted file mode 100644 index 263f4fc1..00000000 --- a/lib/help/c_warper.html +++ /dev/null @@ -1,71 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Warpers ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A Warper is a type of mage that prefers to deal in magic that alters the -fabric of space and time. They specialise in the schools of <A HREF="m_convey.html">Conveyance</A>, -<A HREF="m_divin.html">Divination</A> and <A HREF="m_tempo.html">Temporal</A> magic. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength -5 -Intelligence +3 -Wisdom +0 -Dexterity +1 -Constitution -2 -Charisma +1 -Bonus Blows 0 -Hit Die +d0 -Exp Penalty 30% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 1.000 [0.200] - Weaponmastery 0.700 [0.400] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] -Magic 1.000 [0.900] - Magic-Device 1.000 [1.050] - Spell-power 1.000 [0.700] - Mana 1.000 [0.700] - Geomancy - Fire 0.000 [0.800] - Water 0.000 [0.800] - Air 0.000 [0.800] - Earth 0.000 [0.800] - Meta 0.000 [0.800] - Conveyance 0.000 [1.200] - Divination 0.000 [1.200] - Temporal 0.000 [1.200] - Mind 0.000 [0.700] - Nature 0.000 [0.800] - Necromancy 0.000 [0.700] - Runecraft 0.000 [0.700] - Thaumaturgy 0.000 [0.700] -Spirituality 1.000 [0.550] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -*A Warper cannot learn the Geomancy skill, but it is shown in his skill -screen because the elemental schools are sub-skills of it. - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Perfect casting 1 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Warper begins the game with: - a Book of Beginner Cantrips - a Dagger -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/c_warrio.html b/lib/help/c_warrio.html deleted file mode 100644 index bd5f293f..00000000 --- a/lib/help/c_warrio.html +++ /dev/null @@ -1,66 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Warriors ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A Warrior is a hack-and-slash character, who solves most of his problems -by cutting them to pieces, but will occasionally fall back on the help -of a magical device or a bow. - -A Warrior learns no magic, and can even suppress it like an Unbeliever through -the Antimagic skill. - -<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT> -Strength +5 -Intelligence -2 -Wisdom -2 -Dexterity +2 -Constitution +2 -Charisma -1 -Bonus Blows 3 -Hit Die +d9 -Exp Penalty 0% - -<FONT COLOR="#00FF00">Starting Skills:</FONT> -<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT> -Combat 2.000 [0.800] - Weaponmastery 1.000 [0.850] - Sword-mastery 0.000 [0.400] - Axe-mastery 0.000 [0.400] - Hafted-mastery 0.000 [0.400] - Polearm-mastery 0.000 [0.400] - Archery 1.000 [0.600] - Antimagic 0.000 [0.550] -Sneakiness 1.000 [0.900] - Stealth 0.000 [0.400] - Disarming 1.000 [0.900] -Magic 1.000 [0.300] - Magic-Device 1.000 [1.150] -Spirituality 1.000 [0.400] - Prayer 0.000 [0.500] -Monster-lore 0.000 [0.500] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Extra Max Blow(1) 1 -Extra Max Blow(2) 1 -Spread blows 25 - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Warrior begins the game with: - a Ring of Fear Resistance - a Broad Sword - a Chain Mail - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/command.html b/lib/help/command.html deleted file mode 100644 index 3ab4b1ef..00000000 --- a/lib/help/command.html +++ /dev/null @@ -1,1143 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="99"></A><FONT COLOR="#FF0000">=== List of Commands ===</FONT> - - - Angband commands are entered as an "underlying command" (a single key) -plus a variety of optional or required arguments. You may choose how the -"keyboard keys" are mapped to the "underlying commands" by choosing one of -two standard "keysets", the "original" keyset or the "roguelike" keyset. - - The original keyset is very similar to the "underlying" command set, -with a few additions (such as the ability to use the numeric "directions" to -"walk" or the "5" key to "stay still"). The roguelike keyset provides similar -additions, and also allows the use of the h/j/k/l/y/u/b/n keys to "walk" (or, -in combination with the shift or control keys, to run or tunnel), which thus -requires a variety of key mappings to allow access to the underlying commands -used for walking/running/tunneling. In particular, the "roguelike" keyset -includes many more "capital" and "control" keys, as shown below. - - Note that any keys that are not required for access to the underlying -command set may be used by the user as "command macro" triggers (see below). -You may always specify any "underlying command" directly by pressing backslash -("\") plus the "underlying command" key. This is normally only used in "macro" -definitions. <FONT COLOR="#00FFFF">You may often enter "control-keys" as a caret ("^") plus the key</FONT> -(so "^" + "p" often yields "^P"). - - Some commands allow an optional "repeat count", which allows you to tell -the game that you wish to do the command multiple times, unless you press a -key or are otherwise disturbed. To enter a "repeat count", type '0', followed -by the numerical count, followed by the command. You must type "space" before -entering certain commands. Skipping the numerical count yields a count of 99. -An option allows certain commands (open, disarm, tunnel, etc) to auto-repeat. - - Some commands will prompt for extra information, such as a direction, an -inventory or equipment item, a spell, a textual inscription, the symbol of a -monster race, a sub-command, a verification, an amount of time, a quantity, -a file name, or various other things. Normally you can hit return to choose -the "default" response, or escape to cancel the command entirely. - - Some commands will prompt for a spell or an inventory item. Pressing -space (or '*') will give you a list of choices. Pressing "-" (minus) selects -the item on the floor. Pressing a lowercase letter selects the given item. -Pressing a capital letter selects the given item after verification. Pressing -a numeric digit '#' selects the first item (if any) whose inscription contains -"@#" or "@x#", where "x" is the current "underlying command". You may only -specify items which are "legal" for the command. Whenever an item inscription -contains "!*" or "!x" (with "x" as above) you must verify its selection. - - In ToME, there are items which occasionally teleport you away, asking -for permission first. The recurring "Teleport (y/n)?" can be annoying, and -this behavior can be eliminated by inscribing the object which causes the -teleportation with "." (or any inscription containing the character "."). -With this inscription, the object will no longer teleport you around nor -keep asking you. If you want to restore the teleport ability to the object, -just remove the "." from its inscription. Note that cursed items which -teleport you are unaffected by the inscription. - - Some commands will prompt for a direction. You may enter a "compass" -direction using any of the "direction keys" shown below. Sometimes, you may -specify that you wish to use the current "target", by pressing "t" or "5", or -that you wish to select a new target, by pressing "*" (see "Target" below). -<A NAME="95"></A><FONT COLOR="#00FF00"> Original Keyset Directions Roguelike Keyset Directions</FONT> - - 7 8 9 y k u - 4 6 h l - 1 2 3 b j n - - Each of the standard keysets provides some short-cuts over the "underlying -commands". For example, both keysets allow you to "walk" by simply pressing -an "original" direction key (or a "roguelike" direction key if you are using -the roguelike keyset), instead of using the "walk" command plus a direction. -<FONT COLOR="#00FFFF">The roguelike keyset allows you to "run" or "tunnel" by simply holding the</FONT> -<FONT COLOR="#00FFFF">shift or control modifier key down while pressing a "roguelike" direction key,</FONT> -<FONT COLOR="#00FFFF">instead of using the "run" or "tunnel" command plus a direction.</FONT> Both keysets -allow the use of the "5" key to "stand still", which is most convenient when -using the original keyset. - - Note that on many systems, it is possible to define "macros" (or "command -macros") to various keys, or key combinations, so that it is often possible to -make macros which, for example, allow the use of the shift or control modifier -keys, plus a numeric keypad key, to specify the "run" or "tunnel" command, with -the given direction, regardless of any keymap definitions, by using the fact -that you can always, for example, use "\" + "." + "6", to specify "run east". -<A NAME="100"></A><FONT COLOR="#FF0000">=== Original Keyset Command Summary (4.2.x) ===</FONT> - - <A HREF="command.html#1">a Aim a wand</A> <A HREF="command.html#2">A Activate an artifact</A> - <A HREF="command.html#3">b Browse a book</A> <A HREF="command.html#4">B Bash a door</A> - <A HREF="command.html#5">c Close a door</A> <A HREF="command.html#6">C Character description</A> - <A HREF="command.html#7">d Drop an item</A> <A HREF="command.html#8">D Disarm a trap</A> - <A HREF="command.html#9">e Equipment list</A> <A HREF="command.html#10">E Eat some food</A> - <A HREF="command.html#11">f Fire (shoot) an item</A> <A HREF="command.html#12">F Fuel your lantern/torch</A> - <A HREF="command.html#13">g Stay still (flip pickup)</A> <A HREF="command.html#14">G Gain new skills</A> - <A HREF="command.html#15">h Hack up a corpse</A> <A HREF="command.html#16">H Drink from a fountain</A> - <A HREF="command.html#17">i Inventory list</A> <A HREF="command.html#18">I Inspect (closely examine) an item</A> - <A HREF="command.html#19">j Jam a door</A> J (unused) - <A HREF="command.html#20">k Destroy an item</A> <A HREF="command.html#21">K Cure meat</A> - <A HREF="command.html#22">l Look around</A> <A HREF="command.html#23">L Look around dungeon by sector</A> - <A HREF="command.html#24">m Cast a spell / use mental power</A> <A HREF="command.html#25">M Full dungeon map</A> - <A HREF="command.html#85">n Repeat last command</A> <A HREF="command.html#99">N Abilities Screen</A> - <A HREF="command.html#26">o Open a door or chest</A> <A HREF="command.html#27">O Sacrifice at an altar</A> - <A HREF="command.html#28">p Pray to your god (if any)</A> <A HREF="command.html#29">P Pet commands</A> - <A HREF="command.html#30">q Quaff a potion</A> <A HREF="command.html#31">Q Quit (commit suicide)</A> - <A HREF="command.html#32">r Read a scroll</A> <A HREF="command.html#33">R Rest for a period</A> - <A HREF="command.html#34">s Search for traps/doors</A> <A HREF="command.html#35">S Toggle search mode</A> - <A HREF="command.html#36">t Take off equipment</A> <A HREF="command.html#37">T Dig a tunnel</A> - <A HREF="command.html#38">u Use a staff</A> <A HREF="command.html#39">U Use bonus power (if any)</A> - <A HREF="command.html#40">v Throw an item</A> <A HREF="command.html#41">V Version Info</A> - <A HREF="command.html#42">w Wear/wield equipment</A> W (unused) - <A HREF="command.html#43">x Engrave the floor</A> X (unused) - <A HREF="command.html#44">y Give item to monster</A> <A HREF="command.html#96">Y Chat with a monster</A> - <A HREF="command.html#45">z Zap a rod</A> <A HREF="command.html#46">Z Steal</A> - <A HREF="command.html#47">! Interact with system</A> <A HREF="debug.html#101">^A (special - debug command)</A> - <A HREF="command.html#49">@ Interact with macros</A> ^B (unused) - # (unused) ^C (special - break) - <A HREF="command.html#97">$ Record macros</A> ^D (unused) - <A HREF="command.html#51">% Interact with visuals</A> <A HREF="command.html#52">^E Toggle choice window</A> - ^ (special - control key) <A HREF="command.html#53">^F Repeat level feeling</A> - <A HREF="command.html#54">& Interact with colors</A> ^G (unused) - <A HREF="command.html#55">* Target monster or location</A> ^H (unused) - ( (unused) ^I (special - tab) - ) (unused) ^J (special - linefeed) - <A HREF="command.html#58">{ Inscribe an object</A> ^K (unused) - <A HREF="command.html#59">} Uninscribe an object</A> ^L (unused) - [ (unused) ^M (special - return) - ] (unused) ^N (unused) - <A HREF="command.html#60">- Walk (flip pickup)</A> ^O (unused) - <A HREF="command.html#61">_ Re-Enter store</A> <A HREF="command.html#62">^P Show previous messages</A> - <A HREF="command.html#63">+ Alter grid</A> <A HREF="command.html#64">^Q Quit to next midi song</A> - <A HREF="command.html#65">= Set options</A> <A HREF="command.html#66">^R Redraw the screen</A> - <A HREF="command.html#67">; Walk (with pickup)</A> <A HREF="command.html#68">^S Save and don't quit</A> - <A HREF="command.html#69">: Take notes</A> <A HREF="command.html#70">^T Time of the day</A> - ' (unused) ^U (unused) - <A HREF="command.html#71">" Enter a user pref command</A> ^V (unused) - <A HREF="command.html#72">, Stay still (with pickup)</A> ^W (special - wizard mode) - <A HREF="command.html#74">< Go up staircase</A> <A HREF="command.html#75">^X Save and quit</A> - <A HREF="command.html#76">. Run</A> ^Y (unused) - <A HREF="command.html#77">> Go down staircase</A> ^Z (special - borg command) - <A HREF="command.html#79"> (special - bypass keymap)</A> <A HREF="command.html#80">| Do cmovies</A> - <A HREF="command.html#81">` (special - escape)</A> <A HREF="command.html#82">~ Display current knowledge</A> - <A HREF="command.html#83">/ Identify symbol</A> <A HREF="command.html#84">? Help</A> - <A HREF="command.html#98">^] Take an html screenshot</A> - - -<A NAME="101"></A><FONT COLOR="#FF0000">=== Roguelike Keyset Command Summary (4.2.x) ===</FONT> - - <A HREF="command.html#45">a Zap a rod (Activate)</A> <A HREF="command.html#2">A Activate an artifact</A> - <A HREF="command.html#95">b (walk - south west)</A> <A HREF="command.html#95">B (run - south west)</A> - <A HREF="command.html#5">c Close a door</A> <A HREF="command.html#6">C Character description</A> - <A HREF="command.html#7">d Drop an item</A> <A HREF="command.html#8">D Disarm a trap or chest</A> - <A HREF="command.html#9">e Equipment list</A> <A HREF="command.html#10">E Eat some food</A> - <A HREF="command.html#4">f Bash a door (force)</A> <A HREF="command.html#12">F Fuel your lantern/torch</A> - <A HREF="command.html#13">g Stay still (flip pickup)</A> <A HREF="command.html#14">G Gain new skills</A> - <A HREF="command.html#95">h (walk - west)</A> <A HREF="command.html#95">H (run - west)</A> - <A HREF="command.html#17">i Inventory list</A> <A HREF="command.html#18">I Observe an item</A> - <A HREF="command.html#95">j (walk - south)</A> <A HREF="command.html#95">J (run - south)</A> - <A HREF="command.html#95">k (walk - north)</A> <A HREF="command.html#95">K (run - north)</A> - <A HREF="command.html#95">l (walk - east)</A> <A HREF="command.html#95">L (run - east)</A> - <A HREF="command.html#24">m Spell casting / mental power</A> <A HREF="command.html#25">M Full dungeon map</A> - <A HREF="command.html#95">n (walk - south east)</A> <A HREF="command.html#95">N (run - south east)</A> - <A HREF="command.html#26">o Open a door or chest</A> <A HREF="command.html#39">O Use bonus power (if any)</A> - <A HREF="command.html#28">p Pray to your god (if any)</A> <A HREF="command.html#3">P Browse a book</A> - <A HREF="command.html#30">q Quaff a potion</A> <A HREF="command.html#31">Q Quit (commit suicide)</A> - <A HREF="command.html#32">r Read a scroll</A> <A HREF="command.html#33">R Rest for a period</A> - <A HREF="command.html#34">s Search for traps/doors</A> <A HREF="command.html#97">S Record macros</A> - <A HREF="command.html#11">t Fire an item</A> <A HREF="command.html#36">T Take off equipment</A> - <A HREF="command.html#95">u (walk - north east)</A> <A HREF="command.html#95">U (run - north east)</A> - <A HREF="command.html#40">v Throw an item</A> <A HREF="command.html#16">V Drink from a fountain</A> - <A HREF="command.html#42">w Wear/wield equipment</A> <A HREF="command.html#23">W Locate player on map (Where)</A> - <A HREF="command.html#22">x Look around</A> <A HREF="command.html#29">X Pet commands</A> - <A HREF="command.html#95">y (walk - north west)</A> <A HREF="command.html#95">Y (run - north west)</A> - <A HREF="command.html#1">z Aim a wand (Zap)</A> <A HREF="command.html#38">Z Use a staff (Zap)</A> - <A HREF="command.html#47">! Interact with system</A> ^A (special - debug command) - <A HREF="command.html#49">@ Interact with macros</A> <A HREF="command.html#95">^B (tunnel - south west)</A> - <A HREF="command.html#35"># Toggle search mode</A> ^C (special - break) - <A HREF="command.html#15">$ Hack up a corpse</A> <A HREF="command.html#20">^D Destroy item</A> - <A HREF="command.html#51">% Interact with visuals</A> <A HREF="command.html#52">^E Toggle choice window</A> - ^ (special - control key) <A HREF="command.html#53">^F Repeat level feeling</A> - <A HREF="command.html#54">& Interact with colors</A> <A HREF="command.html#27">^G Sacrifice at an altar</A> - <A HREF="command.html#55">* Target monster or location</A> <A HREF="command.html#95">^H (tunnel - west)</A> - <A HREF="command.html#96">( Chat</A> ^I (special - tab) - ) (unused) <A HREF="command.html#95">^J (tunnel - south)</A> - <A HREF="command.html#58">{ Inscribe an object</A> <A HREF="command.html#95">^K (tunnel - north)</A> - <A HREF="command.html#59">} Uninscribe an object</A> <A HREF="command.html#95">^L (tunnel - east)</A> - [<A HREF="command.html#46"> Steal</A> <A HREF="command.html#95">^M (tunnel - south)</A> - ]<A HREF="command.html#43"> Engrave the floor</A> <A HREF="command.html#95">^N (tunnel - south east)</A> - <A HREF="command.html#60">- Walk (flip pickup)</A> <A HREF="command.html#21">^O Cure meat</A> - <A HREF="command.html#61">_ Enter store</A> <A HREF="command.html#62">^P Show previous messages</A> - <A HREF="command.html#63">+ Alter grid</A> <A HREF="command.html#64">^Q Quit to next midi song</A> - <A HREF="command.html#65">= Set options</A> <A HREF="command.html#66">^R Redraw the screen</A> - <A HREF="command.html#67">; Walk (with pickup)</A> <A HREF="command.html#68">^S Save and don't quit</A> - <A HREF="command.html#69">: Take notes</A> <A HREF="command.html#37">^T Dig a Tunnel</A> - <A HREF="command.html#44">' Give object to monster</A> <A HREF="command.html#95">^U (tunnel - north east)</A> - <A HREF="command.html#71">" Enter a user pref command</A> ^V (unused) - <A HREF="command.html#76">, Run</A> ^W (special - wizard mode) - <A HREF="command.html#74">< Go up staircase</A> <A HREF="command.html#75">^X Save and quit</A> - <A HREF="command.html#72">. Stay still (with pickup)</A> <A HREF="command.html#95">^Y (tunnel - north west)</A> - <A HREF="command.html#77">> Go down staircase</A> ^Z (special - borg command) - <A HREF="command.html#79"> (special - bypass keymap)</A> <A HREF="command.html#80">| Do cmovies</A> - <A HREF="command.html#81">` (special - escape)</A> <A HREF="command.html#82">~ Display current knowledge</A> - <A HREF="command.html#83">/ Identify symbol</A> <A HREF="command.html#84">? Help</A> - -<A NAME="102"></A><FONT COLOR="#FF0000">=== Special Keys ===</FONT> - - Certain special keys may be intercepted by the operating system or -the host machine, causing unexpected results. In general, these special keys -are control keys, and often, you can disable their special effects. - - If you are playing on a UNIX or similar system, then Ctrl-C will -interrupt ToME. The second and third interrupt will induce a warning -bell, and the fourth will induce both a warning bell and a special message, -since the fifth will quit the game, after killing your character. Also, -Ctrl-Z will suspend the game, and return you to the original command shell, -until you resume the game with the "fg" command. There is now a compilation -option to force the game to prevent the "double ctrl-z escape death trick". -The Ctrl-\ and Ctrl-D and Ctrl-S keys should not be intercepted. - - It is often possible to specify "control-keys" without actually -pressing the control key, by typing a caret ("^") followed by the key. -This is useful for specifying control-key commands which might be caught -by the operating system as explained above. -<A NAME="79"></A> Pressing <FONT COLOR="#00FF00">backslash ("")</FONT> before a command will bypass all keymaps, -and the next keypress will be interpreted as an "underlying command" key, -unless it is a caret ("^"), in which case the keypress after that will be -turned into a control-key and interpreted as a command in the underlying -ToME keyset. The backslash key is useful for creating macro actions -which are not affected by any keymap definitions that may be in force, for -example, the sequence "\" + "." + "6" will always mean "run east", even if -the "." key has been mapped to a different underlying command. - - The "0" and "^" and "\" keys all have special meaning when entered -at the command prompt, and there is no "useful" way to specify any of them -as an "underlying command", which is okay, since they would have no effect. -<A NAME="81"></A> For many input requests or queries, the <FONT COLOR="#00FF00">special character ESCAPE</FONT> -will abort the command. The "[y/n]" prompts may be answered with "y" or -"n", or escape. The "-more-" message prompts may be cleared (after reading -the displayed message) by pressing ESCAPE, SPACE, RETURN, LINEFEED, or by -any keypress, if the "quick_messages" option is turned on. -<A NAME="103"></A><A NAME="104"></A><FONT COLOR="#FF0000">=== Command Counts ===</FONT> - - Some commands can be executed a fixed number of times by preceding -them with a count. Counted commands will execute until the count expires, -until you type any character, or until something significant happens, such -as being attacked. Thus, a counted command doesn't work to attack another -creature. While the command is being repeated, the number of times left -to be repeated will flash by on the line at the bottom of the screen. - - <FONT COLOR="#00FFFF">To give a count to a command, type 0, the repeat count, and then</FONT> -<FONT COLOR="#00FFFF">the command.</FONT> If you want to give a movement command and you are using the -original command set (where the movement commands are digits), press space -after the count and you will be prompted for the command. - - Counted commands are very useful for searching or tunneling, as -they automatically terminate on success, or if you are attacked. You may -also terminate any counted command (or resting or running), by typing any -character. This character is ignored, but it is safest to use a SPACE or -ESCAPE which are always ignored as commands in case you type the command -just after the count expires. - - You can tell ToME to automatically use a repeat count of 99 -with commands you normally want to repeat (open, disarm, tunnel, bash, -alter, etc) by setting the "always_repeat" option. - - -<FONT COLOR="#FF0000">=== Selection of Objects ===</FONT> - - Many commands will also prompt for a particular object to be used. -For example, the command to read a scroll will ask you which of the -scrolls that you are carrying that you wish to read. In such cases, the -selection is made by typing a letter of the alphabet. The prompt will -indicate the possible letters, and will also allow you to type the key -"*", which causes all of the available options to be described. The list -of choices will also be shown in the Choice window, if you are using a -windows environment and windows are turned on. Often you will be able to -press "/" to select an object from your equipment instead of your -inventory. Pressing space once will have the same effect as "*", and -the second time will cancel the command and run the "i" or "e" command. - - <FONT COLOR="#00FFFF">The particular object may be selected by an upper case or a lower</FONT> -<FONT COLOR="#00FFFF">case letter. If lower case is used, the selection takes place</FONT> -<FONT COLOR="#00FFFF">immediately. If upper case is used, then the particular option is</FONT> -<FONT COLOR="#00FFFF">described, and you are given the option of confirming or retracting that</FONT> -<FONT COLOR="#00FFFF">choice.</FONT> Upper case selection is thus safer, but requires an extra key -stroke. Also see the "!*" and "!x" inscriptions, below. - - For many commands, <FONT COLOR="#00FFFF">you can also use "-" to select an object on the</FONT> -<FONT COLOR="#00FFFF">floor where you are standing.</FONT> This lets you read scrolls or quaff -potions, for example, off the dungeon floor without picking them up. -<A NAME="90"></A> If you enter a number between 0 and 9, the first item engraved -with "@#" where "#" is the number you entered will be selected. For example, -if you have a shovel engraved with "@0" and you type "w" (for wield) and -then 0, you will wield the shovel. This is very useful for macros (see -below), since you can use this to select an object regardless of its -location in your pack. Multiple numbers can be engraved on the same object; for -example, if a sword is engraved with @1@0, then either "w1" or "w0" will -wield it. Normally, you inscribe "@1@0" on your primary weapon, and -"@2@0" on your secondary weapon. <FONT COLOR="#00FFFF">Note that an inscription containing</FONT> -<FONT COLOR="#00FFFF">"@x#" will act like "@#" but only when the current "ToME command"</FONT> -<FONT COLOR="#00FFFF">is "x".</FONT> Thus you can put "@z4" on a rod and "@u4" on a staff, and then -use both "z4" and "u4" as desired. - - Note that any object containing "!x" in its inscription, where -"x" is the current "ToME command" (or containing "!*" ever) will induce -"verification" whenever that object is "selected". Thus, inscribing, say, -"!f!k!d" on an object will greatly reduce the odds of you "losing" it by -accident, and <FONT COLOR="#00FFFF">inscribing "!*" on an object</FONT> will allow you to be very paranoid -about the object. Note that "selling" and "dropping" both use the "d" command. - -<A NAME="105"></A><FONT COLOR="#FF0000">=== User Pref Files ===</FONT> - - ToME allows you to change various aspects of the game to suit -your tastes. You may define keymaps (changing the way ToME maps your -keypresses to underlying commands), create macros (allowing you to map a -single keypress to a series of keypresses), modify the visuals (allowing -you to change the appearance of monsters, objects, or terrain features), -change the colors (allowing you to make a given color brighter, darker, -or even completely different), or set options (turning them off or on). - - ToME stores your preferences in files called "user pref files", -which contain comments and "user pref commands", which are simple strings -describing one aspect of the system about which the user has a preference. -There are many ways to load a user pref file, and in fact, some of these -files are automatically loaded for you by the game. All of the files are -kept in the "lib/user/" directory, though you may have to use one of the -command line arguments to redirect this directory, especially on multiuser -systems. You may also enter single user pref commands directly, using the -special "Enter a user pref command" command, activated by "double quote". -You may have to use the "redraw" command (^R) after changing certain of -the aspects of the game, to allow ToME to adapt to your changes. - - When the game starts up, after you have loaded an old character, -or created a new character, some user pref files are loaded automatically. -First, the "pref.prf" file is loaded. This file contains some user pref -commands which will work on all platforms. Then one of "font-xxx.prf" -(for normal usage) or "graf-xxx.prf" (for bitmap usage) is loaded. These -files contain attr/char changes to allow the monsters, objects, and/or -terrain features to look "better" on your system. Then the "pref-xxx.prf" -file is loaded. This file contains pre-defined system specific stuff -(macros, color definitions, etc). Then, the "user-xxx.prf" file is loaded. -This file contains user-defined system specific stuff. The "user-xxx.prf" -file is used as the "default" user pref file in many places. The "xxx" is -the "system suffix" for your system, taken from the "main-xxx.c" file which -was used to generate your executable. Finally, the "Race.prf", "Class.prf", -and "Name.prf" files are loaded, where "Race", "Class", and "Name" are -replaced by the actual race, class, and name of the current character. - - Several commands allow you to both load existing user pref files, -create new user pref files, append information to existing user pref files, -and/or interact with various of the user preferences in a more intuitive -way than the user pref commands allow. The commands include "Interact with -macros" (@), "Interact with visuals" (%), and "Interact with colors" (&), -described below. -<A NAME="106"></A><FONT COLOR="#00FF00">--- User Pref Files (Macros) ---</FONT> - - The "Interact with macros" command allows you to define or remove -"macros", which are mappings from a single logical keypress to a sequence -of keypresses, allowing you to use special keys on the keyboard, such as -function keys or keypad keys, possibly in conjunction with modifier keys, -to "automate" repetitive multi-keypress commands that you use a lot. - - Since macros represent keypress sequences, and not all keypresses -have a printable representation, macro triggers and actions must often be -"encoded" into a human readable form. This is done using several types -of encoding, including "\xHH" for character number HH in hexidecimal, "\e" -for the "escape" code, "\n" for the "newline" code, "\r" for the "return" -code, "\s" for the "space" code, "\\" for backslash, "\^" for caret, and -"^X" for the code for any "control" key "ctrl-X". Note that the "action" -of a macro will not be checked against other macro triggers (unless the -macro action contains a "control-backslash"), so you cannot make infinite -loops. You may specify extremely long macros, but you are limited in -length by the underlying input mechanisms, which in general limit you -to about 1024 keys in both triggers and actions. - - The special "\" command (which must be encoded in macros as "\\") -is very useful in macros, since it bypasses all keymaps and allows the next -keystroke to be considered a command in the underlying ToME command set. -For example, a macro which maps Shift-KP6 to "\" + "." + "6" will induce -the "run east" behavior, regardless of what keyset the user has chosen, and -regardless of what keymaps have been defined. - - Macros can be specified in user pref files as a pair of lines, one -of the form "A:<str>", which defines the encoded macro action, and one of -the form "P:<str>", which defines the encoded macro trigger. - - A <FONT COLOR="#00FFFF">common example of a macro</FONT> to cast the first spell in your first spell -book at the nearest monster would be: \e\e\em1a*t where \e is an escape (to make -sure you are not still within another command), m1 selects the spell book that -is inscribed ({) with @m1, a selects the first spell in that book, and *t targets -the nearest monster. - - More detailed information about specific macros can be found in -<A HREF="macrofaq.html">macrofaq.txt</A>, originally written by Jim Lyon (jplyon@attglobal.net), -modified for ToME with Jim's permission by Dawnmist -(angband@dawnmist.8m.com). -<A NAME="107"></A><FONT COLOR="#00FF00">--- User Pref Files (Keymaps) ---</FONT> - - The "Interact with macros" command also allows you to define -"keymaps", which are vaguely related to macros. A keymap maps a single -keypress to a series of keypresses, which bypass both other keymaps and -any macros. ToME uses keymaps to map the original and the roguelike -keysets to the underlying command set, and allows the user to modify or -add keymaps of their own. Note that all keymap actions must be specified -using underlying commands, not keypresses from the original or roguelike -keysets. The original keyset is almost identical to the underlying keyset, -except that "numbers" are mapped to ";" plus a direction, "5" is mapped to -",", and a few control-keys are mapped to various things. See "command.txt" -for the full set of underlying commands. Some uses for keymaps include the -ability to "disable" a command by mapping it to "\x00", - - Keymaps can be specified in user pref files as line of the form -"M:<T> <key> <str>", where <T> is the keyset (0/1 for original/roguelike), -<key> is the encoded trigger key, and <str> is the encoded keymap action. -<A NAME="108"></A><FONT COLOR="#00FF00">--- User Pref Files (Visuals) ---</FONT> - - You can use the "Interact with visuals" command to change various -visual information, currently including the choice of what attr/char values -are used to represent various monsters, objects, or terrain features. Note -that in combination appropriate support in "main-xxx.c", and with the use of -the "use_graphics" flag, you may be able to specify that "graphic bitmaps" -should be used instead of normal "colored characters" for various things. - - When interactively modifying the attr/char values for monsters, -objects, or terrain features, pressing "n" or "N" will change which entry -you are changing, pressing "a" or "A" will rotate through the available -attr values, and pressing "c" or "C" will rotate though the available char -values. Note that attr/char values with the "high bit" set may induce the -display of special "graphic" pictures if the "use_graphics" flag is set, -and your system supports the "use_graphics" flag. - - Note that this command can be abused in various ways, and if you -must do so, remember that you are only cheating yourself. - - Keymaps can be specified in user pref files as line of the form -"R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or "U:<N>:<A>/<C>". -<A NAME="109"></A><FONT COLOR="#00FF00">--- User Pref Files (Colors) ---</FONT> - - The "Interact with colors" command allows you to change the actual -internal values used to display various colors. This command may or may -not have any effect on your machine. Advanced machines may allow you to -change the actual RGB values used to represent each of the 16 colors used -by ToME, and perhaps even allow you to define new colors which are not -currently used by ToME. - - Colors can be specified in user pref files as line of the form -"V:<N>:<V>:<R>:<G>:<B>". -<A NAME="110"></A><FONT COLOR="#00FF00">--- User Pref Files (Options) ---</FONT> - - The "Interact with options" command allows you to turn options -on or off. You may turn options off or on using the user pref commands -of the form "X:<option>" or "Y:<option>" respectively. - -<A NAME="111"></A><FONT COLOR="#FF0000">=== Command Descriptions ===</FONT> - - The following command descriptions are listed as the command name -plus the "underlying command" key. This is followed by the command name -and "roguelike" keyset key, if different from the underlying command key. -Then comes a brief description of the command, including information about -alternative methods of specifying the command in each keyset, when needed. -Several commands (tunnel, disarm, bash, open) are repeated 99 times if the -"always_repeat" option is set and no repeat count is given. Some commands -use the "repeat count" to automatically repeat the command several times, -while others use the "repeat count" as an "argument", for example, commands -which need a "quantity" will use the "repeat count" instead of asking for -a quantity, allowing the use of "0d" for "drop all". Commands which ask -for a quantity will convert any "letters" into the maximal legal value. -<A NAME="112"></A><FONT COLOR="#FF0000">--- Inventory Commands ---</FONT> -<A NAME="17"></A><FONT COLOR="#00FF00">Inventory list (i)</FONT> - Displays a list of objects being carried but not equipped. You - can carry up to 23 different items, not counting those in your - equipment. Often, many identical objects can be "stacked" into - a "pile" which will count as a single item. This is always - true of things like potions, scrolls, and food, but you may have - to set options to allow wands, staves, and other such objects to - stack. Each object has a weight, and if you carry more objects - than your strength permits, you will begin to slow down. -<A NAME="9"></A><FONT COLOR="#00FF00">Equipment list (e)</FONT> - Use this command to display a list of the objects currently being - used by your character. The number and type of available slots for - equipment may vary. A human for example has 15 slots for equipment, - each corresponding to a different location on the body, and each of - which may contain only a single object at a time, and each of which - may only contain objects of the proper "type". - If the option "show_labels" is set, the slots are labelled as follows: - Wielding (weapon), Shooting (missile launcher or instruments), - On finger (ring), Around neck (amulet), Light source (light source), - On body (armor), About body (cloak), On arm (shield), On head (helmet), - On hands (gloves), On feet (boots), Carrying (symbiote), Quiver (ammo), - Using (tool). You must be using an object to receive any of its special - powers. -<A NAME="7"></A><FONT COLOR="#00FF00">Drop an item (d)</FONT> - This command drops an item from your inventory or equipment onto the - dungeon floor. If the place you are standing on already has objects - in it, ToME will attempt to drop the item onto an adjacent space. - A floor spot can hold more than one object, but there is still the - possibility that if the floor is too full and you attempt to drop - something, it may disappear and be destroyed. If the selected pile - contains multiple items, you may specify a quantity. -<A NAME="20"></A><FONT COLOR="#00FF00">Destroy an item (k) or Destroy an item (^D)</FONT> - This destroys an item in your inventory or on the dungeon floor. - If the selected pile contains multiple objects, you may specify - a quantity. You must always verify this command, unless the item - is cursed or worthless and the option "auto_destroy" is set. -<A NAME="42"></A><FONT COLOR="#00FF00">Wear/Wield equipment (w)</FONT> - To wear or wield an object in your inventory, use this command. - Since only one object can be in each slot at a time, if you wear - or wield an item into a slot which is already occupied, the old - item will be first be taken off, and may in fact be dropped if - there is no room for it in your inventory. -<A NAME="36"></A><FONT COLOR="#00FF00">Take off equipment (t) or Take off equipment (T)</FONT> - Use this command to take off a piece of equipment and return it - to your inventory. Occasionally, you will run into a cursed item - which cannot be removed. These items normally penalise you in some - way and cannot be taken off until the curse is removed. If there - is no room in your inventory for the item, your pack will overflow - and you will drop the item after taking it off. -<A NAME="113"></A><FONT COLOR="#FF0000">--- Movement Commands ---</FONT> -<A NAME="67"></A><FONT COLOR="#00FF00">Walk (with pickup) (;)</FONT> - Moves one step in the given direction. The square you are moving - into must not be blocked by walls or doors. You will pick up any - items in the destination grid if the "always_pickup" option is set, - or if the "query_pickup" option is set and you respond correctly. - This command can take a count and requires a direction. You may - also use the "original" direction keys (both keysets) or the - "roguelike" direction keys (roguelike keyset) to walk in a - direction. -<A NAME="60"></A><FONT COLOR="#00FF00">Walk (flip pickup) (-)</FONT> - This is just like normal move, except that the "Pick things up" - option is inverted. In other words, if you normally pick up - anything you encounter (the default), you will not pick things up - when using this command. If you normally do not pick things up, - you will when using this command. This command can take a count - and requires a direction. -<A NAME="76"></A><FONT COLOR="#00FF00">Run (.) or Run (,)</FONT> - This command will move in the given direction, following any bends - in the corridor, until you either have to make a "choice" between - two directions or you are disturbed. You can configure what will - disturb you by setting the disturbance options. Run requires a - direction. You may also use shift plus the "roguelike" direction - keys (roguelike keyset), or shift plus the "original" direction keys - on the keypad (both keysets, some machines) to run in a direction. -<A NAME="74"></A><FONT COLOR="#00FF00">Go up staircase (<)</FONT> - Climbs up an up staircase you are standing on. There is always at - least one staircase going up on every level (this doesn't mean it's - easy to find) except for the surface, where '<' will bring up the - wilderness map. Going up a staircase will take you to a new dungeon - level unless you are at the first level of the dungeon, in which case - you will return to the surface. Note that whenever you leave a dungeon - level, you will never find it again, unless the "permanent_levels" - option is set or the level contains a dungeon town. This means that - for all intents and purposes, any objects on that level are destroyed. - This includes unknown artifacts unless the "Create characters in - preserve mode" option was set when your character was created, in which - case the artifacts may show up again later. -<A NAME="77"></A><FONT COLOR="#00FF00">Go down staircase (>)</FONT> - Descends a down staircase you are standing on. There are always - at least two staircases going down on each level, except for the - last level of a dungeon, and some "quest" levels, which have none until - the quest monsters are killed. Going down a staircase will take you - to a new dungeon level. See "Go Up Staircase" for more info. - - This command is also used to enter Void Jumpgates, and to zoom in from - the wilderness map. -<A NAME="114"></A><FONT COLOR="#FF0000">--- Resting Commands ---</FONT> -<A NAME="72"></A><FONT COLOR="#00FF00">Stay still (with pickup) (,) or Stay still (with pickup) (.)</FONT> - Stays in the same square for one move. If you normally pick up - objects you encounter, you will pick up whatever you are standing - on. This command can take a count. You may also use the "5" key - (both keysets). -<A NAME="13"></A><FONT COLOR="#00FF00">Stay still (flip pickup) (g)</FONT> - Stays in the same square for one move. If you normally pick up - objects you encounter, you will not pick up whatever you are - standing on. If you normally do not pick up objects, you will - pick up what you are standing on. This command is normally only - used when the "always_pickup" option is false. This command can - take a count. -<A NAME="33"></A><FONT COLOR="#00FF00">Rest (R)</FONT> - Resting is better for you than repeatedly staying still, and can - be told to automatically stop after a certain amount of time, or - when various conditions are met. In any case, you always wake up - when anything disturbing happens, or when you press any key. To - rest, enter the Rest command, followed by the number of turns you - want to rest, or "*" to rest until your hit points and mana are - restored, or "&" to rest until you are fully "healed". This command - can take a count, which is used for the number of turns to rest. -<A NAME="61"></A><FONT COLOR="#00FF00">Enter store (_)</FONT> - When standing on the door of a store, this command allows the character - to enter the store again. -<A NAME="115"></A><FONT COLOR="#FF0000">--- Searching Commands ---</FONT> -<A NAME="34"></A><FONT COLOR="#00FF00">Search (s)</FONT> - This command can be used to locate hidden traps and secret doors - in the spaces adjacent to the player. More than a single turn of - searching will be required in most cases. You should always - search a chest before trying to open it, since they are generally - trapped. This command can take a count, which is useful if you - are fairly sure of finding something eventually, since the command - stops as soon as anything is found. This command can take a count. -<A NAME="35"></A><FONT COLOR="#00FF00">Toggle search mode (S) or Toggle search mode (#)</FONT> - This command will take you into and out of search mode. When - first pressed, the message "Searching" will appear at the bottom - of the screen. You are now taking two turns for each command, one - for the command and one turn to search. This means that you are - taking twice the time to move around the dungeon, and therefore - twice the food. Search mode will automatically turn off if you - are disturbed. You may also turn off search mode by entering the - Search Mode command again. -<A NAME="116"></A><A NAME="117"></A><FONT COLOR="#FF0000">--- Alter Commands ---</FONT> -<A NAME="37"></A><FONT COLOR="#00FF00">Tunnel (T) or Tunnel (^T)</FONT> - Tunnelling or mining is a very useful art. There are many kinds of - rock, with varying hardness, including permanent rock (permanent), - granite (very hard), quartz veins (hard), magma veins (soft), and - rubble (very soft). Quartz and Magma veins may be displayed in a - special way, and may sometimes contain treasure, in which case they - will be displayed in a different way. Rubble sometimes covers an - object. It is only possible to tunnel if you are wielding a digging - tool such as a shovel or a pick. Tunnelling ability increases with - strength and tool weight. This command can take a count, requires a - direction, and is affected by the "always_repeat" option. -<A NAME="26"></A><FONT COLOR="#00FF00">Open a door or chest (o)</FONT> - To open an object such as a door or chest, you must use this - command. If the object is locked, you will attempt to pick the - lock based on your disarming ability. If you open a trapped chest - without disarming the traps first, the trap will be set off. Some - doors will be jammed shut and may have to be forced open. You may - need several tries to open a door or chest. Open can take a count, - requires a direction, and is affected by the "always_repeat" option. -<A NAME="5"></A><FONT COLOR="#00FF00">Close a door (c)</FONT> - Non-intelligent and some other creatures cannot open doors, so - shutting doors can be quite valuable. Broken doors cannot be closed. - Bashing a door open may break it. Close can take a count, requires a - direction, and is affected by the "always_repeat" option. -<A NAME="19"></A><FONT COLOR="#00FF00">Jam a door (j) or Spike a door (S)</FONT> - Many monsters can simply open closed doors, and can eventually - get through a locked door. You may therefore occasionally want - to jam a door shut with iron spikes. Each spike used on the door - will make it harder to bash down the door, up to a certain limit. - Smaller monsters are less able to bash down doors. In order to - use this command, you must be carrying iron spikes. Jam or Spike - requires a direction. -<A NAME="4"></A><FONT COLOR="#00FF00">Bash a door (B) or Force a door (f)</FONT> - This command allows you to bash down jammed doors. Your bashing - ability increases with strength. Bashing open a door can (briefly) - throw you off balance. Doors that are stuck, or which have been - jammed closed with spikes can only be opened by bashing, and all - closed doors can be bashed open if desired. Bashing a door open - may permanently break it so that it can never be closed. Bash or - Force can take a count, requires a direction, and is affected by - the "always_repeat" option. -<A NAME="8"></A><FONT COLOR="#00FF00">Disarm a trap or chest (D)</FONT> - You can attempt to disarm traps on the floor or on chests. If you - fail, there is a chance that you will blunder and set it off. You - can only disarm a trap after you have found it (usually with the - Search command). Disarm can take a count, requires a direction, - and is affected by the "always_repeat" option. -<A NAME="63"></A><FONT COLOR="#00FF00">Alter (+)</FONT> - This special command allows the use of a single keypress to select - any of the "obvious" commands above (attack, tunnel, bash, open, - disarm, close), and, by using macros or keymaps, to combine this - keypress with directions. In general, this allows the use of the - "control" key plus the appropriate "direction" key (including the - roguelike direction keys in roguelike mode) as a kind of generic - "alter the terrain feature of an adjacent grid" command. Alter - can take a count, requires a direction, and is affected by the - "always_repeat" option. -<A NAME="43"></A><FONT COLOR="#00FF00">Engrave the floor (x)</FONT> - The dungeon is full of magics, and as such pools of it collect on - the floor in places. With the "inscribe" command, it is possible - to create some spell effects by inscribing words you have read from - various parchments detailing the languages used within the dungeon. - Then, if there is enough mana collected on that square, walking over - the inscription will trigger the spell. Some spells can be triggered - only by the player, some only by monsters, and some are triggered by - both. -<A NAME="46"></A><FONT COLOR="#00FF00">Steal (Z)</FONT> - Allows the player to try to steal items from shops. Also allows - rogues to steal from monsters. -<A NAME="118"></A><FONT COLOR="#FF0000">--- Spell and Prayer Commands ---</FONT> -<A NAME="3"></A><FONT COLOR="#00FF00">Browse a book (b) or Peruse a book (P)</FONT> - Only characters with some knowledge in the magic schools, such as - mages, priests, rogues, and rangers, can read magic spellbooks. - Warriors normally cannot read any books. When this command is used, - all of the spells or prayers contained in the selected book are - displayed, along with information such as their level, the amount of - mana or piety required to cast them, and whether or not you know the - spell or prayer. -<A NAME="14"></A><FONT COLOR="#00FF00">Gain new skills (G)</FONT> - Use this command to access the skills menu and spend the skill points - you gain at each new character level to increase the range of things - your character is able to do. -<A NAME="99"></A><FONT COLOR="#00FF00">Gain new abilites (N)</FONT> - Use this command to access the Abilities menu and spend the skill points - you gain at each new character level to increase the range of things - your character is able to do. -<A NAME="24"></A><FONT COLOR="#00FF00">Cast a spell / Pray a prayer (m) / Use a mental power</FONT> - To cast a spell or prayer, you must have the skill level required in - that school of magic to be able access that spell, and a book that - contains that spell in your inventory (for most schools). Each spell - has a chance of failure which starts out fairly large but decreases - as you gain levels. If you don't have enough mana to cast a spell, - you will be told you do not have enough mana to cast it. Since in most - cases you must read the spell from a book, you cannot be blind or - confused while casting, and there must be some light present. - - Some classes (for example, Thaumaturgists) have the ability to use - some magic without actually needing spell books of any sort. These - classes are able to access their magical powers through the use of - the 'm' command. -<A NAME="39"></A><FONT COLOR="#00FF00">Use bonus power (if any) (U) or (O)</FONT> - Some races and classes have special natural abilities. All of these - possible abilities are listed in an index under the U (or O) command. - These type of abilities can include the Vampire's bite, a DeathMold's - telekinesis, and a RohanKnight's light speed capabilities. -<A NAME="119"></A><FONT COLOR="#FF0000">--- Object Manipulation Commands ---</FONT> -<A NAME="10"></A><FONT COLOR="#00FF00">Eat some food (E)</FONT> - You must eat regularly to prevent starvation. As you grow hungry, - a message will appear at the bottom of the screen saying "Hungry". - If you go hungry long enough, you will become weak, then start - fainting, and eventually, you may will die of starvation. You - may use this command to eat food in your inventory. Note that - you can sometimes find food in the dungeon, or you can butcher - corpses of killed creatures to obtain raw meat, but it is not - always wise to eat strange food. -<A NAME="12"></A><FONT COLOR="#00FF00">Fuel your lantern/torch (F)</FONT> - If you are using a torch and have more torches in your pack, - or you are using a lantern and have flasks of oil in your pack, - then your can "refuel" them with this command. Torches and Lanterns - are limited in their maximal fuel. In general, two flasks will fully - fuel a lantern and two torches will fully fuel a torch. -<A NAME="30"></A><FONT COLOR="#00FF00">Quaff a potion (q)</FONT> - Use this command to drink a potion. Potions affect the player in - various ways, but the effects are not always immediately obvious. -<A NAME="32"></A><FONT COLOR="#00FF00">Read a scroll (r)</FONT> - Use this command to read a scroll. Scroll spells usually have an - area effect, except for a few cases where they act on other objects. - Reading a scroll causes the parchment to disintegrate as the scroll - takes effect, unless you are an Alchemist. Most scrolls which prompt - for more information can be aborted (by pressing escape), which will - stop reading the scroll before it disintegrates. -<A NAME="58"></A><FONT COLOR="#00FF00">Inscribe an object ({)</FONT> - This command inscribes a string on an object. The inscription is - displayed inside curly braces after the object description. The - inscription is limited to the particular object (or pile) and is - not automatically transferred to all similar objects. Under certain - circumstances, ToME will display "fake" inscriptions on certain - objects ("cursed", "broken", "tried", "empty", "NN% off") when - appropriate. These "fake" inscriptions are "covered up" by real - inscriptions, but will re-appear if the real inscription is removed. - In addition, ToME will occasionally place a "real" inscription on - an object for you, normally as the result of your character getting - a "feeling" about the item. All characters will get "feelings" about - weapons and armor after carrying them for a while. Warriors get the - most detailed feelings, and get them quicker than any other class. - An item labeled as "{empty}" was found to be out of charges, and an - item labeled as "{tried}" is a "flavoured" item which the character - has used, but whose effects are unknown. Certain inscriptions have - a meaning to the game, see "@#", "@x#", "!*", and "!x", in the section - on <A HREF="command.html#90">inventory object selection.</A> -<A NAME="59"></A><FONT COLOR="#00FF00">Uninscribe an object (})</FONT> - This command removes the inscription on an object. This command will - have no effect on "fake" inscriptions added by the game itself. -<A NAME="15"></A><FONT COLOR="#00FF00">Hack up a corpse (h or $)</FONT> - Corpses can be cut up into smaller pieces of meat, allowing the user to - eat the meat, or cure it for later use. -<A NAME="21"></A><FONT COLOR="#00FF00">Cure meat (K)</FONT> - Curing meat requires the use of a potion of salt water, and is used to - protect meat from hacked-up corpses from going bad. -<A NAME="16"></A><FONT COLOR="#00FF00">Drink from a fountain (H)</FONT> - All fountains in Arda are magical, and act like magical potions. The - game will ask you whether you want to quaff from a fountain or to fill - empty bottles. The only way to identify the type of fountain is to - fill your bottles from it and see what you get. -<A NAME="44"></A><FONT COLOR="#00FF00">Give item to monster (y)</FONT> - This command is used to give an item within your inventory to a monster - standing next to you. The monster may not accept the item you give it, - however. -<A NAME="96"></A><FONT COLOR="#00FF00">Chat (Y)</FONT> - This command allows you to chat with someone. Be warned that most - monsters won't chat - -<FONT COLOR="#FF0000">--- Magical Object Commands ---</FONT> -<A NAME="2"></A><FONT COLOR="#00FF00">Activate an artifact (A)</FONT> - You have heard rumours of special weapons and armour deep in the - Pits, items that can let you breath fire like a dragon or light - rooms with just a thought. Should you ever be lucky enough to - find such an item, this command will let you activate its special - ability. Special abilities can only be used if you are wearing or - wielding the item. - Note that there are also a few common objects that can be activated, - e.g. music instruments, monster eggs and spell-storing mage staves, - and that some artifacts, so-called "junkarts", can't be wielded, but - must be activated from the backpack. -<A NAME="1"></A><FONT COLOR="#00FF00">Aim a wand (a) or Zap a wand (z)</FONT> - Wands must be aimed in a direction to be used. Wands are magical - devices, and therefore there is a chance you will not be able to - figure out how to use them if you aren't good with magical - devices. They will fire a shot that affects the first object or - creature encountered or fire a beam that affects anything in a - given direction, depending on the wand. An obstruction such as a - door or wall will generally stop the effects from traveling any - farther. This command requires a direction and can use a target. -<A NAME="38"></A><FONT COLOR="#00FF00">Use a staff (u) or Zap a staff (Z)</FONT> - This command will use a staff. A staff is normally very similar - to a scroll, in that they normally either have an area effect or - affect a specific object. Staves are magical devices, and there - is a chance you will not be able to figure out how to use them. -<A NAME="45"></A><FONT COLOR="#00FF00">Zap a rod (z) or Activate a rod (a)</FONT> - Rods are extremely powerful magical items, which cannot be burnt - or shattered, and which can have either staff-like or wand-like - effects, but unlike staves and wands, they don't have charges. - Instead, they draw on the ambient magical energy to recharge - themselves, and therefore can only be activated once every few - turns. The recharging time varies depending on the type of rod. - This command may require a direction (depending on the type of - rod, and whether you are aware of its type) and can use a target. -<A NAME="120"></A><FONT COLOR="#FF0000">--- Throwing and Missile Weapons ---</FONT> -<A NAME="11"></A><FONT COLOR="#00FF00">Fire an item (f) or Fire an item (t)</FONT> - You may throw any object carried by your character. Depending on - the weight, it may travel across the room or drop down beside you. - Only one object from a pile will be thrown at a time. Note that - throwing an object will often cause it to break, so be careful! - If you throw something at a creature, your chances of hitting it - are determined by your pluses to hit, your ability at throwing, - and the object's pluses to hit. Once the creature is it, the - object may or may not do any damage to it. You've heard rumors - that some objects found in the dungeon can do huge amounts of - damage when thrown, but you're not sure which objects those - are.... Note that flasks of oil will do a fairly large chunk - of damage to a monster on impact, supposedly representing fire - damage, but it works against fire elementals too... If you are - wielding a missile launcher compatible with the object you are - throwing, then you automatically use the launcher to fire the - missile with much higher range, accuracy, and damage, then you - would get by just throwing the missile. Fire or Throw requires - a direction. Targeting mode (see the next command) can be invoked - with "*" at the "Direction?" prompt. -<A NAME="40"></A><FONT COLOR="#00FF00">Throw an item (v)</FONT> - You may throw any object carried by your character. The lighter - the object, the farther you can throw it. Only one object from a - stack may be thrown at a time. Throwing an object may break it. - If you throw something at a monster, your chances of hitting it - are determined by your pluses to hit, your ability at throwing, - and the object's pluses to hit. If the object hits the monster, - it may or may not do damage. Some objects, such as weapons, or - flasks of oil, can do a substantial amount of damage. This - command requires a direction, and can take a target. -<A NAME="55"></A><FONT COLOR="#00FF00">Targeting Mode (*)</FONT> - This will allow you to aim your spells and such at a specific - monster or grid, so that you can point directly towards that - monster or grid (even if this is not a "compass" direction) when - you are asked for a direction. You can set a target using this - command, or you can set a new target at the "Direction?" prompt when - appropriate. At the targeting prompt, you have many options. First - of all, targetting mode starts targetting nearby monsters which can - be reached by "projectable" spells and thrown objects. In this mode, - you can press "t" (or "5" or ".") to select the current monster, - space to advance to the next monster, "-" to back up to the previous - monster, direction keys to advance to a monster more or less in that - direction, "r" to "recall" the current monster, "q" to exit targetting - mode, and "p" (or "o") to stop targetting monsters and enter the mode - for targetting a location on the floor or in a wall. Note that if - there are no nearby monsters, you will automatically enter this mode. - Note that hitting "o" is just like "p", except that the location - cursor starts on the last examined monster instead of on the player. - In this mode, you use the "direction" keys to move around, and the - "q" key to quit, and the "t" (or "5" or ".") key to target the cursor - location. Note that targetting a location is slightly "dangerous", - as the target is maintained even if you are far away. To cancel an - old target, simply hit "*" and then ESCAPE (or "q"). Note that when - you cast a spell or throw an object at the target location, the path - chosen is the "optimal" path towards that location, which may or may - not be the path you want. Sometimes, by clever choice of a location - on the floor for your target, you may be able to convince a thrown - object or cast spell to squeeze through a hole or corridor that is - blocking direct access to a different grid. Launching a ball spell - or breath weapon at a location in the middle of a group of monsters - can often improve the effects of that attack, since ball attacks are - not stopped by interposed monsters if the ball is launched at a target. - This command takes no time. -<A NAME="121"></A><FONT COLOR="#FF0000">--- Looking Commands ---</FONT> -<A NAME="25"></A><FONT COLOR="#00FF00">Full screen map (M)</FONT> - This command will show a map of the entire dungeon, reduced by a - factor of nine, on the screen. Only the major dungeon features - will be visible because of the scale, so even some important - objects may not show up on the map. This is particularly useful - in locating where the stairs are relative to your current - position, or for identifying unexplored areas of the dungeon. - This command takes no time. -<A NAME="23"></A><FONT COLOR="#00FF00">Locate player on map (L) or Where is the player (W)</FONT> - This command lets you scroll your map around, looking at all sectors - of the current dungeon level, until you press escape, at which point - the map will be re-centred on the player if necessary. To scroll - the map around, simply press any of the "direction" keys. The top - line will display the sector location, and the offset from your - current sector. This command takes no time. -<A NAME="22"></A><FONT COLOR="#00FF00">Look around (l) or Examine things (x)</FONT> - This command is used to look around at nearby monsters (to determine - their type and health) and objects (to determine their type). It is - also used to find out what objects (if any) are under monsters, and - if a monster is currently inside a wall. This command takes no time. - When you are looking at something, you may hit space for more details, - or to advance to the next interesting monster or object, or minus ("-") - to go back to the previous monster or object, or a direction key to - advance to the nearest interesting monster or object (if any) in that - general direction, or "r" to recall information about the current - monster race, or "q" or escape to stop looking around. You always - start out looking at the "nearest" interesting monster or object. -<A NAME="18"></A><FONT COLOR="#00FF00">Observe an item (I)</FONT> - This command lets you observe a previously *identified* item. - This will tell you things about the special powers of the object. - Currently, it only makes sense for artifacts and ego-items. -<A NAME="122"></A><FONT COLOR="#FF0000">--- Message Commands ---</FONT> -<A NAME="53"></A><FONT COLOR="#00FF00">Repeat level feeling (^F)</FONT> - Repeats the feeling about the dungeon level that you got when you - first entered the level. -<A NAME="62"></A><FONT COLOR="#00FF00">View previous messages (^P)</FONT> - This command shows you all the recent messages. You can scroll - through them, or exit with ESCAPE. This command takes no time. -<A NAME="69"></A><FONT COLOR="#00FF00">Take notes (:)</FONT> - This command allows you to take notes, which will then appear in your - note file, if the birth-option "take_notes" was set (the default), or - in your message list (prefixed with "Note:"), if the option was not set. - The note file can be displayed through the "Display Current Knowledge" - command (~ or |). This command takes no time. -<A NAME="123"></A><FONT COLOR="#FF0000">--- Game Status Commands ---</FONT> -<A NAME="6"></A><FONT COLOR="#00FF00">Character Description (C)</FONT> - Brings up a full description of your character, including your - skill levels, your current and potential stats, and various other - information. From this screen, you can change your name or use - the file character description command to save your character - status to a file. That command saves additional information, - including your background, your inventory, and the contents of - your house. -<A NAME="82"></A><FONT COLOR="#00FF00">Display Current Knowledge (~ or |)</FONT> - The command opens a menu from which you can lookup information - collected so far. This includes known artifacts, unique monsters, - identified objects, killed creatures, recall depths, acquired - corruptions, current pets, current quests, current fates, known - traps, known dungeon towns and last but not least the note file. - - Display known artifacts - This selection lists all of the artifacts that you have encountered. - Any artifact that appears in this list, which you cannot seem to - find, has been lost forever. The "preserve" mode will prevent - you from accidentally losing any artifacts, but will also prevent - you from ever getting a "special" level feeling. - - Display known uniques - Brings up a list of known unique monsters, plus their current - status. Once killed, unique monsters never show up again, with a - few remarkable exceptions. - - Display known objects - This list all 'flavoured' objects (such as rings, scrolls, wands, - potions, etc.) which you have identified. - - Display kill count - This lists all killed creatures together with a total kill count. - - Display recall depths - This lists all recall depths of entered dungeons as well as marks - the current recall dungeon with an asterisk. - - Display corruptions - This lists all acquired corruptions with their beneficial and - detrimental effects. - - Display current pets - Display current quests - Display current fates - Display known traps - Display known dungeon towns - - Display notes - If the option "take_notes" is set shows you your notes file, where all - remarkable events are noted. You can add notes yourself by using the - "Take notes" command (:). - -<A NAME="70"></A><FONT COLOR="#00FF00">Time of the day (^T)</FONT> - This command is used to give the current date and time within the game. - Extremely useful for characters such as Vampires to check whether - it is safe to leave the dungeon. -<A NAME="124"></A><A NAME="125"></A><FONT COLOR="#FF0000">--- Saving and Exiting Commands ---</FONT> -<A NAME="75"></A><FONT COLOR="#00FF00">Save and Quit (Ctrl-X)</FONT> - To save your game so that you can return to it later, use this - command. Save files will also be generated (hopefully) if the - game crashes due to a system error. After you die, you can use - your savefile to play again with the same options and such. -<A NAME="68"></A><FONT COLOR="#00FF00">Save (Ctrl-S)</FONT> - This command saves the game but doesn't exit ToME. Use this - frequently if you are paranoid about having the computer crash - while you are playing. -<A NAME="31"></A><FONT COLOR="#00FF00">Quit (commit suicide) (Q)</FONT> - Kills your character and exits ToME. You will be prompted to - make sure you really want to do this, and then asked to verify - that choice. Note that dead characters are dead forever. -<A NAME="126"></A><A NAME="127"></A><FONT COLOR="#FF0000">--- User pref file commands ---</FONT> -<A NAME="65"></A><FONT COLOR="#00FF00">Interact with options (=)</FONT> - Allow you to interact with options. Note that using the "cheat" - options may mark your savefile as unsuitable for the high score - list. You may change normal options using the "X" and "Y" user - pref commands. You must use the "redraw" command (^R) after - changing certain options. -<A NAME="49"></A><FONT COLOR="#00FF00">Interact with macros (@)</FONT> - Allow you to interact with macros. You may load or save macros - from user pref files, create macros of various types, or define - keymaps. You must define a "current action", shown at the bottom - of the screen, before you attempt to use any of the "create macro" - commands, which use that "current action" as their action. This - is a horrible interface, and will be fixed eventually. -<A NAME="51"></A><FONT COLOR="#00FF00">Interact with visuals (%)</FONT> - Allow you to interact with visuals. You may load or save visuals - from user pref files, or modify the attr/char mappings for the - monsters, objects, and terrain features. You must use the "redraw" - command (^R) to redraw the map after changing attr/char mappings. -<A NAME="54"></A><FONT COLOR="#00FF00">Interact with colors (&)</FONT> - Allow the user to interact with colors. This command only - works on some systems. -<A NAME="47"></A><FONT COLOR="#00FF00">Interact with the system (!)</FONT> - Allow the user to interact with the underlying visual system. - This command is currently unused. -<A NAME="71"></A><FONT COLOR="#00FF00">Enter a user pref command (")</FONT> - ToME stores your preferences in files called "user pref files", - which contain comments and "user pref commands", which are simple strings - describing one aspect of the system about which the user has a preference. - You may enter single user pref commands directly, using the special "Enter - a user pref command" command, activated by "double quote". You may have to - use the "redraw" command (^R) after changing certain of the aspects of the - game, to allow ToME to adapt to your changes. -<A NAME="128"></A><FONT COLOR="#FF0000">--- Help ---</FONT> -<A NAME="84"></A><FONT COLOR="#00FF00">Help (?)</FONT> - Brings up the ToME on-line help system. Note that the help - files are just text files in a particular format, and that other - help files may be available on the Net. In particular, there are - a variety of spoiler files which do not come with the standard - distribution. Check the place you got ToME from or ask on the - newsgroup rec.games.roguelike.angband about them. -<A NAME="83"></A><FONT COLOR="#00FF00">Identify Symbol (/)</FONT> - Use this command to find out what a character stands for. For - instance, by pressing "/.", you can find out that the "." symbol - stands for a floor spot. When used with a symbol that represents - creatures, the this command will tell you only what class of - creature the symbol stands for, not give you specific information - about a creature you can see. To get that, use the Look command. - - There are three special symbols you can use with the Identify - Symbol command to access specific parts of your monster memory. - Typing Ctrl-A when asked for a symbol will recall details about - all monsters, typing Ctrl-U will recall details about all unique - monsters, and typing Ctrl-N will recall details about all - non-unique monsters. - - If the character stands for a creature, you are asked if you want - to recall details. If you answer yes, information about the - creatures you have encountered with that symbol is shown in the - Recall window if available, or on the screen if not. You can also - answer "k" to see the list sorted by number of kills, or "p" to - see the list sorted by dungeon level the monster is normally found - on. Pressing ESCAPE at any point will exit this command. -<A NAME="41"></A><FONT COLOR="#00FF00">Game Version (V)</FONT> - This command will tell you what version of ToME you are using. - For more information, see the "version.txt" help file. - -<A NAME="129"></A><FONT COLOR="#FF0000">--- Extra Commands ---</FONT> -<A NAME="85"></A><FONT COLOR="#00FF00">Repeat last command (n)</FONT> - This will automatically repeat the last command you inputted. -<A NAME="27"></A><FONT COLOR="#00FF00">Sacrifice at an altar (O)</FONT> - Altars are places dedicated to the worship of a particular God. To - start worshipping the God who owns the altar, you must first sacrifice - on their altar. - - Be warned, not all Gods are equal in power, and once you have selected - a God to worship, it is almost impossible to change which God you worship. - When your God is happy with you, you will receive more benefits from them. - Your God's happiness will decrease over time, so you will need to accomplish - deeds that increase your standing. Note that there is no requirement - for most classes to worship any God. (See <A HREF="gods.html">gods.txt</A> for more information) -<A NAME="28"></A><FONT COLOR="#00FF00">Pray to your God (p)</FONT> - If you worship a God, you have the option of praying. The effects of - praying differ considerably depending on the god, ranging from the - battle frenzy of paladins to the self-healing powers of druids. - However, Gods do not like being disturbed, with negative effects on - your piety. See <A HREF="gods.html">gods.txt</A> for more information. -<A NAME="29"></A><FONT COLOR="#00FF00">Pet commands (P)</FONT> - From time to time, you may acquire a pet within the dungeon. Pets are able - (to a more or less limited extent) to follow some simple commands, like - follow me. These commands are all accessed through the menu under "Pet - Commands". -<A NAME="52"></A><FONT COLOR="#00FF00">Toggle Choice Window (^E)</FONT> - Toggles the display in the choice window (if available) between - your inventory and your equipment. This command only applies if - you are running ToME under a windowing environment and the - choice window is available. This also redraws the choice window. -<A NAME="66"></A><FONT COLOR="#00FF00">Redraw Screen (^R)</FONT> - This command adapts to various changes in global options, and - redraws all of the windows. This command should be used after - changing various global properties (options, attr/char mappings, - color definitions, etc). When in doubt, use it. -<A NAME="56"></A><FONT COLOR="#00FF00">Load screen dump (left-paren)</FONT> - This command loads a "snap-shot" of the current screen from the file - "dump.txt", and displays it on the screen. -<A NAME="57"></A><FONT COLOR="#00FF00">Save screen dump (right-paren)</FONT> - This command dumps a "snap-shot" of the current screen to the file - "dump.txt", including encoded color information. -<A NAME="64"></A><FONT COLOR="#00FF00">Quit to next midi song (^Q)</FONT> - In the DOS binary (and maybe Windows) of ToME, it is possible for - the game to play any midi song in the lib/xtra/music directory. This - command allows the player to force the game to finish the current song - and move on to another one (i.e. if you are tired of hearing the current - song, you can change it). -<A NAME="80"></A><FONT COLOR="#00FF00">Do cmovies (|)</FONT> - The cmovie command (press | key in both normal or roguelike set) allows - you to make a "movie" that you can send to people showing your movement - through a part of the dungeon (like clearing that GCV . . .) - - It asks for a name (it will add the extension itself) and then if you wish - to play or record it. - - The cmovie files (.cmv) are located in lib/cmov, note that they quickly - become huge and so you REALLY should compress them before sending to friends. -<A NAME="97"></A><FONT COLOR="#00FF00">Record macros ($)</FONT> - This is an easier way to create macros. Activate it, press the key - sequence for your macro, reactivate it and it will create the macro - for you. Note than when possible using the @ key at item selection - is a good idea since it removes the need to inscribe items. -<A NAME="98"></A><FONT COLOR="#00FF00">Take html screenshot (^])</FONT> - Creates an html screenshot of the current screen. - --- -Original: Alexander Cutler and Andy Astrand -Updated (2.7.6): Russ Allbery (rra@cs.stanford.edu) -Updated (2.7.9): Ben Harrison (benh@phial.com) -Updated PernAngband 5.x.x: Dawnmist (angband@dawnmist.8m.com) -Updated for ToME 2.1 -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/corspoil.html b/lib/help/corspoil.html deleted file mode 100644 index 0a2329cc..00000000 --- a/lib/help/corspoil.html +++ /dev/null @@ -1,148 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== ToME Corruptions Spoiler ===</FONT> - -Sometimes adventurers become exposed to the dark powers of Morgoth. If they -are unable to resist these powers, they become corrupted. Corruptions can -change their physical or mental abilities, some of which can be good, and -some bad. Most corruptions will affect you permanently, although some only -operate when they are activated (whether by player choice or as a random -event). You can check which corruptions do you have in the knowledge screen -6 (accessed through the '~' menu) or in a character dump. - -<FONT COLOR="#00FF00">Gaining and (not) losing corruptions</FONT> -There are several ways that you can become corrupted. - -You can become corrupted by quaffing a Potion of Corruption or by drinking -from a Fountain of Corruption. Also some strange items can be activated -for corruption. - -Corruptions are permanent. Once you have one, you have it for life. - -<FONT COLOR="#00FFFF">Balrog Aura</FONT> - Surrounds you with a fiery aura - But it can burn scrolls when you read them -<FONT COLOR="#00FF00">Gain message: A corrupted wall of flames surrounds you.</FONT> -<FONT COLOR="#FF0000">Lose message: The wall of corrupted flames abandons you.</FONT> - - -<FONT COLOR="#00FFFF">Balrog Wings</FONT> - Creates ugly, but working, wings allowing you to fly - But it reduces charisma by 4 and dexterity by 2 -<FONT COLOR="#00FF00">Gain message: Wings of shadow grow in your back.</FONT> -<FONT COLOR="#FF0000">Lose message: The wings in your back fall apart.</FONT> - - -<FONT COLOR="#00FFFF">Balrog Strength</FONT> - Provides 3 strength and 1 constitution - But it reduces charisma by 1 and dexterity by 3 -<FONT COLOR="#00FF00">Gain message: Your muscles get unnatural strength.</FONT> -<FONT COLOR="#FF0000">Lose message: Your muscles get weaker again.</FONT> - - -<FONT COLOR="#00FFFF">Balrog Form</FONT> - Allows you to turn into a Balrog at will - You need Balrog Aura, Balrog Wings and Balrog Strength to activate it -<FONT COLOR="#00FF00">Gain message: You feel the might of a Balrog inside you.</FONT> -<FONT COLOR="#FF0000">Lose message: The presence of the Balrog seems to abandon you.</FONT> -It depends on: - Balrog Aura - Balrog Wings - Balrog Strength - - -<FONT COLOR="#00FFFF">Demon Spirit</FONT> - Increases your intelligence by 1 - But reduce your charisma by 2 -<FONT COLOR="#00FF00">Gain message: Your spirit opens to corrupted thoughts.</FONT> -<FONT COLOR="#FF0000">Lose message: Your spirit closes again to the corrupted thoughts.</FONT> - - -<FONT COLOR="#00FFFF">Demon Hide</FONT> - Increases your armour class by your level - Provides immunity to fire at level 40 - But reduces speed by your level / 7 -<FONT COLOR="#00FF00">Gain message: Your skin grows into a thick hide.</FONT> -<FONT COLOR="#FF0000">Lose message: Your skin returns to a natural state.</FONT> - - -<FONT COLOR="#00FFFF">Demon Breath</FONT> - Provides fire breath - But gives a small chance to spoil potions when you quaff them -<FONT COLOR="#00FF00">Gain message: Your breath becomes mephitic.</FONT> -<FONT COLOR="#FF0000">Lose message: Your breath is once again normal.</FONT> - - -<FONT COLOR="#00FFFF">Demon Realm</FONT> - Provides access to the demon school skill and the use of demonic equipment - You need Demon Spirit, Demon Hide and Demon Breath to activate it -<FONT COLOR="#00FF00">Gain message: You feel more attuned to the demon realm.</FONT> -<FONT COLOR="#FF0000">Lose message: You lose your attunement to the demon realm.</FONT> -It depends on: - Demon Spirit - Demon Hide - Demon Breath - - -<FONT COLOR="#00FFFF">Random teleportation</FONT> - Randomly teleports you around -<FONT COLOR="#00FF00">Gain message: Space seems to fizzle around you.</FONT> -<FONT COLOR="#FF0000">Lose message: Space solidify again around you.</FONT> -It is opposed to: - Anti-teleportation - - -<FONT COLOR="#00FFFF">Anti-teleportation</FONT> - Prevents all teleportations, be it of you or monsters -<FONT COLOR="#00FF00">Gain message: Space continuum freezes around you.</FONT> -<FONT COLOR="#FF0000">Lose message: Space continuum can once more be altered around you.</FONT> -It is opposed to: - Random teleportation - - -<FONT COLOR="#00FFFF">Troll Blood</FONT> - Troll blood flows in your veins, granting increased regeneration - It also enables you to feel the presence of other troll beings - But it will make your presence more noticeable and aggravating -<FONT COLOR="#00FF00">Gain message: Your blood thickens, you sense corruption in it.</FONT> -<FONT COLOR="#FF0000">Lose message: Your blood returns to a normal state.</FONT> - - -<FONT COLOR="#00FFFF">Vampiric Teeth</FONT> - Your teeth allow you to drain blood to feed yourself - However your stomach now only accepts blood. -<FONT COLOR="#00FF00">Gain message: You grow vampiric teeth!</FONT> -It is not removable. - - -<FONT COLOR="#00FFFF">Vampiric Strength</FONT> - Your body seems somewhat dead - In this near undead state it has improved strength, constitution and intelligence - But reduced dexterity, wisdom and charisma. -<FONT COLOR="#00FF00">Gain message: Your body seems more dead than alive.</FONT> -It is not removable. -It depends on: - Vampiric Teeth - - -<FONT COLOR="#00FFFF">Vampire</FONT> - You are a Vampire. As such you resist cold, poison, darkness and nether. - Your life is sustained, but you cannot stand the light of the sun. -<FONT COLOR="#00FF00">Gain message: You die to be reborn in a Vampire form.</FONT> -It is not removable. -It depends on: - Vampiric Strength - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/debug.html b/lib/help/debug.html deleted file mode 100644 index b00434d9..00000000 --- a/lib/help/debug.html +++ /dev/null @@ -1,237 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="99"></A><FONT COLOR="#FF0000">=== Debug Commands ===</FONT> - - -Debug commands are entered as an "underlying command" (a single key) -plus a variety of optional or required arguments. - -The debug commands are used for debugging and experimenting. The game -will not be scored if you use debug commands. - -<A NAME="100"></A><FONT COLOR="#FF0000">=== Command List Summary ===</FONT> - - <A HREF="debug.html#1">a Autorestore</A> <A HREF="debug.html#2">A Show all stats</A> - <A HREF="debug.html#3">b Teleport to target</A> <A HREF="debug.html#4">B HP to zero</A> - <A HREF="debug.html#5">c Create object</A> <A HREF="debug.html#6">C Create artifact</A> - <A HREF="debug.html#7">d Detect all</A> <A HREF="debug.html#8">D Teleport to the wilderness</A> - <A HREF="debug.html#9">e Edit character attributes</A> <A HREF="debug.html#10">E Change grid's mana</A> - <A HREF="debug.html#11">f *IDENTIFY*</A> <A HREF="debug.html#12">F Features</A> - <A HREF="debug.html#13">g Create good item</A> G (unused) - <A HREF="debug.html#15">h Change life rating</A> <A HREF="debug.html#16">H Hostile monster creation</A> - <A HREF="debug.html#17">i Identify</A> I (unused) - <A HREF="debug.html#19">j Jump to other level</A> J (unused) - <A HREF="debug.html#21">k Check attributes</A> K (unused) - <A HREF="debug.html#23">l Learn about objects</A> L (unused) - <A HREF="debug.html#25">m Magic Mapping</A> <A HREF="debug.html#26">M Gain corruption</A> - <A HREF="debug.html#27">n Summon named monster</A> <A HREF="debug.html#28">N Summon _friendly_ named monster</A> - <A HREF="debug.html#29">o Edit object attributes</A> O (unused) - <A HREF="debug.html#31">p Phase door</A> <A HREF="debug.html#32">P Panic save</A> - <A HREF="debug.html#33">q Get a quest</A> Q (unused) - <A HREF="debug.html#35">r Gain reward</A> <A HREF="debug.html#36">R Create a trap</A> - <A HREF="debug.html#37">s Summon monster</A> <A HREF="debug.html#38">S Change the feature of the map</A> - <A HREF="debug.html#39">t Teleport</A> <A HREF="debug.html#40">T Teleport to a town</A> - <A HREF="debug.html#41">u Complete map</A> <A HREF="debug.html#42">U Become undead</A> - <A HREF="debug.html#43">v Random artifact/ego item</A> V (unused) - <A HREF="debug.html#45">w Wizard light the level</A> <A HREF="debug.html#46">W Wish</A> - <A HREF="debug.html#47">x XP boost</A> X (unused) - y (unused) Y (unused) - <A HREF="debug.html#51">z Zap monsters</A> Z (unused) - ! (unused) ^A (unused) - <A HREF="debug.html#55">@ Increment monster level</A> ^B (unused) - # (unused) ^C (unused) - $ (unused) ^D (unused) - % (unused) ^E (unused) - ^ (unused) ^F (unused) - & (unused) ^G (unused) - <A HREF="debug.html#61">* Lose special powers</A> ^H (unused) - ( (unused) ^I (unused) - ) (unused) ^J (unused) - { (unused) ^K (unused) - } (unused) ^L (unused) - [ (unused) ^M (unused) - ] (unused) ^N (unused) - <A HREF="debug.html#67">- Create object</A> ^O (unused) - <A HREF="debug.html#69">_ The path to the god dark</A> ^P (unused) - <A HREF="debug.html#71">+ Gain a fate</A> ^Q (unused) - <A HREF="debug.html#73">= Align monster</A> ^R (unused) - ; (unused) ^S (unused) - : (unused) ^T (unused) - ' (unused) ^U (unused) - <A HREF="debug.html#75">" Create spoiler</A> ^V (unused) - , (unused) ^W (unused) - < (unused) ^X (unused) - . (unused) ^Y (unused) - <A HREF="debug.html#81">> Lua script</A> ^Z (unused) - \ (unused) | (unused) - ` (unused) ~ (unused) - <A HREF="debug.html#91">/ Summon monster</A> <A HREF="debug.html#92">? Help</A> - ^\ (unused) - -<A NAME="111"></A><FONT COLOR="#FF0000">=== Command Descriptions ===</FONT> - - The following command descriptions are listed as the command name -plus the "underlying command" key. Then comes a brief description of the -command. Some commands use the "repeat count" to automatically repeat the -command several times, while others use the "repeat count" as an "argument", -for example, commands which need a "quantity" will use the "repeat count" -instead of asking for a quantity, allowing the use of "0d" for "drop all". -Commands which ask for a quantity will convert any "letters" into the -maximal legal value. -<A NAME="112"></A><FONT COLOR="#FF0000">--- General Commands ---</FONT> -<A NAME="1"></A><FONT COLOR="#00FF00">Autorestore (a)</FONT> - Restores all your stats. This includes HP, SP, hunger, lost levels, etc. -<A NAME="2"></A><FONT COLOR="#00FF00">Show all stats (A)</FONT> - This brings up the Character status menu, where you can view - all the stats about your character. -<A NAME="3"></A><FONT COLOR="#00FF00">Teleport to target (b)</FONT> - You first need to have a monster targeted, then you can use - this command to teleport next to the monster. -<A NAME="4"></A><FONT COLOR="#00FF00">HP to zero (B)</FONT> - Bring your health down to zero. -<A NAME="5"></A><FONT COLOR="#00FF00">Create object (c)</FONT> - Allows you to select and create a new object where you stand. - This brings up a menu where you can choose what type of object - you want created. -<A NAME="6"></A><FONT COLOR="#00FF00">Create artifact (C)</FONT> - Allows you to select and create a new artifact where you stand. - Use the "Command count", aka 0, to specify a number from - a_info.txt to put it on the ground where you are standing. - For example : 03^AC will create the Arkenstone of Thrane (+3) -<A NAME="7"></A><FONT COLOR="#00FF00">Detect all (d)</FONT> - Sense ways out/monsters/objects/traps. -<A NAME="8"></A><FONT COLOR="#00FF00">Teleport to the wilderness (D)</FONT> - From a dungeon this will teleport you to the wilderness level - and if used in the wilderness it acts like teleport. -<A NAME="9"></A><FONT COLOR="#00FF00">Edit character attributes (e)</FONT> - Edit character attributes including Str, Int, Dex, experience, gold, luck, etc. -<A NAME="10"></A><FONT COLOR="#00FF00">Change grid's mana (E)</FONT> - Alter how much mana a grid has. - Use the "Command count", aka 0, to specify the amount of mana - that you want. -<A NAME="11"></A><FONT COLOR="#00FF00">*IDENTIFY* (f)</FONT> - Like a Scroll of *Identify*. -<A NAME="12"></A><FONT COLOR="#00FF00">Features (F)</FONT> - Use the "Command count", aka 0, to specify a number from - f_info.txt to put a feature on the ground where you are - standing. -<A NAME="13"></A><FONT COLOR="#00FF00">Create good item (g)</FONT> - Create a random good item where you stand. -<A NAME="15"></A><FONT COLOR="#00FF00">Change life rating (h)</FONT> - Change your life rating. -<A NAME="16"></A><FONT COLOR="#00FF00">Hostile monster creation (H)</FONT> - Summons a Pack of Creatures of the same kind. Will only work - if MONSTER_HORDES has been defined at compile time. -<A NAME="17"></A><FONT COLOR="#00FF00">Identify (i)</FONT> - Like a Scroll of Identify. -<A NAME="19"></A><FONT COLOR="#00FF00">Jump to other level (j)</FONT> - Jump to other dungeon level. This does not work in the - wilderness as it is treated as all one level. -<A NAME="21"></A><FONT COLOR="#00FF00">Check attributes (k)</FONT> - Displays your characters attributes. -<A NAME="23"></A><FONT COLOR="#00FF00">Learn about objects (l)</FONT> - Make you know about all objects. Not sure how this works. -<A NAME="25"></A><FONT COLOR="#00FF00">Magic Mapping (m)</FONT> - Like a Scroll of Magic mapping. -<A NAME="26"></A><FONT COLOR="#00FF00">Gain corruption (M)</FONT> - Allows your character to gain a corruption. -<A NAME="27"></A><FONT COLOR="#00FF00">Summon named monster (n)</FONT> - Summon a monster that will appear next to you. - Use the "Command count", aka 0, to specify a number from - r_info.txt to summon a monster. -<A NAME="28"></A><FONT COLOR="#00FF00">Summon _friendly_ named monster (N)</FONT> - The same as n but the creature will be your pet. Try this - with number 861, Darkgod is now your pet. -<A NAME="29"></A><FONT COLOR="#00FF00">Edit object attributes (o)</FONT> - Allows you to alter the attributes of any object that you - have in your backpack. -<A NAME="31"></A><FONT COLOR="#00FF00">Phase door (p)</FONT> - Like a Scroll of Phase Door. -<A NAME="32"></A><FONT COLOR="#00FF00">Panic save (P)</FONT> - Save and quit the game, which is the same as doing a ^X. -<A NAME="33"></A><FONT COLOR="#00FF00">Get a quest (q)</FONT> - Get a quest. - Use the "Command count", aka 0, to specify a number from - 1 to 25, as defined in defines.h ( the QUEST_XXX items ). - For example : 04^Aq will get you the thieves quest. -<A NAME="35"></A><FONT COLOR="#00FF00">Gain reward (r)</FONT> - Some high being grants you a reward. -<A NAME="36"></A><FONT COLOR="#00FF00">Create a trap (R)</FONT> - Use the "Command count", aka 0, to specify a number from - tr_info.txt to put a trap on the ground where you are - standing. -<A NAME="37"></A><FONT COLOR="#00FF00">Summon monster (s)</FONT> - Summon a random monster, next to where you stand. -<A NAME="38"></A><FONT COLOR="#00FF00">Change the feature of the map (S)</FONT> - This allows you to change the "special" field of the current - grid. This special field is used to store things like quest - ids, dungeon entries, and so on, not to be used unless - one knows what it's doing. -<A NAME="39"></A><FONT COLOR="#00FF00">Teleport (t)</FONT> - Like a Scroll of Teleport. -<A NAME="40"></A><FONT COLOR="#00FF00">Teleport to a town (T)</FONT> - Teleports you to a specific town. - Use the "Command count", aka 0, to specify a number from - wf_info.txt for where you want to go. - standing. - For example : 02^AT will teleport you to Gondolin -<A NAME="41"></A><FONT COLOR="#00FF00">Complete map (u)</FONT> - Displays the complete map of the dungeon. -<A NAME="42"></A><FONT COLOR="#00FF00">Become undead (U)</FONT> - This is supposed to make you undead (as in the Necromantic power). -<A NAME="43"></A><FONT COLOR="#00FF00">Random artifact/ego item (v)</FONT> - Create a random artifact/ego item where you stand. -<A NAME="45"></A><FONT COLOR="#00FF00">Wizard light the level (w)</FONT> - Looks like the same as u. -<A NAME="46"></A><FONT COLOR="#00FF00">Wish (W)</FONT> - Makes all your wishes come true. - - Read the <A HREF="ishing.html">wishing spoiler</A> to see how these work. -<A NAME="47"></A><FONT COLOR="#00FF00">XP boost (x)</FONT> - Use the "Command count", aka 0, to specify the increment, - if you do not specify a parameter it doubles your XP, - otherwise it increments by the specified amount. -<A NAME="51"></A><FONT COLOR="#00FF00">Zap monsters (z)</FONT> - All monsters in sight range vanish like Mass Genocide, only with no - HP price. -<A NAME="55"></A><FONT COLOR="#00FF00">Increment monster level (@)</FONT> - Level up a monster. -<A NAME="61"></A><FONT COLOR="#00FF00">Lose special powers (*)</FONT> - Returns your powers to a normal level. -<A NAME="67"></A><FONT COLOR="#00FF00">Create object (-)</FONT> - Allows you to create a new object where you stand. You must - specify an object number from k_info.txt. -<A NAME="69"></A><FONT COLOR="#00FF00">The path to the god dark (_)</FONT> - Do not use this as it is used by DarkGod as a test for Lua - and will CRASH the game. You have been warned. -<A NAME="71"></A><FONT COLOR="#00FF00">Gain a fate (+)</FONT> - Unearth more of your prophecy. -<A NAME="73"></A><FONT COLOR="#00FF00">Align monster (=)</FONT> - Use the "Command count", aka 0, to specify one of the following - alignment types: - 0 monster becomes enemy - 1 monster becomes neutral - 2 monster becomes friendly - 3 monster becomes pet - 4 monster becomes companion - You then point at an enemy and press space. -<A NAME="75"></A><FONT COLOR="#00FF00">Create spoiler (")</FONT> - Brings up a menu that allows you to create a spoiler file. -<A NAME="81"></A><FONT COLOR="#00FF00">Lua script (>)</FONT> - Allows you to run a Lua script. -<A NAME="91"></A><FONT COLOR="#00FF00">Summon monster (/)</FONT> - Summons a random monster next to you. -<A NAME="91"></A><FONT COLOR="#00FF00">Help (?)</FONT> - Displays the main help file. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/defines.html b/lib/help/defines.html deleted file mode 100644 index 8a389dc2..00000000 --- a/lib/help/defines.html +++ /dev/null @@ -1,614 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="81"></A><A NAME="85"></A><A NAME="82"></A><A NAME="83"></A><FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Tvals and svals ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -Some objects don't have svals as such. Spellbooks, wands, and staves for -instance don't have svalues as they are defined in lua. - -TV_SKELETON 1 /* Skeletons ('s') */ -TV_BOTTLE 2 /* Empty bottles ('!') */ -<A HREF="defines.html#4">TV_BATERIE</A> 4 /* For the Alchemists */ -TV_SPIKE 5 /* Spikes ('~') */ -TV_MSTAFF 6 /* Mage Staffs */ -TV_CHEST 7 /* Chests ('~') */ -TV_PARCHMENT 8 /* Parchments from Kamband */ -<A HREF="defines.html#9">TV_CORPSE</A> 9 /* Monster corpses */ -TV_EGG 10 /* Monster Eggs */ -TV_JUNK 11 /* Sticks, Pottery, etc ('~') */ -<A HREF="defines.html#12">TV_TOOL</A> 12 /* Tools */ -<A HREF="defines.html#14">TV_INSTRUMENT</A> 14 /* Musical instruments */ -<A HREF="defines.html#15">TV_BOOMERANG</A> 15 /* Boomerangs */ -<A HREF="defines.html#16">TV_SHOT</A> 16 /* Ammo for slings */ -<A HREF="defines.html#16">TV_ARROW</A> 17 /* Ammo for bows */ -<A HREF="defines.html#16">TV_BOLT</A> 18 /* Ammo for x-bows */ -<A HREF="defines.html#19">TV_BOW</A> 19 /* Slings/Bows/Xbows */ -<A HREF="defines.html#20">TV_DIGGING</A> 20 /* Shovels/Picks */ -<A HREF="defines.html#21">TV_HAFTED</A> 21 /* Priest Weapons */ -<A HREF="defines.html#22">TV_POLEARM</A> 22 /* Pikes/Glaives/Spears/etc. */ -<A HREF="defines.html#23">TV_SWORD</A> 23 /* Edged Weapons */ -<A HREF="defines.html#24">TV_AXE</A> 24 /* Axes/Cleavers */ -<A HREF="defines.html#30">TV_BOOTS</A> 30 /* Boots */ -<A HREF="defines.html#31">TV_GLOVES</A> 31 /* Gloves */ -<A HREF="defines.html#32">TV_HELM</A> 32 /* Helms */ -<A HREF="defines.html#32">TV_CROWN</A> 33 /* Crowns */ -<A HREF="defines.html#34">TV_SHIELD</A> 34 /* Shields */ -<A HREF="defines.html#35">TV_CLOAK</A> 35 /* Cloaks */ -<A HREF="defines.html#36">TV_SOFT_ARMOR</A> 36 /* Soft Armor */ -<A HREF="defines.html#37">TV_HARD_ARMOR</A> 37 /* Hard Armor */ -<A HREF="defines.html#38">TV_DRAG_ARMOR</A> 38 /* Dragon Scale Mail */ -<A HREF="defines.html#39">TV_LITE</A> 39 /* Lites (including Specials) */ -<A HREF="defines.html#40">TV_AMULET</A> 40 /* Amulets (including Specials) */ -<A HREF="defines.html#45">TV_RING</A> 45 /* Rings (including Specials) */ -<A HREF="defines.html#46">TV_TRAPKIT</A> 46 /* Trapkits */ -TV_TOTEM 54 /* Summoner totems */ -<A HREF="defines.html#55">TV_STAFF</A> 55 /* Staffs */ -<A HREF="defines.html#65">TV_WAND</A> 65 /* Wands */ -<A HREF="defines.html#66">TV_ROD</A> 66 /* Rod tips */ -<A HREF="defines.html#67">TV_ROD_MAIN</A> 67 /* Rod body's */ -<A HREF="defines.html#70">TV_SCROLL</A> 70 /* Scrolls */ -<A HREF="defines.html#71">TV_POTION</A> 71 /* potions */ -<A HREF="defines.html#72">TV_POTION2</A> 72 /* Second set of potion */ -TV_FLASK 77 /* Flasks of oil */ -<A HREF="defines.html#80">TV_FOOD</A> 80 /* Food, including mushrooms */ -TV_HYPNOS 99 /* To wield monsters !:) */ -TV_GOLD 100 /* Gold can only be picked up by players */ -TV_RANDART 102 /* Random Artifacts */ -TV_RUNE1 104 /* Base runes */ -TV_RUNE2 105 /* Modifier runes */ -TV_BOOK 111 /* spell books */ -<A HREF="defines.html#115">TV_DAEMON_BOOK</A> 115 /* Demon blades, shields and horns */ -<A NAME="84"></A><A NAME="12"></A>/* The "sval" codes for TV_TOOL */ - SV_TOOL_CLIMB 0 - SV_PORTABLE_HOLE 1 -<A NAME="16"></A>/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */ - SV_AMMO_LIGHT 0 /* pebbles */ - SV_AMMO_NORMAL 1 /* shots, arrows, bolts */ - SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */ -<A NAME="14"></A>/* The "sval" codes for TV_INSTRUMENT */ - SV_FLUTE 1 - SV_BANJO 2 - SV_LUTE 3 - SV_MANDOLIN 4 - SV_DRUM 5 - SV_HARP 6 - SV_HORN 7 -<A NAME="46"></A>/* The "sval" codes for TV_TRAPKIT */ - SV_TRAPKIT_SLING 1 - SV_TRAPKIT_BOW 2 - SV_TRAPKIT_XBOW 3 - SV_TRAPKIT_POTION 4 - SV_TRAPKIT_SCROLL 5 - SV_TRAPKIT_DEVICE 6 -<A NAME="15"></A>/* The "sval" codes for TV_BOOMERANG */ - SV_BOOM_S_WOOD 1 /* 1d4 */ - SV_BOOM_WOOD 2 /* 1d9 */ - SV_BOOM_S_METAL 3 /* 1d8 */ - SV_BOOM_METAL 4 /* 2d4 */ -<A NAME="19"></A>/* The "sval" codes for TV_BOW (note information in "sval") */ - SV_SLING 2 /* (x2) */ - SV_SHORT_BOW 12 /* (x2) */ - SV_LONG_BOW 13 /* (x3) */ - SV_LIGHT_XBOW 23 /* (x3) */ - SV_HEAVY_XBOW 24 /* (x4) */ -<A NAME="20"></A>/* The "sval" codes for TV_DIGGING */ - SV_SHOVEL 1 - SV_GNOMISH_SHOVEL 2 - SV_DWARVEN_SHOVEL 3 - SV_PICK 4 - SV_ORCISH_PICK 5 - SV_DWARVEN_PICK 6 - SV_MATTOCK 7 -<A NAME="21"></A>/* The "sval" values for TV_HAFTED */ - SV_CLUB 1 /* 1d4 */ - SV_WHIP 2 /* 1d6 */ - SV_QUARTERSTAFF 3 /* 1d9 */ - SV_NUNCHAKU 4 /* 2d3 */ - SV_MACE 5 /* 2d4 */ - SV_BALL_AND_CHAIN 6 /* 2d4 */ - SV_WAR_HAMMER 8 /* 3d3 */ - SV_LUCERN_HAMMER 10 /* 2d5 */ - SV_THREE_PIECE_ROD 11 /* 3d3 */ - SV_MORNING_STAR 12 /* 2d6 */ - SV_FLAIL 13 /* 2d6 */ - SV_LEAD_FILLED_MACE 15 /* 3d4 */ - SV_TWO_HANDED_FLAIL 18 /* 3d6 */ - SV_GREAT_HAMMER 19 /* 4d6 */ - SV_MACE_OF_DISRUPTION 20 /* 5d8 */ - SV_GROND 50 /* 3d4 */ -<A NAME="24"></A>/* The "sval" values for TV_AXE */ - SV_HATCHET 1 /* 1d5 */ - SV_CLEAVER 2 /* 2d4 */ - SV_LIGHT_WAR_AXE 8 /* 2d5 */ - SV_BEAKED_AXE 10 /* 2d6 */ - SV_BROAD_AXE 11 /* 2d6 */ - SV_BATTLE_AXE 22 /* 2d8 */ - SV_GREAT_AXE 25 /* 4d4 */ - SV_LOCHABER_AXE 28 /* 3d8 */ - SV_SLAUGHTER_AXE 30 /* 5d7 */ -<A NAME="22"></A>/* The "sval" values for TV_POLEARM */ - SV_SPEAR 2 /* 1d6 */ - SV_SICKLE 3 /* 2d3 */ - SV_AWL_PIKE 4 /* 1d8 */ - SV_TRIDENT 5 /* 1d9 */ - SV_FAUCHARD 6 /* 1d10 */ - SV_BROAD_SPEAR 7 /* 1d9 */ - SV_PIKE 8 /* 2d5 */ - SV_GLAIVE 13 /* 2d6 */ - SV_HALBERD 15 /* 3d4 */ - SV_GUISARME 16 /* 2d5 */ - SV_SCYTHE 17 /* 5d3 */ - SV_LANCE 20 /* 2d8 */ - SV_TRIFURCATE_SPEAR 26 /* 2d9 */ - SV_HEAVY_LANCE 29 /* 4d8 */ - SV_SCYTHE_OF_SLICING 30 /* 8d4 */ -<A NAME="23"></A>/* The "sval" codes for TV_SWORD */ - SV_BROKEN_DAGGER 1 /* 1d1 */ - SV_BROKEN_SWORD 2 /* 1d2 */ - SV_DAGGER 4 /* 1d4 */ - SV_MAIN_GAUCHE 5 /* 1d5 */ - SV_RAPIER 7 /* 1d6 */ - SV_SMALL_SWORD 8 /* 1d6 */ - SV_BASILLARD 9 /* 1d8 */ - SV_SHORT_SWORD 10 /* 1d7 */ - SV_SABRE 11 /* 1d7 */ - SV_CUTLASS 12 /* 1d7 */ - SV_KHOPESH 14 /* 2d4 */ - SV_TULWAR 15 /* 2d4 */ - SV_BROAD_SWORD 16 /* 2d5 */ - SV_LONG_SWORD 17 /* 2d5 */ - SV_SCIMITAR 18 /* 2d5 */ - SV_KATANA 20 /* 3d4 */ - SV_BASTARD_SWORD 21 /* 3d4 */ - SV_GREAT_SCIMITAR 22 /* 4d5 */ - SV_CLAYMORE 23 /* 2d8 */ - SV_ESPADON 24 /* 2d9 */ - SV_TWO_HANDED_SWORD 25 /* 3d6 */ - SV_FLAMBERGE 26 /* 3d7 */ - SV_EXECUTIONERS_SWORD 28 /* 4d5 */ - SV_ZWEIHANDER 29 /* 4d6 */ - SV_BLADE_OF_CHAOS 30 /* 6d5 */ - SV_SHADOW_BLADE 31 /* 4d4 */ - SV_BLUESTEEL_BLADE 32 /* 3d9 */ - SV_DARK_SWORD 33 /* 3d7 */ -<A NAME="34"></A>/* The "sval" codes for TV_SHIELD */ - SV_SMALL_LEATHER_SHIELD 2 - SV_SMALL_METAL_SHIELD 3 - SV_LARGE_LEATHER_SHIELD 4 - SV_LARGE_METAL_SHIELD 5 - SV_DRAGON_SHIELD 6 - SV_SHIELD_OF_DEFLECTION 10 -<A NAME="32"></A>/* The "sval" codes for TV_HELM */ - SV_HARD_LEATHER_CAP 2 - SV_METAL_CAP 3 - SV_IRON_HELM 5 - SV_STEEL_HELM 6 - SV_DRAGON_HELM 7 - SV_IRON_CROWN 10 - SV_GOLDEN_CROWN 11 - SV_JEWELED_CROWN 12 - SV_MORGOTH 50 -<A NAME="30"></A>/* The "sval" codes for TV_BOOTS */ - SV_PAIR_OF_SOFT_LEATHER_BOOTS 2 - SV_PAIR_OF_HARD_LEATHER_BOOTS 3 - SV_PAIR_OF_METAL_SHOD_BOOTS 6 -<A NAME="35"></A>/* The "sval" codes for TV_CLOAK */ - SV_CLOAK 1 - SV_ELVEN_CLOAK 2 - SV_FUR_CLOAK 3 - SV_SHADOW_CLOAK 6 -<A NAME="31"></A>/* The "sval" codes for TV_GLOVES */ - SV_SET_OF_LEATHER_GLOVES 1 - SV_SET_OF_GAUNTLETS 2 - SV_SET_OF_CESTI 5 -<A NAME="36"></A>/* The "sval" codes for TV_SOFT_ARMOR */ - SV_FILTHY_RAG 1 - SV_ROBE 2 - SV_PAPER_ARMOR 3 /* 4 */ - SV_SOFT_LEATHER_ARMOR 4 - SV_SOFT_STUDDED_LEATHER 5 - SV_HARD_LEATHER_ARMOR 6 - SV_HARD_STUDDED_LEATHER 7 - SV_RHINO_HIDE_ARMOR 8 - SV_CORD_ARMOR 9 /* 6 */ - SV_PADDED_ARMOR 10 /* 4 */ - SV_LEATHER_SCALE_MAIL 11 - SV_LEATHER_JACK 12 - SV_STONE_AND_HIDE_ARMOR 15 /* 15 */ - SV_THUNDERLORD_SUIT 16 -<A NAME="37"></A>/* The "sval" codes for TV_HARD_ARMOR */ - SV_RUSTY_CHAIN_MAIL 1 /* 14- */ - SV_RING_MAIL 2 /* 12 */ - SV_METAL_SCALE_MAIL 3 /* 13 */ - SV_CHAIN_MAIL 4 /* 14 */ - SV_DOUBLE_RING_MAIL 5 /* 15 */ - SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */ - SV_DOUBLE_CHAIN_MAIL 7 /* 16 */ - SV_BAR_CHAIN_MAIL 8 /* 18 */ - SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */ - SV_SPLINT_MAIL 10 /* 19 */ - SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */ - SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */ - SV_FULL_PLATE_ARMOUR 15 /* 25 */ - SV_RIBBED_PLATE_ARMOUR 18 /* 28 */ - SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */ - SV_MITHRIL_PLATE_MAIL 25 /* 35+ */ - SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */ -<A NAME="38"></A>/* The "sval" codes for TV_DRAG_ARMOR */ - SV_DRAGON_BLACK 1 - SV_DRAGON_BLUE 2 - SV_DRAGON_WHITE 3 - SV_DRAGON_RED 4 - SV_DRAGON_GREEN 5 - SV_DRAGON_MULTIHUED 6 - SV_DRAGON_SHINING 10 - SV_DRAGON_LAW 12 - SV_DRAGON_BRONZE 14 - SV_DRAGON_GOLD 16 - SV_DRAGON_CHAOS 18 - SV_DRAGON_BALANCE 20 - SV_DRAGON_POWER 30 -<A NAME="39"></A>/* The sval codes for TV_LITE */ - SV_LITE_TORCH 0 - SV_LITE_LANTERN 1 - SV_LITE_TORCH_EVER 2 - SV_LITE_DWARVEN 3 - SV_LITE_FEANORIAN 4 - SV_LITE_GALADRIEL 100 - SV_LITE_ELENDIL 101 - SV_LITE_THRAIN 102 - SV_LITE_UNDEATH 103 - SV_LITE_PALANTIR 104 - SV_ANCHOR_SPACETIME 105 - SV_STONE_LORE 106 -<A NAME="40"></A>/* The "sval" codes for TV_AMULET */ - SV_AMULET_DOOM 0 - SV_AMULET_TELEPORT 1 - SV_AMULET_ADORNMENT 2 - SV_AMULET_SLOW_DIGEST 3 - SV_AMULET_RESIST_ACID 4 - SV_AMULET_SEARCHING 5 - SV_AMULET_BRILLANCE 6 - SV_AMULET_CHARISMA 7 - SV_AMULET_THE_MAGI 8 - SV_AMULET_REFLECTION 9 - SV_AMULET_CARLAMMAS 10 - SV_AMULET_INGWE 11 - SV_AMULET_DWARVES 12 - SV_AMULET_NO_MAGIC 13 - SV_AMULET_NO_TELE 14 - SV_AMULET_RESISTANCE 15 - SV_AMULET_NOTHING 16 - SV_AMULET_SERPENT 17 - SV_AMULET_TORIS_MEJISTOS 18 - SV_AMULET_ELESSAR 19 - SV_AMULET_EVENSTAR 20 - SV_AMULET_SUSTENANCE 21 - SV_AMULET_TELEPATHY 22 - SV_AMULET_TRICKERY 23 - SV_AMULET_WEAPONMASTERY 24 - SV_AMULET_DEVOTION 25 - SV_AMULET_INFRA 26 - SV_AMULET_SPELL 27 - SV_AMULET_WISDOM 28 - SV_AMULET_RESIST_ELEC 29 - SV_AMULET_REGEN 30 -<A NAME="45"></A>/* The sval codes for TV_RING */ - SV_RING_WOE 0 - SV_RING_AGGRAVATION 1 - SV_RING_WEAKNESS 2 - SV_RING_STUPIDITY 3 - SV_RING_TELEPORTATION 4 - SV_RING_SPECIAL 5 - SV_RING_SLOW_DIGESTION 6 - SV_RING_FEATHER_FALL 7 - SV_RING_RESIST_FIRE 8 - SV_RING_RESIST_COLD 9 - SV_RING_SUSTAIN_STR 10 - SV_RING_SUSTAIN_INT 11 - SV_RING_SUSTAIN_WIS 12 - SV_RING_SUSTAIN_CON 13 - SV_RING_SUSTAIN_DEX 14 - SV_RING_SUSTAIN_CHR 15 - SV_RING_PROTECTION 16 - SV_RING_ACID 17 - SV_RING_FLAMES 18 - SV_RING_ICE 19 - SV_RING_RESIST_POIS 20 - SV_RING_FREE_ACTION 21 - SV_RING_SEE_INVIS 22 - SV_RING_SEARCHING 23 - SV_RING_STR 24 - SV_RING_INT 25 - SV_RING_DEX 26 - SV_RING_CON 27 - SV_RING_ACCURACY 28 - SV_RING_DAMAGE 29 - SV_RING_SLAYING 30 - SV_RING_SPEED 31 - SV_RING_BARAHIR 32 - SV_RING_TULKAS 33 - SV_RING_NARYA 34 - SV_RING_NENYA 35 - SV_RING_VILYA 36 - SV_RING_POWER 37 - SV_RING_RES_FEAR 38 - SV_RING_RES_LD 39 - SV_RING_RES_NETHER 40 - SV_RING_RES_NEXUS 41 - SV_RING_RES_SOUND 42 - SV_RING_RES_CONFUSION 43 - SV_RING_RES_SHARDS 44 - SV_RING_RES_DISENCHANT 45 - SV_RING_RES_CHAOS 46 - SV_RING_RES_BLINDNESS 47 - SV_RING_LORDLY 48 - SV_RING_ATTACKS 49 - SV_RING_NOTHING 50 - SV_RING_PRECONITION 51 - SV_RING_FLAR 52 - SV_RING_INVIS 53 - SV_RING_FLYING 54 - SV_RING_WRAITH 55 - SV_RING_ELEC 56 - SV_RING_DURIN 57 - SV_RING_SPELL 58 - SV_RING_CRIT 59 -<A NAME="55"></A>/* The "sval" codes for TV_STAFF */ - SV_STAFF_SCHOOL 1 - SV_STAFF_NOTHING 2 -<A NAME="65"></A>/* The "sval" codes for TV_WAND */ - SV_WAND_SCHOOL 1 - SV_WAND_NOTHING 2 -<A NAME="66"></A>/* The "sval" codes for TV_ROD(Rod Tips) */ - SV_ROD_NOTHING 0 - SV_ROD_DETECT_DOOR 1 - SV_ROD_IDENTIFY 2 - SV_ROD_RECALL 3 - SV_ROD_ILLUMINATION 4 - SV_ROD_MAPPING 5 - SV_ROD_DETECTION 6 - SV_ROD_PROBING 7 - SV_ROD_CURING 8 - SV_ROD_HEALING 9 - SV_ROD_RESTORATION 10 - SV_ROD_SPEED 11 - SV_ROD_TELEPORT_AWAY 13 - SV_ROD_DISARMING 14 - SV_ROD_LITE 15 - SV_ROD_SLEEP_MONSTER 16 - SV_ROD_SLOW_MONSTER 17 - SV_ROD_DRAIN_LIFE 18 - SV_ROD_POLYMORPH 19 - SV_ROD_ACID_BOLT 20 - SV_ROD_ELEC_BOLT 21 - SV_ROD_FIRE_BOLT 22 - SV_ROD_COLD_BOLT 23 - SV_ROD_ACID_BALL 24 - SV_ROD_ELEC_BALL 25 - SV_ROD_FIRE_BALL 26 - SV_ROD_COLD_BALL 27 - SV_ROD_HAVOC 28 - SV_ROD_DETECT_TRAP 29 - SV_ROD_HOME 30 -<A NAME="67"></A>/* The "sval" codes for TV_ROD_MAIN(Rods) */ - SV_ROD_WOODEN 10 - SV_ROD_COPPER 20 - SV_ROD_IRON 50 - SV_ROD_ALUMINIUM 75 - SV_ROD_SILVER 100 - SV_ROD_GOLDEN 125 - SV_ROD_MITHRIL 160 - SV_ROD_ADMANTITE 200 -<A NAME="70"></A>/* The "sval" codes for TV_SCROLL */ - SV_SCROLL_DARKNESS 0 - SV_SCROLL_AGGRAVATE_MONSTER 1 - SV_SCROLL_CURSE_ARMOR 2 - SV_SCROLL_CURSE_WEAPON 3 - SV_SCROLL_SUMMON_MONSTER 4 - SV_SCROLL_SUMMON_UNDEAD 5 - SV_SCROLL_SUMMON_MINE 6 - SV_SCROLL_TRAP_CREATION 7 - SV_SCROLL_PHASE_DOOR 8 - SV_SCROLL_TELEPORT 9 - SV_SCROLL_TELEPORT_LEVEL 10 - SV_SCROLL_WORD_OF_RECALL 11 - SV_SCROLL_IDENTIFY 12 - SV_SCROLL_STAR_IDENTIFY 13 - SV_SCROLL_REMOVE_CURSE 14 - SV_SCROLL_STAR_REMOVE_CURSE 15 - SV_SCROLL_ENCHANT_ARMOR 16 - SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17 - SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18 - SV_SCROLL_ENCHANT_WEAPON_PVAL 19 - SV_SCROLL_STAR_ENCHANT_ARMOR 20 - SV_SCROLL_STAR_ENCHANT_WEAPON 21 - SV_SCROLL_RECHARGING 22 - SV_SCROLL_RESET_RECALL 23 - SV_SCROLL_LIGHT 24 - SV_SCROLL_MAPPING 25 - SV_SCROLL_DETECT_GOLD 26 - SV_SCROLL_DETECT_ITEM 27 - SV_SCROLL_DETECT_TRAP 28 - SV_SCROLL_DETECT_DOOR 29 - SV_SCROLL_DETECT_INVIS 30 - SV_SCROLL_DIVINATION 31 - SV_SCROLL_SATISFY_HUNGER 32 - SV_SCROLL_BLESSING 33 - SV_SCROLL_HOLY_CHANT 34 - SV_SCROLL_HOLY_PRAYER 35 - SV_SCROLL_MONSTER_CONFUSION 36 - SV_SCROLL_PROTECTION_FROM_EVIL 37 - SV_SCROLL_RUNE_OF_PROTECTION 38 - SV_SCROLL_TRAP_DOOR_DESTRUCTION 39 - SV_SCROLL_DEINCARNATION 40 - SV_SCROLL_STAR_DESTRUCTION 41 - SV_SCROLL_DISPEL_UNDEAD 42 - SV_SCROLL_MASS_RESURECTION 43 - SV_SCROLL_GENOCIDE 44 - SV_SCROLL_MASS_GENOCIDE 45 - SV_SCROLL_ACQUIREMENT 46 - SV_SCROLL_STAR_ACQUIREMENT 47 - SV_SCROLL_FIRE 48 - SV_SCROLL_ICE 49 - SV_SCROLL_CHAOS 50 - SV_SCROLL_RUMOR 51 - SV_SCROLL_ARTIFACT 52 - SV_SCROLL_NOTHING 53 - SV_SCROLL_SPELL 54 -<A NAME="71"></A>/* The "sval" codes for TV_POTION */ - SV_POTION_WATER 0 - SV_POTION_APPLE_JUICE 1 - SV_POTION_SLIME_MOLD 2 - SV_POTION_BLOOD 3 - SV_POTION_SLOWNESS 4 - SV_POTION_SALT_WATER 5 - SV_POTION_POISON 6 - SV_POTION_BLINDNESS 7 - SV_POTION_INVIS 8 - SV_POTION_CONFUSION 9 - SV_POTION_MUTATION 10 - SV_POTION_SLEEP 11 - SV_POTION_LEARNING 12 - SV_POTION_LOSE_MEMORIES 13 - SV_POTION_RUINATION 15 - SV_POTION_DEC_STR 16 - SV_POTION_DEC_INT 17 - SV_POTION_DEC_WIS 18 - SV_POTION_DEC_DEX 19 - SV_POTION_DEC_CON 20 - SV_POTION_DEC_CHR 21 - SV_POTION_DETONATIONS 22 - SV_POTION_DEATH 23 - SV_POTION_INFRAVISION 24 - SV_POTION_DETECT_INVIS 25 - SV_POTION_SLOW_POISON 26 - SV_POTION_CURE_POISON 27 - SV_POTION_BOLDNESS 28 - SV_POTION_SPEED 29 - SV_POTION_RESIST_HEAT 30 - SV_POTION_RESIST_COLD 31 - SV_POTION_HEROISM 32 - SV_POTION_BESERK_STRENGTH 33 - SV_POTION_CURE_LIGHT 34 - SV_POTION_CURE_SERIOUS 35 - SV_POTION_CURE_CRITICAL 36 - SV_POTION_HEALING 37 - SV_POTION_STAR_HEALING 38 - SV_POTION_LIFE 39 - SV_POTION_RESTORE_MANA 40 - SV_POTION_RESTORE_EXP 41 - SV_POTION_RES_STR 42 - SV_POTION_RES_INT 43 - SV_POTION_RES_WIS 44 - SV_POTION_RES_DEX 45 - SV_POTION_RES_CON 46 - SV_POTION_RES_CHR 47 - SV_POTION_INC_STR 48 - SV_POTION_INC_INT 49 - SV_POTION_INC_WIS 50 - SV_POTION_INC_DEX 51 - SV_POTION_INC_CON 52 - SV_POTION_INC_CHR 53 - SV_POTION_AUGMENTATION 55 - SV_POTION_ENLIGHTENMENT 56 - SV_POTION_STAR_ENLIGHTENMENT 57 - SV_POTION_SELF_KNOWLEDGE 58 - SV_POTION_EXPERIENCE 59 - SV_POTION_RESISTANCE 60 - SV_POTION_CURING 61 - SV_POTION_INVULNERABILITY 62 - SV_POTION_NEW_LIFE 63 -<A NAME="72"></A>/* The "sval" codes for TV_POTION2 */ - SV_POTION2_MIMIC_ABOMINATION 1 - SV_POTION2_MIMIC_WOLF 2 - SV_POTION2_MIMIC_APE 3 - SV_POTION2_MIMIC_GOAT 4 - SV_POTION2_MIMIC_INSECT 5 - SV_POTION2_MIMIC_SPARROW 6 - SV_POTION2_MIMIC_STATUE 7 - SV_POTION2_MIMIC_VAMPIRE 8 - SV_POTION2_MIMIC_SPIDER 9 - SV_POTION2_MIMIC_MANA_BALL 10 - SV_POTION2_MIMIC_FIRE_CLOUD 11 - SV_POTION2_MIMIC_COLD_CLOUD 12 - SV_POTION2_MIMIC_CHAOS_CLOUD 13 - SV_POTION2_CURE_LIGHT_SANITY 14 - SV_POTION2_CURE_SERIOUS_SANITY 15 - SV_POTION2_CURE_CRITICAL_SANITY 16 - SV_POTION2_CURE_SANITY 17 - SV_POTION2_CURE_WATER 18 -<A NAME="80"></A>/* The "sval" codes for TV_FOOD */ - SV_FOOD_POISON 0 - SV_FOOD_BLINDNESS 1 - SV_FOOD_PARANOIA 2 - SV_FOOD_CONFUSION 3 - SV_FOOD_HALLUCINATION 4 - SV_FOOD_PARALYSIS 5 - SV_FOOD_WEAKNESS 6 - SV_FOOD_SICKNESS 7 - SV_FOOD_STUPIDITY 8 - SV_FOOD_NAIVETY 9 - SV_FOOD_UNHEALTH 10 - SV_FOOD_DISEASE 11 - SV_FOOD_CURE_POISON 12 - SV_FOOD_CURE_BLINDNESS 13 - SV_FOOD_CURE_PARANOIA 14 - SV_FOOD_CURE_CONFUSION 15 - SV_FOOD_CURE_SERIOUS 16 - SV_FOOD_RESTORE_STR 17 - SV_FOOD_RESTORE_CON 18 - SV_FOOD_RESTORING 19 - SV_FOOD_BISCUIT 32 - SV_FOOD_JERKY 33 - SV_FOOD_RATION 35 - SV_FOOD_SLIME_MOLD 36 - SV_FOOD_WAYBREAD 37 - SV_FOOD_PINT_OF_ALE 38 - SV_FOOD_PINT_OF_WINE 39 - SV_FOOD_ATHELAS 40 - SV_FOOD_GREAT_HEALTH 41 - SV_FOOD_FORTUNE_COOKIE 42 -<A NAME="04"></A>/* The "sval" codes for TV_BATERIE */ - SV_BATERIE_POISON 1 - SV_BATERIE_EXPLOSION 2 - SV_BATERIE_TELEPORT 3 - SV_BATERIE_COLD 4 - SV_BATERIE_FIRE 5 - SV_BATERIE_ACID 6 - SV_BATERIE_LIFE 7 - SV_BATERIE_CONFUSION 8 - SV_BATERIE_LITE 9 - SV_BATERIE_CHAOS 10 - SV_BATERIE_TIME 11 - SV_BATERIE_MAGIC 12 - SV_BATERIE_XTRA_LIFE 13 - SV_BATERIE_DARKNESS 14 - SV_BATERIE_KNOWLEDGE 15 - SV_BATERIE_FORCE 16 - SV_BATERIE_LIGHTNING 17 - SV_BATERIE_MANA 18 - MAX_BATERIE_SVAL 18 -<A NAME="09"></A>/* The "sval" codes for TV_CORPSE */ - SV_CORPSE_CORPSE 1 - SV_CORPSE_SKELETON 2 - SV_CORPSE_HEAD 3 - SV_CORPSE_SKULL 4 - SV_CORPSE_MEAT 5 -<A NAME="115"></A>/* The "sval" codes for TV_DAEMON_BOOK */ - SV_DEMONBLADE 55 - SV_DEMONSHIELD 56 - SV_DEMONHORN 57 -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/dungeon.html b/lib/help/dungeon.html deleted file mode 100644 index a6e8c8b7..00000000 --- a/lib/help/dungeon.html +++ /dev/null @@ -1,689 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="02"></A><FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < The Dungeons and Places of Middle-earth ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - - <A HREF="dungeon.html#4">Symbols On Your Map</A> <A HREF="dungeon.html#7">The Town and Buildings</A> - <A HREF="dungeon.html#1">The Wilderness</A> <A HREF="dungeon.html#6">In the Dungeon</A> - <A HREF="dungeon.html#8">Objects</A> <A HREF="dungeon.html#13">Mining</A> - <A HREF="dungeon.html#12">Doors, Rooms, Staircases etc.</A> <A HREF="dungeon.html#18">Pets</A> - <A HREF="dungeon.html#14">Winning</A> <A HREF="dungeon.html#15">Dying</A> - <A HREF="dungeon.html#16">Where to get more help</A> - -After you have <A HREF="birth.html">created your character</A>, you will begin your ToME -adventure. Symbols appearing on your screen will represent the world's -walls, floor, objects, features, and creatures lurking about. In order -to direct your character through his adventure, you will enter single -character commands (see "<A HREF="command.html">command.txt</A>"). - -<A NAME="03"></A><A NAME="04"></A><FONT COLOR="#FF0000">=== Symbols On Your Map ===</FONT> - -Symbols on your map can be broken down into three categories: Features of -the world such as walls, floor, doors, and traps; Objects which can be -picked up such as treasure, weapons, magical devices, etc; and creatures -which may or may not move about the dungeon, but are mostly harmful to your -character's well being. - -Some symbols are used to represent more than one type of entity, and some -symbols are used to represent entities in more than one category. The "@" -symbol (by default) is used to represent the character. - -It will not be necessary to remember all of the symbols and their meanings. -The "slash" command ("/") will identify any character appearing on your map -(see "<A HREF="command.html">command.txt</A>"). - -Note that you can use a <A HREF="command.html#105">"user pref file"</A> to change any of these symbols to -something you are more comfortable with. - - -<FONT COLOR="#00FF00"> Features that do not block line of sight</FONT> - - . A floor space 1 Entrance to General Store - . A trap (hidden) 2 Entrance to Armoury - ^ A trap (known) 3 Entrance to Weapon Smith - <FONT COLOR="#FFFF00">;</FONT> A glyph of warding 4 Entrance to Temple - <FONT COLOR="#C08040">'</FONT> An open door 5 Entrance to Alchemy Shop - <FONT COLOR="#C08040">'</FONT> A broken door 6 Entrance to Magic Shop - < A staircase up 7 Entrance to the Black Market - <FONT COLOR="#FFFF00"><</FONT> A quest exit 8 Entrance to your Home - <FONT COLOR="#C00000"><</FONT> A quest up level 9 Entrance to Bookstore - <FONT COLOR="#C08040"><</FONT> A shaft up <FONT COLOR="#C00000">></FONT> A quest down level - > A staircase down <FONT COLOR="#C08040">></FONT> A shaft down - <FONT COLOR="#FFFF00">></FONT> A quest entrance <FONT COLOR="#FF00FF">></FONT> Dungeon entrance - _ A fountain <FONT COLOR="#404040">_</FONT> An empty fountain - * Straight road start/exit <FONT COLOR="#00FFFF">*</FONT> Section of the Straight Road - <FONT COLOR="#0000FF">*</FONT> Section of the Straight Road <FONT COLOR="#C0C0C0">*</FONT> Section of the Straight Road - <FONT COLOR="#404040">*</FONT> Corrupted straight road <FONT COLOR="#FF0000">*</FONT> An explosive rune - <FONT COLOR="#00FFFF">~</FONT> Stream of water (shallow) <FONT COLOR="#0000FF">~</FONT> Stream of water (deep) - <FONT COLOR="#804000">~</FONT> Tainted stream (water) <FONT COLOR="#808080">#</FONT> Underground tunnel - <FONT COLOR="#C08040">#</FONT> Pool of lava (shallow) <FONT COLOR="#C00000">#</FONT> Pool of lava (deep) - <FONT COLOR="#404040">#</FONT> Dark pit <FONT COLOR="#804000">.</FONT> Dirt - <FONT COLOR="#008040">.</FONT> Patch of Grass <FONT COLOR="#C0C0C0">.</FONT> Ice - <FONT COLOR="#FFFF00">.</FONT> Sand <FONT COLOR="#404040">.</FONT> Ash - <FONT COLOR="#804000">.</FONT> Mud <FONT COLOR="#FF00FF">.</FONT> Nether mist - <FONT COLOR="#C00000">.</FONT> Floor <FONT COLOR="#404040">0</FONT> Altar of Darkness - <FONT COLOR="#FF0000">0</FONT> Altar of Force <FONT COLOR="#00FFFF">0</FONT> Altar of Winds - <FONT COLOR="#C0C0C0">0</FONT> Altar of Being <FONT COLOR="#FF00FF">+</FONT> Void Jumpgate - <FONT COLOR="#FF00FF">;</FONT> Monster trap <FONT COLOR="#00FFFF">.</FONT> Glass wall - <FONT COLOR="#FFFFFF">#</FONT> Illusion wall <FONT COLOR="#008040">;</FONT> Grass with flowers - <FONT COLOR="#FFFFFF">.</FONT> Cobblestone road <FONT COLOR="#008040">#</FONT> Small tree - <FONT COLOR="#FFFFFF">*</FONT> Town (in wilderness) <FONT COLOR="#C08040">^</FONT> Underground tunnel - <FONT COLOR="#FFFF00">+</FONT> A web - -<FONT COLOR="#00FF00"> Features that block line of sight</FONT> - - <FONT COLOR="#FFFFFF">#</FONT> A secret door # A wall - <FONT COLOR="#C08040">+</FONT> A closed door % A mineral vein - <FONT COLOR="#C08040">+</FONT> A locked door <FONT COLOR="#FF8000">*</FONT> A mineral vein + treasure - <FONT COLOR="#C08040">+</FONT> A jammed door <FONT COLOR="#FFFFFF">:</FONT> A pile of rubble - <FONT COLOR="#404040">#</FONT> A dead tree <FONT COLOR="#C0C0C0">#</FONT> Ice wall - <FONT COLOR="#00FF00">#</FONT> A tree <FONT COLOR="#FFFF00">#</FONT> Sand wall - <FONT COLOR="#C08040">^</FONT> A mountain chain <FONT COLOR="#C0C0C0">^</FONT> High mountain chain - - -<FONT COLOR="#00FF00"> Objects</FONT> - - ! A potion (or flask) / A pole-arm - ? A scroll, book, map, parchment / Music instrument - ? A rune, runestone | An edged weapon - , A mushroom (or food) \ A hafted weapon or digger - - A wand, rod or rod tip } A sling, bow, or x-bow - _ A staff { A shot, arrow, bolt, boomerang - = A ring ( Soft armour/cloak - " An amulet [ Hard armour - $ Gold or gems ] Misc. armour - ~ Lites, Tools, Chests, etc ) A shield - ~ Junk, Sticks, Skeletons, etc ` Trapping kit, climbing set - ~ Stone, random artifact o Egg - * An essence & (unused) - -<A NAME="05"></A><FONT COLOR="#00FF00"> Monsters</FONT> - - $ Creeping Coins , Mushroom Patch - a Giant Ant A Angelic being - b Giant Bat B Bird - c Giant Centipede C Canine - d Dragon D Ancient Dragon - e Floating Eye E Elemental - f Feline F Dragon Fly - g Golem G Ghost - h Humanoids H Hybrid - i Icky-Thing I Insect - j Jelly J Snake - k Kobold K Killer Beetle - l Giant Louse L Lich - m Mold M Multi-Headed Hydra - n Naga N (unused) - o Orc O Ogre - p Human P Giant Human(oid) - q Quadruped Q Quylthulg - r Rodent R Reptile/Amphibian - s Skeleton S Spider/Scorpion/Tick - t Townsperson T Troll - u Minor demon U Major demon - v Vortex V Vampire - w Worm or Worm Mass W Wight/Wraith - x (unused) X Xorn/Xaren - y Yeek Y Yeti - z Zombie/Mummy Z Zephyr Hound - - -<A NAME="07"></A><FONT COLOR="#FF0000">=== The Town Level ===</FONT> - -The town level is where you will begin your adventure. The town consists of -several buildings (most with an entrance), some townspeople, and a main wall -which surrounds the town (with gates in it). Outside the gates may be found -unclaimed lands and wilderness, where beasts still run wild. The first time -you are in town it will be daytime (unless you are an undead character), but -note that the sun will rise and set (rather instantly) as time passes. - -There are a few different towns around the world map, and your starting town -will eventually become too small for you (if you survive the dangers of the -dungeon). Other towns will have some different facilities, and you can find -your way to other towns by reading the "Adventurer's Guide to Middle-earth" -parchment that *every* character begins the game with. - - -<FONT COLOR="#FF0000">=== Townspeople ===</FONT> - -The town contains many different kinds of people. There are the street -urchins, young children who will mob an adventurer for money, and seem to -come out of the woodwork when excited. Blubbering idiots are a constant -annoyance, but not harmful. Public drunks wander about the town singing, -and are of no threat to anyone. Sneaky rogues who work for the black -market are always greedily eyeing your backpack for potential new -'purchases'... And finally, what town would be complete without a -swarm of half drunk warriors, who take offense or become annoyed just for -the fun of it. - -Most of the townspeople should be avoided by the largest possible distance -when you wander from store to store. Fights will break out, though, so be -prepared. Since your character grew up in this world of intrigue, no -experience is awarded for killing the town inhabitants, though you may -acquire treasure. - -<A NAME="21"></A><FONT COLOR="#FF0000">=== Town Buildings ===</FONT> - -Your character will begin his adventure with some basic supplies, and some -extra gold with which to purchase more supplies at the town stores. - -You may enter any open store and barter with the owner for items you can -afford. When bartering, you enter prices you will pay (or accept) for some -object. You can either enter the absolute amount, or precede a number with -a plus or minus sign to give a positive or negative increment on your -previous offer. But be warned that the owners can easily be insulted, and -may even throw you out for a while if you insult them too often. <FONT COLOR="#00FFFF">To enter</FONT> -<FONT COLOR="#00FFFF">a store, simply move onto the entrance, which is represented by a number</FONT> -<FONT COLOR="#00FFFF">from 1 to 9.</FONT> - -If you consistently bargain well in a store, that is, you reach the final -offer much more often than not, then the store owner will eventually -recognise that you are a superb haggler, and will go directly to the final -offer instead of haggling with you. Items which cost less than 10 gold -pieces do not count, as haggling well with these items is usually either -very easy or almost impossible. The more expensive the item is, the less -likely the store owner is to assume that you are a good haggler. Note that -you may disable haggling with a software option, though this will inflict a -10% "sales tax" on all purchases for which the store owner would have -required you to haggle. - -Once inside a store, you will see the name and race of the store owner, the -name of the store, the maximum amount of cash that the store owner will pay -for any one item, and the store inventory, listed along with tentative -prices, which will become "fixed" (at the "final offer") should you ever -manage to haggle a store owner down to his final offer. - -You will also see an (incomplete) list of available commands. Note that -many of the commands which work in the dungeon work in the stores as well, -but some do not, especially those which involve "using" objects. - -Stores do not always have everything in stock. As the game progresses, -they may get new items so check from time to time. Also, if you sell them -an item, it may get sold to a customer while you are adventuring, so don't -always expect to be able to get back everything you have sold. Note that -the inventory of a store will not change while you are in town, even if you -save the game and return. You must spend time in the dungeon if you wish -the store owner to clear out his stock and acquire new items. If you have -a lot of spare gold, you can purchase every item in a store, which will -induce the store owner to bring out new stock, and perhaps even retire. - -Store owners will not buy harmful or useless items. If an object is -unidentified, they will pay you some base price for it. Once they have -bought it they will immediately identify the object. If it is a good object, -they will add it to their inventory. If it was a bad bargain, they simply -throw the item away. In any case, you may receive some knowledge of the -item if another is encountered. - -<FONT COLOR="#00FF00">The General Store ("1")</FONT> - The General Store sells foods, drinks, some clothing, torches, lamps, - oil, shovels, picks, and spikes. All of these items and some others - can be sold back to the General store for money. - -<FONT COLOR="#00FF00">The Armoury ("2")</FONT> - The Armoury is where the town's armour is fashioned. All sorts of - protective gear may be bought and sold here. - -<FONT COLOR="#00FF00">The Weaponsmith's Shop ("3")</FONT> - The Weaponsmith's Shop is where the town's weapons are fashioned. Hand - and missile weapons may be purchased and sold here, along with arrows, - bolts, and shots. - -<FONT COLOR="#00FF00">The Temple ("4")</FONT> - The Temple deals in healing and restoration potions, as well as bless - scrolls, word of recall scrolls, some approved priestly weapons, and - priest spell books. - -<FONT COLOR="#00FF00">The Alchemy shop ("5")</FONT> - The Alchemy Shop deals in all types of potions and scrolls. - -<FONT COLOR="#00FF00">The Magic User's Shop ("6")</FONT> - The Magic User's Shop deals in all sorts of rings, wands, amulets, and - staves, as well as spell books. - -<FONT COLOR="#00FF00">The Black Market ("7")</FONT> - The Black Market will sell and buy anything at extortionate prices. - However it occasionally has VERY good items in it. The shopkeepers are - not known for their tolerance... - -<FONT COLOR="#00FF00">Your Home ("8")</FONT> - This is your house where you can store objects that you - cannot carry on your travels, or will need at a later date. - -<FONT COLOR="#00FF00">The Bookstore ("9")</FONT> - The Bookstore deals in all sorts of magical books. You can purchase - and sell spellbooks for spellcasters and priests here. - - -<FONT COLOR="#FF0000">Other Buildings</FONT> -In addition to the basic stores, there are some special buildings that can be -found in some towns. These Buildings (represented by +'s) include: - -<FONT COLOR="#00FF00">Mayor's Office/Castle</FONT> - The home office for the town, adventurer's looking for work besides - exploring the dungeon should hunt in here. - -<FONT COLOR="#00FF00">Pet Shop</FONT> - Great place to purchase eggs and get pets. - -<FONT COLOR="#00FF00">The Soothsayer</FONT> - To discover what <A HREF="fatespoi.html">fates ("a")</A> lie in store for you. - -<FONT COLOR="#00FF00">The Prancing Pony</FONT> - Wine, dine, rest and relax! - -<FONT COLOR="#00FF00">The Nest</FONT> - Thunderlords are masters of teleportation, and will consent to bear you - to your chosen dungeon destination for a fee. - -<FONT COLOR="#00FF00">Beastmaster Shanty</FONT> - For those who enjoy trophy hunting, and to research that strange animal - you saw during your adventures. - -<FONT COLOR="#00FF00">Fighters Hall</FONT> - The place to reforge weapons and armour. - -<FONT COLOR="#00FF00">Rangers Guild</FONT> - The place to reforge distance weapons and their ammunition. - -<FONT COLOR="#00FF00">Library</FONT> - For information of all kinds. - -<FONT COLOR="#00FF00">Gambling House</FONT> - Read the <A HREF="gambling.html">rules ("b")</A> before paying. And, the games - are not rigged, just naturally difficult. - -<FONT COLOR="#00FF00">Tower of Magery/Wizards Spire</FONT> - The wizards will identify your items or recharge your magical items for - a fee. - -<FONT COLOR="#00FF00">Inner temple/Priests Circle</FONT> - A place of healing. - -<FONT COLOR="#00FF00">Paladin guild</FONT> - Some healing and enchantments available. - - -<A NAME="1"></A><FONT COLOR="#FF0000">=== The Wilderness and the Wilderness Map ===</FONT> - -Between the towns, the hand of civilisation has not tamed the lands, and -wild creatures run rampant. This is another place that is worth exploring. -Hidden within the wilderness are several interesting locations, with the -four main ones for any adventurer - Barrow Downs, Mirkwood, Mordor and -Angband each being located at or near one of the main towns of Middle- -earth. These locations should be explored consecutively, as each one -increases in difficulty from the point where the previous dungeon finished. -A new character should not try to go at Mordor or Angband as their first -dungeon (well, not if you wish to survive your first step, anyway)! - -As well as these (and other) locations, the wilderness can be a good place -to go when you are seeking a change to the scenery of the dungeons, or just -a bit of fast experience. - -Be warned - some creatures found in the Wilderness can be quite dangerous, -and travel through the wilderness can be time-consuming. If you are wishing -to simply move to another town, there is an overview map (called the -"Wilderness Map") that can be travelled through by going up "<" from the -town level. While travelling through this map, your character is still having -to actually walk through each square of the normal view, but you only see the -end result of them moving from one 4x4 panel to the next. As such, food -consumption will appear to be much higher in the Wilderness View than it is -normally, and it is recommended that you travel prepared. It is also possible -for the wild creatures within the wilderness to ambush you when travelling, -which will force you out of the Wilderness Map so that you can safely get -yourself out of trouble, before continuing on your way. - -All of the special locations can be seen as downstairs (">") on the -Wilderness Map and towns as "*"s. This makes it *much* easier to find your -way from one interesting place to another. - -The "Adventurer's Guide to Middle-earth" (a parchment that *every* -character begins the game with) contains details about the towns and -some of the dungeons, including rough directions on how to get there. - -<A NAME="06"></A><FONT COLOR="#FF0000">=== Within The Dungeon ===</FONT> - -Once your character is adequately supplied with food, light, armor, and -weapons, he is ready to enter Barrow Downs. Move on top of the `>' symbol -and use the "Down" command (">"). - -Your character will enter a maze of interconnecting staircases and finally -arrive somewhere on the first level of the dungeon. Each level of the -dungeon is fifty feet high (thus dungeon level "Lev 1" is often called -"50 ft"), and is divided into rectangular regions several times -larger than the screen. Once you leave a level by a -staircase, you will never again find your way back to that region of that -level, but there are an infinite number of other regions at that same "depth" -that you can explore later. So be careful that you have found all the -treasure before you leave a level, or you may never find it again! The -monsters, of course, can use the stairs, and you may eventually encounter -them again. - -In the dungeon, there are many things to find, but your character must -survive many horrible and challenging encounters to find the treasure lying -about and take it safely back to the town to sell. - -<A NAME="23"></A>There are two sources for light once inside the dungeon. Permanent light -which has been magically placed within rooms, and a light source carried by -the player. If neither is present, the character will be unable to see. This -will affect searching, picking locks, disarming traps, reading scrolls, -casting spells, browsing books, etc. So be very careful not to run out of -light! - -A character must wield a torch or lamp in order to supply his own light. A -torch or lamp burns fuel as it is used, and once it is out of fuel, it stops -supplying light. You will be warned as the light approaches this point. You -may use the "Fuel" command ("F") to refuel your lantern (with flasks of oil) -or your torch (with other torches), so it is a good idea to carry extra -torches or flasks of oil, as appropriate. There are rumours of objects of -exceptional power which glow with their own never-ending light. - -<A NAME="08"></A><FONT COLOR="#FF0000">=== Objects Found In The Dungeon ===</FONT> - -The mines are full of objects just waiting to be picked up and used. How -did they get there? Well, the main source for useful items are all the -foolish adventurers (like you?) that proceeded into the dungeon before you. -They get killed, and the helpful creatures scatter the various treasures -throughout the dungeon. Most cursed items are placed there by the joyful evil -sorcerers, who enjoy a good joke when it gets you killed. - -You pick up objects by moving on top of them. You can carry up to 23 -different items in your backpack while wearing and wielding up to 12 others. -Although you are limited to 23 different items, each item may actually be a -"pile" of up to 99 similar items. If you somehow manage to stuff 24 items -into your pack, for example, by removing an item from your head while your -pack is full, then your pack will "overflow" and the most recently added -item will fall out and onto the ground. You will be warned about any command -that seems likely to induce this behaviour. - -You are, however, limited in the total amount of weight that you can carry. -As you approach this value, you become slower, making it easier for monsters -to chase you. Note that there is no upper bound on how much you can carry, -if you do not mind being slow. Your weight limit is determined by your -strength. - -Objects do not block the line of sight, but may stack on top of one another, -with the one on top hiding others beneath it. - - Q: I'm standing on a pile of items. How do I see what's in the pile - without picking it all up, moving it, or destroying it all? - A: 1. Stand on the pile in question - 2. Type shift + i (examine) - 3. Type - (examine items on floor) - 4. Type * (expand list of items on floor) - 5. (as needed) Type letter associated with item to look at it more - closely. - -Objects may also obscure stairs, Ways and void jumpgates. - - Q: I'm standing on a pile of items. Is there a command to see if - there is a stair beneath the pile? - A: Stairs, void jumpgates and Ways that obscured by clutter still - function. - You are advised to take a good hard look at your surroundings before - creating lots of dungeon clutter. You can see if there is a stair - beneath the pile with either of these methods: - 1. Pick up, move, or eliminate the pile. - 2. Press l (look), then select the square you wish to inquire about. - Press <enter>; it will scroll through everything on the ground, - and eventually it ends with "It is in a Void Jumpgate", or - whatever. - - -Many objects found within the dungeon have special commands for their use. -Wands must be Aimed, staves must be Used, scrolls must be Read, and potions -must be Quaffed. You may, in general, not only use items in your pack, but -also items on the ground, if you are standing on top of them. For a detailed -list of the commands to use objects, see <A HREF="command.html">command.txt</A>. - -Chests are complex objects, containing traps, locks, and possibly treasure -or other objects inside them once they are opened. Many of the commands that -apply to traps or doors also apply to chests and, like traps and doors, these -commands do not work if you are carrying the chest. - -One item in particular will be discussed here. <FONT COLOR="#00FFFF">The scroll of "Word of</FONT> -<FONT COLOR="#00FFFF">Recall"</FONT> can be found within the dungeon, or bought at the temple in -town. It acts in two manners, depending upon your current location. If read -within the dungeon, it will teleport you back to town. If read in town, it -will teleport you back down to the deepest level of the dungeon which your -character has previously been on. This makes the scroll very useful for -getting back to the deeper levels of the dungeon. Once the scroll has been -read it takes a while for the spell to act, so don't expect it to save you -in a crisis. Reading a second scroll before the first has had a chance to -take effect will cancel both scrolls. Since an accidental dive to a new depth -(via a trapdoor, for example), may result in the Word of Recall dungeon depth -being 'broken', so to speak (meaning that the next Word of Recall in town -will take you back deeper than you would like to), there is a feature in -ToME which allows you to read a scroll of Word of Recall on a different -level and 'reset' the recall depth to that level (instead of the deepest -level). Some dungeons cannot be recalled into, though you can still recall -out. - -You may "inscribe" any object with a textual inscription of your choice. -These inscriptions are not limited in length, though you may not be able to -see the whole inscription on the item. The game applies special meaning to -inscriptions containing any text of the form "@#" or "@x#" or "!x" or "!*", -see "<A HREF="command.html">command.txt</A>" and "<A HREF="macrofaq.html">macrofaq.txt</A>". - -The game provides some "fake" inscriptions to help you keep track of your -possessions. Wands and staves which are known to be empty will be inscribed -with "empty". Objects which have been tried at least once but haven't been -identified yet will be inscribed with "tried". Cursed objects are inscribed -with "cursed". Broken objects may be inscribed with "broken". Also, any -item which was purchased at a discount, implying that it is slightly -"sub-standard", will be inscribed with the appropriate "discount", such as -"25% off". Note that these inscriptions are fake, and cannot be removed, -though they can be covered up by a real inscription if you so desire. Try -"_" as a nice short one. - -Also, occasionally you will notice that something in your inventory or -equipment list seems to be magical. High level characters are much more -likely to notice this than beginning characters. When you do notice this, -the item in question will be inscribed with "good" or "cursed" as is -relevant. You can increase your ability to notice magical effects of armour -and weapons by increasing the <A HREF="skills.html#1">Combat</A> skill. You can increase your ability -to sense particularly well enchanted magical items (potions, scrolls. wands -etc) by increasing your <A HREF="skills.html#21">Magic</A> skill. If you increase these -high enough, you will gain a special method of "sensing" your -inventory/equipment items, which tells you if an item is "good" or "cursed", -but also if it is "average", "special", "excellent", "terrible" or "worthless". -<A NAME="21"></A>The colour of the letter that identifies each item in your backpack can tell -you something about their magical status. Grey indicates the item has not been -identified yet. After identification, the colour changes to one of the -following: white, indicating it is normal; b;ue indicates it is an ego-item -(pseudo-id's as {excellent}); yellow indicates it is an artifact {special}; -green shows it is an artifact which is part of a set. - -It is rumoured that rings of power and extra rare spell books may be found -deeper in the dungeon... - -And lastly, a final warning: not all objects are what they seem. The line -between tasty food and annoying mushroom is a fine one, and sometimes a -potion will reach out and bite you... - -<A NAME="09"></A><A NAME="10"></A><FONT COLOR="#FF0000">=== Cursed Objects ===</FONT> - -Some objects, mainly armour and weapons, have had curses laid upon them. -These horrible objects will look like any other normal item, but will -detract from your character's stats or abilities if worn. They will also -be impossible to remove until a remove curse is done. In fact some are -so badly cursed that even this will not work, and more potent methods are -needed. - -If you wear or wield a cursed item, you will immediately feel something -wrong. The item will also be inscribed "cursed". - -Shopkeepers will refuse to buy any known cursed item. -<A NAME="13"></A><A NAME="11"></A><FONT COLOR="#FF0000">=== Digging and Mining ===</FONT> - -It is possible for you to be trapped within the dungeon. You will not be able -to dig your way out without a digging tool (shovel, pick, or other means of -digging). It is absolutely essential to always carry some kind of digging tool, -even when you are not planning on tunnelling for treasure. Do not leave the -town level of Bree without a digger! - -Picks and shovels have a digging ability expressed as "(+<num>)", e.g. (+2). -The higher the number, the better the digging ability of the tool. Diggers are -effective against rubble, trees, and many walls. Rubble and veins may hide -treasure; trees do not. - -You dig in something with the dig (shift + t) command. Thorough digging removes -one ASCII square (i.e. tile) of what is being dug. This may require multiple -attempts depending on how good your digger is. Once the square is removed, you -will be informed if you found anything there. If another diggable square exists -beyond the area you just dug, you can begin the process again. - -Some dungeons contain rich strikes which may be found only by mining it out of -the walls. Quartz veins are the richest, yielding the most metals and gems, but -magma veins may also hide hoards within them. When digging rock, granite is -much harder to dig through than quartz or magma veins, so it is much faster to -follow a vein exactly and dig around the granite. There is also a game option -for highlighting magma and quartz within the walls, which makes this easier. - -If the Character has a scroll, staff, or spell of treasure location, she can -immediately locate all strikes of treasure within a vein shown on the screen. -This makes mining much easier and more profitable. -<A NAME="12"></A><FONT COLOR="#FF0000">=== Staircases, Ways, Void jumpgates, Secret Doors, Passages, and Rooms ===</FONT> - -Staircases are the manner in which you get deeper or climb out of the -dungeon. The symbols for the up and down staircases are the same as the -commands to use them. A "<" represents an up staircase and a ">" represents -a down staircase. You must move your character over the staircase before -you can use it. You use it by typing the same character as the staircase -itself (either "<" or ">".) - -In flat environments such as forests, Ways replace staircases. On the map, Ways -are identical to staircases and behave the same way. - -Yellow down stairs and Ways are quest entrances. - -Shafts are also represented by "<" or ">", but are brown. They work similarly -to stairs and Ways, but if you use one, you might traverse more than dungeon -level all in one go as a result. - -Stairs, impenetrable walls, and shop entrances like titanium walls, and the -doors into shops, cannot be destroyed by any means (although their location can -occasionally change under the right circumstances). -<A NAME="23"></A>A void jumpgate appears on your map as a violet '+'. Jumpgates always occur in -pairs. To activate a jumpgate, stand on it and type ">". You will instantly -appear on top of its paired jumpgate, which will be somewhere else on the same -dungeon level. - -Many secret doors are used within the dungeon to confuse and demoralise -adventurers foolish enough to enter. But with some luck, and lots of -concentration, you can find these secret doors. Secret doors will sometimes -hide rooms or corridors, or even entire sections of that level of the -dungeon. Sometimes they simply hide small empty closets or even dead ends. -Secret doors always look like granite walls, just like traps always look -like normal floors. - -Creatures in the dungeon will generally know and use these secret doors, and -can often be counted on to leave them open behind them when they pass -through. - -For historical reasons, secret doors are never locked. - -<A NAME="18"></A><A NAME="19"></A><A NAME="20"></A><FONT COLOR="#FF0000">=== Pets and Companions ===</FONT> -You may, in the course of a game acquire friendly monsters who will help you -defeat enemies. There are several different types of these, you can determine -which your monster is by 'l'ooking at it. -<FONT COLOR="#FF00FF">neutral</FONT> This monster will not help you by attacking other monsters, but nor - will it attack you. -<FONT COLOR="#FF00FF">co-aligned</FONT> This monster will attack other enemy monsters, but you will not - gain any experience for it's kills. -<FONT COLOR="#FF00FF">pet</FONT> This monster will kill things for you. The amount of experience you gain - from its kills is determined by the level of your <A HREF="skills.html#42">Monster-lore</A> skill. - This monster will gain levels and experience of its own, but cannot travel - between dungeon levels. -<FONT COLOR="#FF00FF">companion</FONT> This type of monster will not only take experience and level up like - pets, but will also follow you from one dungeon level to the next. If - you successfully complete an adventurer quest for a lost sword and let - him join you, he will become a companion. Once again the amount of - experience you gain from a companions kill depends upon your - Monster-lore skill. -Your Monster-lore skill also determines the maximum amount of pets and -companions you can have at any one time. - -Pets, companions and co-aligned creatures cannot deliver killing blows to -uniques or quest monsters. You must do this yourself! - -You can give commands to pets and companions to make them more useful, using the -'P' command. The list of available commands is as follows: -<FONT COLOR="#FF00FF">dismiss companions</FONT> Dismisses your companions. They can be difficult to get rid - of any other way. -<FONT COLOR="#FF00FF">dismiss pets</FONT> Dismisses pets. You will be given the opportunity to dismiss all - current pets, or if you answer no to that first question, to - dismiss specific pets. -<FONT COLOR="#FF00FF">call pets</FONT> Calls your pets (and companions) to you. -<FONT COLOR="#FF00FF">follow me</FONT> Asks your pets (and companions) to follow you. They do have a mind of - their own, and may not be able to travel as fast as you can. -<FONT COLOR="#FF00FF">seek and destroy</FONT> Selecting this will cause your pets and companions to wander - further from you, looking for enemies to kill. -<FONT COLOR="#FF00FF">allow/disallow open doors</FONT> Selecting this toggles whether your pets and - companions can open doors. -<FONT COLOR="#FF00FF">allow/disallow pickup items</FONT> Selecting this toggles whether your pets and - companions can pick up items. Disallowing it will - cause the monster to drop any items he is carrying on - the floor. -<FONT COLOR="#FF00FF">give target to a friend</FONT> Selecting this will cause one of your pets or - companions to attack your current target. -<FONT COLOR="#FF00FF">give target to all friends</FONT> Causes all pets or companions to attack your - current target. -<FONT COLOR="#FF00FF">friend forget target</FONT> All your friends will follow their normal attack - patterns, neglecting any targets you have given them. - -<A NAME="14"></A><FONT COLOR="#FF0000">=== Game Objectives ===</FONT> - -In ToME you will be required to complete a certain number of quests. Your -first quest is to discover the true nature of the evil lurking in the Tower of -Dol Goldur near Mirkwood - -Each quest may lead on to others, and many quests can be postponed until when -you feel ready to tackle them. Simply explore other dungeons until you feel you -have gained enough experience to tackle your next task. Other quests are -optional and can be used for further experience. - -When you are ready to retire, simply "commit suicide" ("^Q") to have your -character entered into the high score list as a winner. Note that until you -retire, you can still be killed, so you may want to retire before wandering -into a hoard of nasties... - -You may also like to make a character sheet of your winning character (by -going through the "C"haracter screen and choosing "f"ile, and posting in the -rec.games.roguelike.angband newsgroup with a text copy of the dump pasted -into the post. Include details about anything major that happened to your -character - did they find a ring of speed (+10) on dungeon level 2? Or had -they reached dungeon level 60 before finding their first artifact? Did you -have a really scary moment that stands out from the rest of the game? And how -*did* you actually win the game, anyway? - -<A NAME="15"></A><A NAME="17"></A><FONT COLOR="#FF0000">=== Upon Death and Dying ===</FONT> - -If your character falls below 0 hit points, he has died and cannot be -restored (for most classes, anyway). A tombstone showing information about -your character will be displayed. You are also permitted to get a record of -your character, and all your equipment (identified) either on the screen or -in a file. - -Your character will leave behind a reduced save file, which contains only -the monster memory and your option choices. It may be restored, in which -case the new character is generated exactly as if the file was not there, -but the new player will find his monster memory containing all the experience -of past incarnations. - -In this way, death in ToME is permanent. You cannot simply 'reload at the last -save' as in most other contemporary games. Death is permanent. Just as it is -in real life in fact. - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/dunspoil.html b/lib/help/dunspoil.html deleted file mode 100644 index 992e11d3..00000000 --- a/lib/help/dunspoil.html +++ /dev/null @@ -1,185 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== ToME's DUNGEONS ===</FONT> - -There are numerous dungeons within Middle-earth, but not all -of them are required to be ventured into. The original Angband -dungeon has been split into 4 parts, each found near or at a -different town. Travel between towns is usually easiest by -using the wilderness overview map ("<" from the town level), -but remember to take lots of food with you! - -<FONT COLOR="#00FF00">The Basic Dungeons</FONT> -<FONT COLOR="#00FF00">------------------</FONT> - -<FONT COLOR="#00FF00">1. Barrow-Downs</FONT> -Found near the outskirts of Bree (the starting town), this -dungeon is where you should begin your adventure. It -contains the main Dungeon levels 1 (50') to 10 (500'), -after which it becomes necessary for the character to seek -out a new dungeon in order to be able to descend further in -their quest to kill Morgoth. - -<FONT COLOR="#00FF00">2. Mirkwood</FONT> -The Mirkwood forest contains levels 11 (550') to 33 (1650'), -and can be found to the north-east of Lothlorien. - -<FONT COLOR="#00FF00">3. Mordor</FONT> -The Land of Mordor is a hot, cavernous region, containing -levels 34 (1700') to 66 (3300') of the dungeon. Located to -the East of Minas Anor, it is a place filled with danger, -and only a wary adventurer will make it through to the other -end of this dungeon. - -<FONT COLOR="#00FF00">4. Angband</FONT> -Only the most successful of adventurers usually make it this -far. The Dungeon Angband contains both Sauron and Morgoth, -who will gladly wipe out any who dare to oppose them! This -dungeon covers levels 67 (3350') to 127 (6350'), but Sauron -waits for you at level 99, and Morgoth at level 100. This -dungeon can be found near Gondolin. - - -<FONT COLOR="#00FF00">Additional ToME Dungeons</FONT> -<FONT COLOR="#00FF00">------------------------</FONT> - -In addition to the basic 4 dungeons, there are numerous other -dungeons scattered around the world for an adventurer to explore -while preparing for the final fight. Many of the dungeons have a -guardian at the bottom of them, and a few have unique levels -somewhere within them (like an orc town) with guaranteed artifacts -and nasties within them. Other than the unique levels, all of the -dungeons can be exited and re-entered at your leisure. - -Be warned though that some dungeons are partly toxic to the -adventurer, and will damage you BY THEMSELVES just by you walking -within them! - -<FONT COLOR="#00FF00">Orc Cave</FONT> -A dark tunnel leading to an Orc Cave, guarded at it's base by Azog, -King of the Uruk-Hai. Also somewhere within this dungeon is the -hidden special level called Deathwatch. -Equivalent to dungeon levels 10 to 22. - -<FONT COLOR="#00FF00">The Old Forest</FONT> -A Forest is a haven for many animals, both of the good variety, and -the bad. This forest is no exception. In the past, unsuccessful -attempts have been made to cultivate this land, and it is possible -that some of the towns may remain. It is also rumoured that Old Man -Willow has made his home here, and is the source of the Forest's -resistance to cultivation. -Equivalent to dungeon levels 13 to 25. - -<FONT COLOR="#00FF00">Helcaraxe</FONT> -The Grinding Ice of Helcaraxe is a bitterly cold series of caverns, -and guarded by the White Balrog. -Equivalent to dungeon levels 20 to 40. - -<FONT COLOR="#00FF00">The Sandworm lair</FONT> -A deep sandhole where most worms originated, it is guarded at it's -base by the Sandworm Queen. -Equivalent to dungeon levels 22 to 30. - -<FONT COLOR="#00FF00">The Heart of the Earth</FONT> -A dark passage leading into the heart of the world, the Heart of -the Earth is the source of all the earth's changes. Some claim it -to be the home of Golgarach, the Living Rock, who assists in the -creation of new, ever changing landforms. -Equivalent to dungeon levels 25 to 36. - -<FONT COLOR="#00FF00">Maze</FONT> -A strange Maze where it becomes very difficult to remember where you -have been, it is guarded at the bottom by The Minotaur of the Labyrinth. -Equivalent to dungeon levels 25 to 37. - -<FONT COLOR="#00FF00">Cirith Ungol</FONT> -The dungeon Cirith Ungol is full of poisonous fumes rising from the -ground, and the land here looks diseased. Shelob is said to lurk -within these depths. -Equivalent to dungeon levels 25 to 50. - -<FONT COLOR="#00FF00">The Land Of Rhun</FONT> -The Land Of Rhun is located on a large plain, and has been taken over -by Ulfang the Black, Morgoth's first Easterling follower. -Equivalent to dungeon levels 26 to 40. - -<FONT COLOR="#00FF00">The Mines of Moria</FONT> -A stone door leads down to the depths of the Moria. Once the home of -the dwarves, evil things have crept in and taken over the mines. -Once the home of the dwarves, now orcs have taken over the mines, and -unlucky adventurers may well stumble upon their training grounds. In -the depths lurks Durin's Bane, the Balrog of Moria, and return from -these depths can be difficult . . . -Equivalent to dungeon levels 30 to 50. - -<FONT COLOR="#00FF00">The Small Water Cave</FONT> -A small water cave filled with salt water, which rusts and damages an -adventurer's equipment. This cave is not very deep, and is guarded by -The Watcher in the Water. -Equivalent to dungeon levels 32 to 34. - -<FONT COLOR="#00FF00">Submerged Ruins</FONT> -The lost land of Numenor lies submerged here. The salt water causes -everything to rust. These ruins are guarded by Ar-Pharazon the -Golden. -Equivalent to dungeon levels 35 to 50. - -<FONT COLOR="#00FF00">Illusory Castle</FONT> -The Illusory Castle is a very strange and confusing place for an -adventurer to visit, and is rumoured to contain many strange -monsters. Deep within the castle can be found The Glass Golem. -Equivalent to dungeon levels 35 to 52. - -<FONT COLOR="#00FF00">Paths of the Dead</FONT> -A dark underground graveyard, this place looks extremely dangerous. -It is claimed that the dead have all arisen in these depths, and are -lead by Feagwath, the Undead Sorcerer. -Equivalent to dungeon levels 40 to 70. - -<FONT COLOR="#00FF00">The Sacred Land Of Mountains</FONT> -The Sacred Land Of Mountains is located in a large mountain range, -with the remains of many old towns. Considered a perfect place to hide -for one who could fly, it is rumoured that Trone the rebel Thunderlord -fled into the ruins here. -Equivalent to dungeon levels 45 to 70. - -<FONT COLOR="#00FF00">The Tower of Dol Guldur</FONT> -The tower of of Dol Guldur is the last known residence of one known only -as "the Necromancer". It is rumoured to be filled with his conjurations, -although none have made it out of the Tower alive to confirm or deny this -rumour. -Equivalent to dungeon levels 57 to 70. - -<FONT COLOR="#00FF00">Erebor, the Lonely Mountain</FONT> -A big, dark and frightening tunnel leading to the depth of the Lonely -Mountain, this large cave is the ancestral home of the Dragons. -Glaurung, Father of the Dragons has long made his home here. -Equivalent to dungeon levels 60 to 72. - -<FONT COLOR="#00FF00">Mount Doom</FONT> -A steaming cave in the centre of Mount Doom, this place is *hot*. -It is said that Sauron forged the One Ring here and that it's the only place -where it could be destroyed. -Equivalent to dungeon levels 85 to 99. - -<FONT COLOR="#00FF00">Nether Realm</FONT> -The Nether Realm is accessible only through a magic portal. Also -known as Hell, this land is lethal to any who are unprepared for the -ravages of Nether, and is guarded by Tik'srvzllat. -<FONT COLOR="#00FFFF">Equivalent to dungeon levels 666 to 696!!!!!</FONT> - - - Created by Dawnmist for PernAngband 5.x.x - Updated for ToME 2.1.x -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/essences.html b/lib/help/essences.html deleted file mode 100644 index 47643d88..00000000 --- a/lib/help/essences.html +++ /dev/null @@ -1,224 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">Essence Spoiler for ToME 2.2.0</FONT> -<FONT COLOR="#FF0000">------------------------------</FONT> - -Essences are the tools of the trade for Alchemists, and unfortunately are -useless for any other class. Alchemists use essences to create magical -items for them to use. - -They can be either found on the floor while exploring the dungeon, or -extracted from other magical items the alchemist finds during their -adventures. - -To create an artifact, the alchemist will have to have first learnt the -Artifact Creation ability. This ability costs 70 skill points (yes, 70, -it's a very powerful ability!). And you need an alchemy skill of at least -40, plus INT and WIS at 35 (thats 18/170 in non-linear form). -To create the artifact, the alchemist will have to sacrifice 10 hit points, -and an amount of magic essence similar to his skill in alchemy. The -alchemist then allows the artifact to gain experience, and when it has -enough, uses that experience to add abilities to the artifact. The -alchemist can allow the artifact to continue to gain experience, thus -keeping open the option to add more abilities later. This requires a -similar amount of magic essence, but does not require the sacrifice of -other hit points. - -Note that the experience you gain is divided among the artifacts that you -have as well as going to yourself, so you will gain levels more slowly when -empowering artifacts. Also, the artifact only gets 60% of the experience. -So killing a creature worth 20xp would gain 10 for you, and 6 for the -artifact. - -You can also modify existing artifacts when you attain skill level 50. Also -at skill level 50 you will gain the ability to make temporary artifacts, -which don't require the complex empowerments that regular items require, -but also vanish after awhile. - -You cannot give an artifact an ability unless you have *Identified* an -artifact which has that ability. - -For every four levels gained in the alchemy skill, the alchemist learns -about objects of level (skill level)/4, starting by learning about level 1 -objects at skill level 0. (actually 1, but who's counting?) - -At skill level 5 you gain the ability to make ego items - but watch it! -Your base failure rate will be 90%, and won't be 0% until you reach skill -level 50. Adding gold will increase the chances of success in direct -proportion to the value of the item you are trying to create. Note that -this results in automatic success when the item you are trying to create -happens to pick up a curse in the process. - -At skill level 5 you also gain knowledge of some basic ego item recipes. -These are: Acidic, Shocking, Fiery, Frozen, Venomous, and Chaotic weapons, -Resist Fire armour, and light sources of Fearlessness. - -At skill level 10 you will gain knowledge of digging ego items, if you have -selected the option 'always generate very unusual rooms' (ironman_rooms). - -At skill level 15 you can create ego wands, staves, rings, etc. - -At skill level 25 you gain the ability to empower double ego items. - -At skill level 50 you gain the ability to create temporary artifacts, which -don't require any exotic ingredients beyond a single corpse of any type. - -Between skill levels 25 and 50, you will steadily gain the ability to set -more and more flags. - -To finalise an artifact, you 'P'ower it, and select the powers you want. -Powers are divided into the following six categories: -<A HREF="essences.html#3">Stats, Sustains, Luck, Speed, Vision, etc.</A> -<A HREF="essences.html#4">Misc. (Auras, Light, See Invisibility, etc.)</A> -<A HREF="essences.html#5">Weapon Brands</A> -<A HREF="essences.html#6">Resistances and Immunities</A> -<A HREF="essences.html#7">ESP and Curses</A> -<A HREF="essences.html#8">Artifact Activations</A> - -<A NAME="03"></A><FONT COLOR="#00FF00">Stats, Sustains, Luck, Speed, Vision, etc.</FONT> -lvl xp Power -40 5000 Add to Strength Ring of Strength -43 5000 Add to Intelligence Ring of Intelligence -46 5000 Add to Wisdom Amulet of Wisdom -46 5000 Add to Dexterity Ring of Dexterity -42 5000 Add to Constitution Ring of Constitution -30 5000 Add to Charisma Amulet of Adornment -32 1000 Sustain Strength Ring of Sustain Strength -34 1000 Sustain Intelligence Ring of Sustain Intelligence -28 1000 Sustain Wisdom Ring of Sustain Wisdom -36 1000 Sustain Dexterity Ring of Sustain Dexterity -36 1000 Sustain Constitution Ring of Sustain Constitution -25 1000 Sustain Charisma Ring of Sustain Charisma -40 50000 Speed Ring of Speed -38 150000 Extra Attacks Ring of Extra Attacks -32 5000 Stealthy Left Insole from an Used Soft Boot -29 2000 Adds to Searching Filthy Rag - 6 1000 Helps Infravision Brass Lantern -30 1000 Lucky Rabbit's Left Forefoot -25 30000 Aids in digging Pick -40 50000 Multiplies Life Troll's Heart - -<A NAME="04"></A><FONT COLOR="#00FF00">Misc. (Auras, Light, See Invisibility, etc.)</FONT> -lvl xp Power -20 15000 Invisibility Potion of Invisibility -20 4000 See Invisible Potion of Invisibility -20 30000 Free Action Iron Spike -38 90000 Reflection Large Metal Shield -20 30000 Aura of Fire Lungs from an Ancient Red Dragon -25 30000 Aura of Lightning Lungs from an Ancient Blue Dragon - 8 1000 Light Everburning Torch -20 10000 Bright Light Dwarven Lantern -40 100000 Sunlight Feanorian Lamp -40 200000 Flight Suit of Dragon Armour (any colour) -50 10000000 Automatically IDs Morgoth's Testicles -29 2000 Anti-Teleportation Teleport Inhibiting Amulet -34 2000 Anti-Magic Magic Inhibiting Amulet -50 100000 Wraith Form Potion of Invulnerability -15 1000 Levitation Potion of Berserk Strength -20 10000 Slow Digestion Lembas Wafer -32 20000 Regenerate Mushroom of Unhealth -12 20000 Teleport Mushroom of Confusion - -<A NAME="05"></A><FONT COLOR="#00FF00">Weapon Brands</FONT> -lvl xp Power -30 20000 Extra Critical Hits Whip -30 30000 Wounds Monsters Blade of Chaos -26 6000 Vampiric Rod Tip of Drain Life -16 2000 Slay Animal Dead Animal's Body -25 2000 Slay Evil Evil Dead Thing's Remains -30 2000 Slay Undead Remains of Undead Monster -40 1500 Slay Demon Demon's Corpse -10 700 Slay Orc Dead Orc -16 700 Slay Troll Dead Troll -25 900 Slay Giant Dead Giant -33 2000 Slay Dragon Dead Dragon (any size will do) -41 5000 *Slay* Dragon Mature Multi-Hued Dragon's Remains -41 90000 *Slay* Undead Dead Summoner of Greater Undead -41 90000 *Slay* Demon Lesser Balrog's Corpse -36 20000 Vorpal -40 90000 Earthquakes - 3 2000 Poison Brand -12 2000 Acid Brand -10 2000 Lightning Brand - 6 2000 Fire Brand - 8 2000 Frost Brand -30 3000 Extra Might (Bows Only) -35 3000 Extra Shots (Bows Only) - -<A NAME="06"></A><FONT COLOR="#00FF00">Resistances and Immunities</FONT> -lvl xp Power -49 500000 Immune to Acid Ancient Black Dragon's Foreskin -50 500000 Immune to Lightning Ancient Blue Dragon's Foreskin -49 500000 Immune to Fire Ancient Red Dragon's Foreskin -50 500000 Immune to Cold Ancient White Dragon's Foreskin -30 30000 Hold Life Amulet of the Magi -12 10000 Resist Acid Ring of Acid -15 10000 Resist Lightning Ring of Lightning -13 10000 Resist Fire Potion of Resist Heat -14 10000 Resist Cold Potion of Resist Cold -25 30000 Resist Poison Potion of Cure Poison -26 10000 Resist Fear Ring of Fear Resistance -31 60000 Resist Light Ring of Light and Darkness Resistance -31 60000 Resist Darkness Ring of Light and Darkness Resistance -30 30000 Resist Blindness Ring of Blindness Resistance -30 30000 Resist Confusion Ring of Confusion Resistance -30 60000 Resist Sound Ring of Sound Resistance -30 60000 Resist Shards Ring of Shard Resistance -30 60000 Resist Nether Ring of Nether Resistance -30 60000 Resist Nexus Ring of Nexus Resistance -30 60000 Resist Chaos Ring of Chaos Resistance -30 60000 Resist Disenchantment Ring of Disenchantment Resistance - -<A NAME="07"></A><FONT COLOR="#00FF00">ESP and Curses</FONT> -lvl xp Power -50 -100000 Temporary Item Corpse, any corpse -10 -2000 Self-Cursing Filthy Rag -45 -10000 Causes the Black Breath Sprig of Athelas -40 -5000 Ancient Curse Scroll of *Remove Curse* -40 -5000 Drains your Experience -30 -5000 Aggravates Monsters -30 -500 Curse Scroll of Remove Curse -50 -5000 Permanently Cursed -35 -2000 Can't be Dropped -45 -5000 Drains your Hit Points -20 -50000 Wielder Can't Move -40 20000 Telepathy Formerly Floating Eye -25 3000 Sense Orcs -25 3000 Sense Trolls -25 5000 Sense Dragons -25 5000 Sense Giants -25 5000 Sense Demons -25 5000 Sense Undead -25 5000 Sense Evil -25 5000 Sense Animals -25 5000 Sense Thunderlords -25 5000 Sense Good -25 5000 Sense Nonliving -25 5000 Sense Unique Monsters -25 2000 Sense Spiders - -<A NAME="08"></A><FONT COLOR="#00FF00">Artifact Activations</FONT> -lvl xp Power -40 40000 Sunlight Brass Lantern -20 4000 Magic Missile (1) -30 300000 Magic Missile (2) -40 400000 Ball of Missiles -30 300000 Bolt of Lightning -30 300000 Ball of Lightning -35 350000 Ball of Lightning(2) -40 400000 Ball of Lightning(3) -40 400000 Ball of Lightning(4) -45 450000 Breath Lightning -50 40000 Fire a Rocket -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/experien.html b/lib/help/experien.html deleted file mode 100644 index e4385948..00000000 --- a/lib/help/experien.html +++ /dev/null @@ -1,42 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">Gaining experience</FONT> -<FONT COLOR="#FF0000">==============================================</FONT> - -The principle way for your character to gain experience (XP) is to kill -monsters. -There are a few other ways too, like lockpicking, but these only give small -rewards. - -Once your character has gained enough experience to go up a level, then he/she -should will be given skill points to spend as you see fit. These points can be -spent on -either - - <A HREF="skills.html">(a) Skills</A> which improve more for each point you put into them, -or - <A HREF="ability.html">(b) Abilities</A> which are one off purchases and grant your character new, - non-improvable powers - -Certain monsters can "drain" your experience, and thus your level. Although you -do not lose the skill points you've already gained, you also will not gain -further points until you reach a character level you have not already -achieved. Luckily, you can restore drained experience through magical means, -or by simply regaining the experience all over again. - - <A HREF="newbie.html">(y) New player help menu</A> - <A HREF="help.html">(z) Main menu</A> - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/explore.html b/lib/help/explore.html deleted file mode 100644 index b343361f..00000000 --- a/lib/help/explore.html +++ /dev/null @@ -1,27 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">Welcome to the ToME Help System.</FONT> -<FONT COLOR="#FF0000">==============================================</FONT> - -Please choose one of the following online help files: - - <A HREF="command.html">(a) Available commands</A> How to control your character - <A HREF="attack.html">(b) Attacking monsters</A> How to attack, elemental attacks and resistances etc - <A HREF="dungeon.html">(c) Exploring the dungeons</A> Symbols on your map, mining, pets, objects + more - - <A HREF="newbie.html">(y) New player help menu</A> - <A HREF="help.html">(z) Main menu</A> - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/fatespoi.html b/lib/help/fatespoi.html deleted file mode 100644 index 44335825..00000000 --- a/lib/help/fatespoi.html +++ /dev/null @@ -1,40 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> Fate Spoiler</FONT> -<FONT COLOR="#FF0000"> Accurate for PernAngband 5.x.x</FONT> -<FONT COLOR="#FF0000"> by Dustin Ragan</FONT> - -Numerous spirits inhabit the land of Arda, from the murderous barrow wights to -the enigmatic Tom Bombadil. These spirits usually are bound to a specific -geographic region, but there are exceptions to this rule. Sometimes one of -these spirits will take interest in an adventurer. This can either be very, -very good or very, very bad. These spirits will "rig" reality to ensure that -something happens--or doesn't happen. - -In order to attract the attention of a spirit, the adventurer must be somewhat -experienced, having attained at least the 11th level of experience. Every 10 -game turns, which corresponds to 1 normal speed player turn, there is a -1 in 50,000 chance of gaining a fate. When this fate is chosen, there is a -7/18 chance of being fated to find a specific mundane item on a specific -dungeon level. A more belligerent spirit will, 7/18 of the time, summon a -malicious monster to do battle a specific dungeon level. There -is a 1/9 chance to be destined to find an artifact on a given -level. There is also a 1/18 chance that you will meet your demise on a given -level. Finally, there is a 1/18 chance of becoming invulnerable to attacks -from mortals. - -Whenever a level is being chosen for a fate, it is always chosen within 20 -levels of your current recall depth. Items, monsters, and artifacts are all -generated up to 10 levels out of depth for your current recall depth. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/g_eru.html b/lib/help/g_eru.html deleted file mode 100644 index ee9ba65d..00000000 --- a/lib/help/g_eru.html +++ /dev/null @@ -1,75 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> === Eru Iluvatar ===</FONT> - -Eru Iluvatar is the father of the Valar. His most faithful followers are those -of the class <A HREF="c_pr_eru.html">Priest(Eru)</A>. - -<FONT COLOR="#00FF00">The benefits of Worshipping Eru Iluvatar</FONT> -1. As you increase your piety, Eru will grant you a boost to your wisdom. - Eventually he will also start increasing your ability to handle magical - power, resulting in a boost to your spellpoints. -2. If you are praying to him at the time, there is a chance that he will - deflect some blows from evil monsters (that increases with your level of - piety). -3. If you are praying to him at the time, there is a chance that he will - resurrect you from the dead (provided you are very pious!). -4. Your piety automatically increases over time if you are: - a) Not praying, and - b) Actively doing something (i.e. not resting or in the Wilderness map). - -<FONT COLOR="#00FF00">The disadvantages of Worshipping Eru Iluvatar</FONT> -1. He doesn't like it if you destroy blessed weapons. -2. You can only wield blunt or blessed weapons without penalty. -3. He doesn't like it if you kill monsters that are aligned with good. -4. He will completely abandon you if you wear The One Ring. -<A NAME=""></A><FONT COLOR="#00FF00">Eru Iluvatar's Magic</FONT> -Worshipping Eru Iluvatar gives the adventurer access to a set of special -spells that come directly from the hands of Eru. These spells use your piety -to cast rather than your spellpoints, and the level of spells that Eru will -permit you to use is determined by your Prayer skill - how skillful you are -in asking for his help without offending him! - -There is a special book - called the "Holy Tome of Eru Iluvatar" which -contains instructions for the procedure for each of the prayers Eru will -grant. There are four prayers all told, which are: -1. <FONT COLOR="#00FFFF">See the Music</FONT> (Level 1) - Allows you to 'see' the Great Music from which the world originates, - allowing you to see unseen things, and can be cast while blind. - At spell level 10 it allows you to see your surroundings. - At spell level 20 it allows you to cure blindness. - At spell level 30 it allows you to fully see all the level. -2. <FONT COLOR="#00FFFF">Listen to the Music</FONT> (Level 7) - Allows you to listen to the Great Music from which the world originates, - allowing you to understand the meaning of things. - At spell level 14 it allows you to identify all your pack. - At spell level 30 it allows you to identify all items on the level. -3. <FONT COLOR="#00FFFF">Know the Music</FONT> (Level 30) - Allows you to understand the Great Music from which the world originates, - allowing you to know the full abilities of things. - At spell level 10 it allows you to *identify* all your pack. -4. <FONT COLOR="#00FFFF">Lay of Protection</FONT> (Level 35) - Creates a circle of safety around you. - -Each of these spells can be increased in level both by improving your Prayer -skill, and by improving your Spell-power skill. - -In addition to his specific magic, Eru will also assist with your ability to -use some magic from the "standard" schools, in relation to how skilled you -are at Prayer. These schools are as follows: - <A HREF="m_mana.html">Mana School</A> at 1/2 the Prayer skill level. - <A HREF="m_divin.html">Divination School</A> at 2/3 the Prayer skill level. - <A HREF="m_mind.html">Mind School</A> at 1/3 the Prayer skill level. -The spells from these schools are all cast using your normal spellpoints. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/g_manwe.html b/lib/help/g_manwe.html deleted file mode 100644 index 8eed55cb..00000000 --- a/lib/help/g_manwe.html +++ /dev/null @@ -1,72 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> === Manwe Sulimo ===</FONT> - -Manwe is the strongest of the Valar, next to Morgoth. His most faithful -followers are those of the class <A HREF="c_pr_man.html">Priest(Manwe)</A>. - -<FONT COLOR="#00FF00">The benefits of Worshipping Manwe Sulimo</FONT> -1. As you increase your piety, Manwe will grant boosts to your speed (up to - a maximum boost of +7 speed). -2. If you are praying, Manwe likes it when you kill monsters that are aligned - with evil. -3. As your piety increases, Manwe will grant you the following abilities (in - order): - a) Levitation - b) Free Action (while praying) - c) Flying (while praying) -4. Manwe likes elves. - -<FONT COLOR="#00FF00">The disadvantages of Worshipping Manwe Sulimo</FONT> -1. Your piety slowly decreases with time, whether you are praying or not. -2. He doesn't like it if you kill monsters that are aligned with good. -3. He will completely abandon you if you wear The One Ring. -<A NAME="03"></A><FONT COLOR="#00FF00">Manwe Sulimo's Magic</FONT> -Worshipping Manwe Sulimo gives the adventurer access to a set of special -spells that come directly from the hands of Manwe. These spells use your piety -to cast rather than your spellpoints, and the level of spells that Manwe will -permit you to use is determined by your Prayer skill - how skillful you are -in asking for his help without offending him! - -There is a special book - called the "Holy Tome of Manwe Sulimo" which -contains instructions for the procedure for each of the prayers Manwe will -grant. There are four prayers all told, which are: -1. <FONT COLOR="#00FFFF">Manwe's Blessing</FONT> (Level 1) - Manwe's Blessing removes your fears, blesses you and surrounds you with holy - light. - At spell level 10 it also grants heroism. - At spell level 20 it also grants super heroism. - At spell level 30 it also grants holy luck and life protection. -2. <FONT COLOR="#00FFFF">Wind Shield</FONT> (Level 10) - It surrounds you with a shield of wind that deflects blows from evil - monsters. - At level 10 it increases your armour rating. - At level 20 it retaliates against monsters that melee you. -3. <FONT COLOR="#00FFFF">Manwe's Call</FONT> (Level 20) - Manwe's Call summons a Great Eagle to help you battle the forces of - Morgoth. -4. <FONT COLOR="#00FFFF">Avatar</FONT> (Level 35) - It turns you into a full grown Maia. - -Each of these spells can be increased in level both by improving your Prayer -skill, and by improving your Spell-power skill. - -In addition to his specific magic, Manwe will also assist with your ability to -use some magic from the "standard" schools, in relation to how skilled you -are at Prayer. These schools are as follows: - <A HREF="m_air.html">Air School</A> at 2/3 the Prayer skill level. - <A HREF="m_convey.html">Conveyance School</A> at 1/2 the Prayer skill level. - <A HREF="m_meta.html">Meta School</A> at 1/3 the Prayer skill level. -The spells from these schools are all cast using your normal spellpoints. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/g_melkor.html b/lib/help/g_melkor.html deleted file mode 100644 index 29c33205..00000000 --- a/lib/help/g_melkor.html +++ /dev/null @@ -1,73 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> === Melkor Bauglir ===</FONT> - -Melkor Bauglir is Morgoth, the Dark Enemy. He once was the most powerful -of the Valar. His most faithful followers are those of the class <A HREF="c_pr_drk.html">Dark Priest</A>. - -<FONT COLOR="#00FF00">The benefits of Worshipping Melkor Bauglir</FONT> - 1. As you increase your piety, Melkor will grant boosts to your strength, - constitution and charisma and will decrease intelligence and wisdom. - 2. As a follower of Melkor you are resistant to fire. - 3. If you are praying, Melkor may make you invisible and immune to fire. - 4. If you are praying, Melkor may cast Curse on your foes when you melee them. - 5. If you are praying, Melkor likes it when you kill monsters. - 6. If you are praying, Melkor *likes* it when you kill monsters that are - aligned with good. - 7. Melkor likes the sacrifice of corpses and books at his altars. - 8. Melkor likes the permanent sacrifice of your own health at his altars. - 9. Melkor hates elves. -10. Melkor grants access to the <A HREF="m_udun.html">Udun</A> school of magic. -11. Melkor can summon undead and demons to help you when your life goes down. - -<FONT COLOR="#00FF00">The disadvantages of Worshipping Melkor Bauglir</FONT> -1. Your piety decreases with time. -2. Your piety decreases with time even more if you are praying. -3. He will completely abandon you if you destroy The One Ring. -<A NAME="03"></A><FONT COLOR="#00FF00">Melkor Bauglir's Magic</FONT> -Worshipping Melkor Bauglir gives the adventurer access to a set of special -spells that come directly from the hands of Melkor. These spells use your piety -to cast rather than your spellpoints, and the level of spells that Melkor will -permit you to use is determined by your Prayer skill - how skillful you are -in asking for his help without offending him! - -There is a special book - called the "Corrupted Tome of Melkor" which -contains instructions for the procedure for each of the prayers Melkor will -grant. There are three prayers all told, which are: -1. <FONT COLOR="#00FFFF">Curse</FONT> (Level 1) - It curses a monster, reducing its melee power - At level 5 it can be auto-casted (with no piety cost) while fighting - At level 15 it also reduces armor - At level 25 it also reduces speed - At level 35 it also reduces max life (but it is never fatal) -2. <FONT COLOR="#00FFFF">Corpse Explosion</FONT> (Level 10) - It makes corpses in an area around you explode for a percent of their hit - points as damage -3. <FONT COLOR="#00FFFF">Mind Steal</FONT> (Level 20) - It allows your spirit to temporarily leave your own body, which will - be vulnerable, to control one of your enemies body - -Each of these spells can be increased in level both by improving your Prayer -skill, and by improving your Spell-power skill. - -In addition to his specific magic, Melkor will also assist with your ability to -use some magic from the "standard" schools, in relation to how skilled you -are at Prayer. This school is as follows: - <A HREF="m_mind.html">Mind School</A> at 1/3 the Prayer skill level. - -Melkor also grants all of his followers access to the <A HREF="m_udun.html">Udun</A> school of magic, -but only powerful mages are able to cast all of its spells. - -The spells from these schools are all cast using your normal spellpoints. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/g_tulkas.html b/lib/help/g_tulkas.html deleted file mode 100644 index 0b1f99b8..00000000 --- a/lib/help/g_tulkas.html +++ /dev/null @@ -1,55 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> === Tulkas ===</FONT> - -Another of the Valar. His most faithful followers are <A HREF="c_palad.html">Paladins</A>. - -<FONT COLOR="#00FF00">The benefits of Worshipping Tulkas</FONT> -1. As you increase your piety, Tulkas will grant boosts to your constitution - and your strength (up to a maximum of +3 each). -2. He likes it when you kill monsters that are aligned with evil. -3. He loves it when you kill evil monsters while praying. -4. He *adores* it when you kill demons while praying. -5. If you are praying, Tulkas may increase the damage you do in melee combat. - -<FONT COLOR="#00FF00">The disadvantages of Worshipping Tulkas</FONT> -1. When you are praying, your piety slowly decreases with time. -2. He will completely abandon you if you wear The One Ring. -<A NAME="03"></A><FONT COLOR="#00FF00">Tulkas's Magic</FONT> -Worshipping Tulkas gives the adventurer access to a set of special spells -that come directly from the hands of Tulkas. These spells use your piety to -cast rather than your spellpoints, and the level of spells that Tulkas will -permit you to use is determined by your Prayer skill - how skillful you are -in asking for his help without offending him! - -There is a special book - called the "War Tome of Tulkas" which contains -instructions for the procedure for each of the prayers Tulkas will grant. -There are three prayers all told, which are: -1. <FONT COLOR="#00FFFF">Divine Aim</FONT> (Level 1) - It makes you more accurate in combat. - At spell level 20 all your blows are critical hits. -2. <FONT COLOR="#00FFFF">Whirlwind</FONT> (Level 10) - It allows you to spin around and hit all monsters nearby. -3. <FONT COLOR="#00FFFF">Wave of Power</FONT> (Level 20) - It allows you to project a number of melee blows across a distance. - -Each of these spells can be increased in level both by improving your Prayer -skill, and by improving your Spell-power skill. - -In addition to his specific magic, Tulkas will also assist with your ability to -use some magic from one of the "standard" schools, in relation to how skilled -you are at Prayer. This school is as follows: - <A HREF="m_earth.html">Earth School</A> at 4/5 the Prayer skill level. -The spells from this school are all cast using your normal spellpoints. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/g_yavann.html b/lib/help/g_yavann.html deleted file mode 100644 index 564b323b..00000000 --- a/lib/help/g_yavann.html +++ /dev/null @@ -1,72 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> === Yavanna Kementari===</FONT> - -Yavanna, the Giver of Fruits, created all plants and animals and awakened the -Ents to protect the forests of Arda. Kementari, Queen of the Earth, is her -surname. Her most faithful followers are the <A HREF="c_druid.html">Druids</A>. - -<FONT COLOR="#00FF00">The benefits of Worshipping Yavanna</FONT> -1. As you increase your piety, Yavanna will grant you the ability to pass - trees while praying. -2. She makes you regenerate faster while praying on grass. -3. She likes it when you kill nonliving creatures, undeads or daemons. -4. She likes it if you charm animals. -5. Yavanna likes Ents. - -<FONT COLOR="#00FF00">The disadvantages of Worshipping Yavanna</FONT> -1. Your piety slowly decreases with time, whether you are praying or not. -2. She doesn't like it if you kill monsters while praying. -3. She hates it if you kill animals while praying. -4. She hates it if you hurt your animal pets. -5. She hates it if you burn or destroy trees with magic or allow monsters to - do so. -6. She will completely abandon you if you wear The One Ring. -<A NAME="03"></A><FONT COLOR="#00FF00">Yavanna's Magic</FONT> -Worshipping Yavanna gives the adventurer access to a set of special spells -that come directly from the hands of Yavanna. These spells use your piety to -cast rather than your spellpoints, and the level of spells that Yavanna will -permit you to use is determined by your Prayer skill - how skillful you are -in asking for her help without offending her! - -There is a special book - called the "Forest Tome of Yavanna" which contains -instructions for the procedure for each of the prayers Yavanna will grant. -There are five prayers all told, which are: -1. <FONT COLOR="#00FFFF">Charm Animal</FONT> (Level 1) - Tries to tame animals in a zone around your target. -2. <FONT COLOR="#00FFFF">Grow Grass</FONT> (Level 10) - Create a floor of grass around you. While on grass and praying - a worshipper of Yavanna will know a greater regeneration rate. -3. <FONT COLOR="#00FFFF">Tree Roots</FONT> (Level 15) - Creates roots deep in the floor from your feet making you more stable and - able to do better attacks but prevents any movement (even teleportation). - It also makes you recover from stunning almost immediately. -4. <FONT COLOR="#00FFFF">Water Bite</FONT> (Level 20) - Imbues your melee weapon with a natural stream of water. - At level 25, it spreads over a 1 radius zone around your target. -5. <FONT COLOR="#00FFFF">Uproot</FONT> (Level 35) - Awakes a tree to help you battle the forces of Morgoth. - -Each of these spells can be increased in level both by improving your Prayer -skill, and by improving your Spell-power skill. - -In addition to her specific magic, Yavanna will also assist with your ability -to use some magic from the "standard" schools, in relation to how skilled you -are at Prayer. These schools are as follows: - <A HREF="m_earth.html">Earth School</A> at 1/2 the Prayer skill level. - <A HREF="m_nature.html">Nature School</A> at 1/2 the Prayer skill level. - <A HREF="m_water.html">Water School</A> at 1/2 the Prayer skill level. - <A HREF="m_tempo.html">Temporal School</A> at 1/6 the Prayer skill level. -The spells from these schools are all cast using your normal spellpoints. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/gambling.html b/lib/help/gambling.html deleted file mode 100644 index bced8e16..00000000 --- a/lib/help/gambling.html +++ /dev/null @@ -1,40 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">=== Gambling Rules ===</FONT> - -<FONT COLOR="#00FF00">Between : </FONT> - Three 12-sided dice rolled; 2 black, 1 red. The red - die must be between both black to win. If the red die. - matches a black die, you lose. Pays 3 to 1 -<FONT COLOR="#00FF00">Craps: </FONT> - Two dice are rolled. On first roll, a 7 or 11 wins. A - 2,3 or 12 loses. Otherwise roll until the first roll - is matched (win) or a 7 is rolled (loss). Pays 2 to 1 -<FONT COLOR="#00FF00">Wheel: </FONT> - Pick a number from 0-9. If the number shows on wheel - after it stops spinning, you win. Pays 10 to 1 - -<FONT COLOR="#00FF00">Slots: </FONT> - Three dice rolled. Matches win gold. Numbers are: - 1=Lemon, 2=Orange, 3=Sword, 4=Shield, 5=Plum, 6=Cherry - Payoffs are as follows: - Cherry Cherry Lemon 2-1 Cherry Cherry Orange 3-1 - Cherry Cherry Sword 4-1 Cherry Cherry Shield 5-1 - Cherry Cherry Plum 6-1 - Lemon Lemon Lemon 4-1 Orange Orange Orange 16-1 - Sword Sword Sword 6-1 Shield Shield Shield 25-1 - Plum Plum Plum 9-1 Cherry Cherry Cherry 36-1 - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/general.html b/lib/help/general.html deleted file mode 100644 index 05e4f584..00000000 --- a/lib/help/general.html +++ /dev/null @@ -1,56 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">=== Using the Online Help ===</FONT> - -This help system has been designed to be read whilst in-game. Printing it off -will make it look clumsy and a little difficult to read. - -Any text in orange/yellow colour is likely to be a hyperlink, and pressing -<enter> while the link is active (yellow) will take you to the relevant page. -Navigate between viewable links by using the left-right keys. Some links also -have bracketed letters included in the links. Pressing these letters on your -keyboard will activate the link even if it is orange. - -The help files total over 850 kb, so there is a lot of information. They have -been designed to be browsed, but you may be looking for specific information, -in which case you should try looking at the alphabetical <A HREF="index.html">index</A>. - -Here are all the relevant keypresses for navigating the help system. - -<FONT COLOR="#00FF00">Key | Action</FONT> -------------------------------------------------------------------- -Escape | Leave the Online Help -Backspace | Return to previous Help File -Space | Advance 1 page (screen) -2, down arrow | Advance 1 line -8, up arrow | Back up 1 line -- | Back up 1 page (screen) -6, right arrow | Advance 1 link -4, left arrow | Back up 1 link -Return | Activate the selected link -# | Go to a specific line (defaults to line 0) -% | Go to a specific help file (defaults to help.hlp) -= | Highlight lines containing a string (e.g. "word") -/ | Search for a string (e.g. "word") -------------------------------------------------------------------- - -There are other sources for help playing ToME. Try -http://forum.t-o-m-e.net and http://wiki.t-o-m-e.net . We also have an irc -channel #tome on the worldirc and freenode networks (they are linked) which is -fairly low traffic. - - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/gods.html b/lib/help/gods.html deleted file mode 100644 index e642c891..00000000 --- a/lib/help/gods.html +++ /dev/null @@ -1,44 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">The Guide to the Gods.</FONT> - -<FONT COLOR="#00FF00">1. Introduction</FONT> - Everybody likes to have a little helping hand now and then. What -could be better than having a god on your side? But it's not quite that easy. -The gods won't help just any mortal who calls for help. You have to give them -a little something too. - -<FONT COLOR="#00FF00">2. How Do I Get in on This?</FONT> - When you start a character, you get a choice of whether or not you -wish to begin worshipping a God (unless you're something like a priest - they -*must* start with a God to worship). If you do choose to be a follower of one -of the Gods, you will gain certain abilities provided you do not do things -that displease them. The measure of how happy your God is with you is your -piety - the Pt stat is your measure of piety. Different actions will allow you -to gain or lose piety over time. You can choose your mind about who (if -anyone) to worship during the game by finding an <A HREF="tome_faq.html#4">altar</A> of that God. - -<FONT COLOR="#00FF00">3. What about spells?</FONT> -God-granted spells are also known as prayers, and are cast using Piety instead of Mana. God-spells can be increased in level by improving either your Prayer or Spell-power skill. - -Each God also grants access to standard magical spell schools; which school(s) vary depending on the Gods' individual preferences. Spells from these schools are cast using Mana, not Piety. - -<FONT COLOR="#00FF00">4. So, Who Are These Gods?</FONT> - In ToME, there are five Gods you may choose to worship, being: -1. <A HREF="g_eru.html">Eru Iluvatar</A> - the father of the Valar. -2. <A HREF="g_manwe.html">Manwe Sulimo</A> - the second strongest of the Valar (Morgoth was the strongest). -3. <A HREF="g_yavann.html">Yavanna Kementari</A> - the Earth Queen who created plants and animals. -4. <A HREF="g_tulkas.html">Tulkas</A> - another of the Valar, Tulkas values strength and courage. -5. <A HREF="g_melkor.html">Melkor Bauglir</A> - the Dark Enemy himself, once the most powerful of the Valar. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/help.html b/lib/help/help.html deleted file mode 100644 index b0c9f1b7..00000000 --- a/lib/help/help.html +++ /dev/null @@ -1,44 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">Welcome to the ToME Online Help System.</FONT> -<FONT COLOR="#FF0000">==============================================</FONT> - -Please choose one of the following online help files: - - <A HREF="general.html">(a) About this help system</A> - <A HREF="newbie.html">(b) Help for new players</A> Skills, magic, races, classes + more - <A HREF="advanced.html">(c) Help for more experienced players</A> Options, Macros, Automatizer etc - <A HREF="tome_faq.html">(d) ToME FAQ</A> Common questions - - <A HREF="spoiler.html">(s) Spoiler menu</A> Dungeons, fates, luck, corruptions and stuff - - - <A HREF="index.html">(x) Alphabetical index</A> Trouble finding something? Try here - -<FONT COLOR="#00FF00">Basic keys:</FONT> -Space | Advance 1 page (screen) -2, down arrow | Advance 1 line -8, up arrow | Back up 1 line -- | Back up 1 page (screen) -6, right arrow | Advance 1 link -4, left arrow | Back up 1 link -Return | Activate the selected link -Escape | Leave the Online Help -Backspace, ? | Return to previous Help File -# | Go to a specific line (defaults to line 0) -% | Go to a specific help file (defaults to help.hlp) -= | Highlight lines containing a string (e.g. "word") -/ | Search for a string (e.g. "word") - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/index.html b/lib/help/index.html deleted file mode 100644 index 03b2602a..00000000 --- a/lib/help/index.html +++ /dev/null @@ -1,582 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Help Index ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -This is the index of everything in the T.o.M.E. documentation. - -<FONT COLOR="#00FFFF">Hit a letter key to jump to the entries for that letter.</FONT> - -Some entries in the index link to the same place as other entries. This is -intentional, so that the information you want is easy to find. - -Don't forget you can browse the help from the <A HREF="help.html#2">Main menu</A>. - -<FONT COLOR="#808080">Spotted a problem with the help files, or some content thats missing? </FONT> -<FONT COLOR="#808080">Contact fearoffours@t-o-m-e.net .</FONT> - -<A NAME="65"></A><A HREF="index.html#65">A</A> - <A HREF="birth.html#81">Abbreviations</A> - <A HREF="birth.html#20">AC</A> - <A HREF="birth.html#17">AU</A> - <A HREF="tome_faq.html#25">FF</A> - <A HREF="birth.html#21">HP</A> - <A HREF="birth.html#29">Pt</A> - <A HREF="birth.html#24">SN</A> - <A HREF="birth.html#26">SP</A> - <A HREF="ability.html#1">Abilities</A> - <A HREF="ability.html#7">Ammo creation</A> - <A HREF="ability.html#9">Artifact Creation</A> - <A HREF="ability.html#5">Extra Max Blow 1</A> - <A HREF="ability.html#6">Extra Max Blow 2</A> - <A HREF="ability.html#10">Far reaching attack</A> - <A HREF="ability.html#4">Perfect casting</A> - <A HREF="ability.html#2">Spread blows</A> - <A HREF="ability.html#8">Touch of death</A> - <A HREF="ability.html#11">Trapping</A> - <A HREF="ability.html#3">Tree walking</A> - <A HREF="ability.html#12">Undead Form</A> - <A HREF="m_air.html#2">Air Magic</A> - <A HREF="c_alchem.html#1">Alchemist</A> - <A HREF="c_alchem.html#3">Alchemy powers explained</A> - <A HREF="essences.html#2">Essence Spoiler</A> - <A HREF="tome_faq.html#3">Altars</A> - <A HREF="tome_faq.html#37">Anti-magic Amulets and the Anti-magic shell</A> - <A HREF="c_unbel.html#4">Antimagic</A> - <A HREF="c_archer.html#1">Archer</A> - <A HREF="attack.html#3">Armor</A> - <A HREF="birth.html#19">Armor Class</A> - <A HREF="attack.html#5">Resistances</A> - <A HREF="tome_faq.html#18">Artifacts that activate but I cannot wear or wield</A> - <A HREF="c_assass.html#1">Assassin</A> - <A HREF="attack.html#1">Attacking Monsters</A> - <A HREF="attack.html#6">Damage Effect type </A> - <A HREF="attack.html#4">Resistances</A> - <A HREF="birth.html#48">Fighting ability</A> - <A HREF="birth.html#50">Shooting</A> - <A HREF="automat.html#3">Auto destroy</A> - <A HREF="automat.html#2">Auto pick-up</A> - <A HREF="automat.html#1">Automatizer</A> - <A HREF="defines.html#82">Defines</A> - <A HREF="automat.html#4">Autosquelch</A> - <A HREF="c_axemas.html#1">Axemaster</A> -<A NAME="66"></A><A HREF="index.html#66">B</A> - <A HREF="rm_barb.html#1">Barbarian</A> - <A HREF="c_bard.html#1">Bard</A> - <A HREF="tome_faq.html#36">Beginner strategy</A> - <A HREF="r_beorn.html#1">Beorning</A> - <A HREF="birth.html#84">Birth</A> - <A HREF="dungeon.html#21">Buildings</A> -<A NAME="67"></A><A HREF="index.html#67">C</A> - <A HREF="birth.html#11">Character</A> - <A HREF="birth.html#46">Abilities</A> - <A HREF="birth.html#10">Ability tables</A> - <A HREF="birth.html#23">Armor Class</A> - <A HREF="birth.html#2">Characteristics</A> - <A HREF="birth.html#1">Creating a Character</A> - <A HREF="birth.html#22">Hit Points</A> - <A HREF="birth.html#28">Mana</A> - <A HREF="birth.html#31">Piety</A> - <A HREF="birth.html#8">Race and Class Combinations</A> - <A HREF="birth.html#25">Sanity Points</A> - <A HREF="birth.html#9">Stat Bonus Table</A> - <A HREF="birth.html#13">Stats 1</A> - <A HREF="birth.html#39">Stats 2</A> - <A HREF="tome_faq.html#34">Character choice is too confusing</A> - <A HREF="birth.html#45">Charisma</A> - <A HREF="birth.html#5">Classes</A> - <A HREF="c_alchem.html#2">Alchemist</A> - <A HREF="c_archer.html#2">Archer</A> - <A HREF="c_assass.html#2">Assassin</A> - <A HREF="c_axemas.html#2">Axemaster</A> - <A HREF="c_bard.html#2">Bard</A> - <A HREF="birth.html#68">Combinations with Race</A> - <A HREF="c_pr_drk.html#2">Dark Priest</A> - <A HREF="c_demono.html#2">Demonologist</A> - <A HREF="c_druid.html#2">Druid</A> - <A HREF="c_geoman.html#2">Geomancer</A> - <A HREF="c_hafted.html#2">Haftedmaster</A> - <A HREF="c_lorema.html#2">Loremaster</A> - <A HREF="c_mage.html#2">Mage</A> - <A HREF="c_mimic.html#2">Mimic</A> - <A HREF="c_mindcr.html#2">Mindcrafter</A> - <A HREF="c_monk.html#2">Monk</A> - <A HREF="c_necro.html#2">Necromancer</A> - <A HREF="c_palad.html#2">Paladin</A> - <A HREF="c_polear.html#2">Polearmmaster</A> - <A HREF="c_posses.html#2">Possessor</A> - <A HREF="c_pr_eru.html#2">Priest - Eru</A> - <A HREF="c_pr_man.html#2">Priest - Manwe</A> - <A HREF="c_ranger.html#2">Ranger</A> - <A HREF="c_rogue.html#2">Rogue</A> - <A HREF="c_runecr.html#2">Runecrafter</A> - <A HREF="c_sorcer.html#2">Sorceror</A> - <A HREF="birth.html#77">Stat Bonuses</A> - <A HREF="c_summon.html#2">Summoners</A> - <A HREF="c_swordm.html#2">Swordmasters</A> - <A HREF="c_symbia.html#2">Symbiant</A> - <A HREF="c_thaum.html#2">Thaumaturgy</A> - <A HREF="c_unbel.html#2">Unbeliever</A> - <A HREF="c_warper.html#2">Warper</A> - <A HREF="c_warrio.html#2">Warrior</A> - <A HREF="rm_class.html#1">Classical</A> - <A HREF="command.html#99">Commands</A> - <A HREF="command.html#116">Alteration commands</A> - <A HREF="command.html#103">Command counts</A> - <A HREF="command.html#111">Command descriptions </A> - <A HREF="command.html#129">Extras</A> - <A HREF="command.html#123">Game status</A> - <A HREF="command.html#128">Help</A> - <A HREF="command.html#112">Inventory</A> - <A HREF="command.html#121">Looking </A> - <A HREF="command.html#122">Messages</A> - <A HREF="command.html#113">Movement</A> - <A HREF="command.html#119">Object manipulation</A> - <A HREF="command.html#100">Original keyset</A> - <A HREF="command.html#126">Pref files</A> - <A HREF="command.html#104">Repeating a command</A> - <A HREF="command.html#114">Resting</A> - <A HREF="command.html#101">Roguelike keyset</A> - <A HREF="command.html#124">Saving and Exiting</A> - <A HREF="command.html#115">Searching</A> - <A HREF="command.html#102">Special keys</A> - <A HREF="command.html#118">Spells and prayers</A> - <A HREF="command.html#117">Terrain interaction</A> - <A HREF="command.html#120">Throwing and missile weapons</A> - <A HREF="dungeon.html#19">Companions</A> - <A HREF="birth.html#43">Constitution</A> - <A HREF="m_convey.html#2">Conveyance Magic</A> - <A HREF="corspoil.html#1">Corruptions </A> - <A HREF="c_archer.html#3">Creating Ammo</A> - <A HREF="birth.html#12">Creating a Character</A> - <A HREF="dungeon.html#10">Cursed Objects</A> -<A NAME="68"></A><A HREF="index.html#68">D</A> - <A HREF="attack.html#9">Damage Effects</A> - <A HREF="r_drkelf.html#1">Dark Elf</A> - <A HREF="c_pr_drk.html#1">Dark Priest</A> - <A HREF="tome_faq.html#29">Dark grey things are difficult to see</A> - <A HREF="r_deathm.html#1">DeathMolds</A> - <A HREF="spoil_faq.html#19">Deathmolds on Mount Doom and other quest areas</A> - <A HREF="debug.html#99">Debug</A> - <A HREF="debug.html#100">Command List</A> - <A HREF="debug.html#111">Command descriptions </A> - <A HREF="debug.html#112">General</A> - <A HREF="defines.html#81">Defines</A> - <A HREF="defines.html#84">Svals</A> - <A HREF="defines.html#85">Tvals</A> - <A HREF="c_demono.html#1">Demonologist</A> - <A HREF="m_demono.html#2">Demonology Magic</A> - <A HREF="version.html#1">Development history</A> - <A HREF="birth.html#41">Dexterity</A> - <A HREF="birth.html#56">Disarming traps</A> - <A HREF="birth.html#37">Display</A> - <A HREF="m_divin.html#2">Divination Magic</A> - <A HREF="c_druid.html#1">Druid</A> - <A HREF="r_dunad.html#1">Dunedain</A> - <A HREF="dungeon.html#2">Dungeons</A> - <A HREF="dungeon.html#12">Doors</A> - <A HREF="dungeon.html#6">In the dungeon</A> - <A HREF="dungeon.html#11">Mining</A> - <A HREF="dunspoil.html#1">Spoilers</A> - <A HREF="r_dwarf.html#1">Dwarf</A> - <A HREF="dungeon.html#15">Dying</A> -<A NAME="69"></A><A HREF="index.html#69">E</A> - <A HREF="m_earth.html#2">Earth Magic</A> - <A HREF="r_elf.html#1">Elf</A> - <A HREF="r_ent.html#1">Ent</A> - <A HREF="g_eru.html#2">Eru</A> - <A HREF="g_eru.html#3">Prayers</A> - <A HREF="c_pr_eru.html#3">Priest - Eru</A> - <A HREF="tome_faq.html#10">Essences</A> - <A HREF="experien.html#1">Experience</A> - <A HREF="explore.html#2">Exploring menu</A> -<A NAME="70"></A><A HREF="index.html#70">F</A> - <A HREF="tome_faq.html#2">FAQ - Spoiler free</A> - <A HREF="spoil_faq.html#2">FAQ - contains spoilers</A> - <A HREF="tome_faq.html#13">Prophets</A> - <A HREF="fatespoi.html#2">Fates </A> - <A HREF="m_fire.html#2">Fire Magic</A> - <A HREF="inscrip.html#1">Floor Inscriptions </A> - <A HREF="tome_faq.html#28">Floor tiles displaying incorrectly</A> - <A HREF="tome_faq.html#5">Fountains</A> - <A HREF="tome_faq.html#24">Fumblefingers quests</A> -<A NAME="71"></A><A HREF="index.html#71">G</A> - <A HREF="gambling.html#1">Gambling</A> - <A HREF="tome_faq.html#30">Game </A> - <A HREF="c_geoman.html#1">Geomancer</A> - <A HREF="m_geoman.html#2">Geomancy spells</A> - <A HREF="r_gnome.html#1">Gnome</A> - <A HREF="gods.html#1">Gods</A> - <A HREF="tome_faq.html#4">Altars</A> - <A HREF="g_eru.html#1">Eru</A> - <A HREF="g_manwe.html#1">Manwe</A> - <A HREF="g_melkor.html#2">Melkor</A> - <A HREF="birth.html#30">Piety</A> - <A HREF="spoil_faq.html#23">Quest - Spoilers</A> - <A HREF="g_tulkas.html#2">Tulkas</A> - <A HREF="g_yavann.html#2">Yavanna</A> - <A HREF="birth.html#16">Gold</A> -<A NAME="72"></A><A HREF="index.html#72">H</A> - <A HREF="c_hafted.html#1">Haftedmaster</A> - <A HREF="r_hafelf.html#1">Half-Elf</A> - <A HREF="r_hafogr.html#1">Half-Ogre</A> - <A HREF="general.html#1">Help</A> - <A HREF="explore.html#1">Exploring menu</A> - <A HREF="tome_faq.html#1">FAQ - Spoiler free</A> - <A HREF="magic.html#2">Magic</A> - <A HREF="help.html#1">Main Menu</A> - <A HREF="newbie.html#1">New players</A> - <A HREF="spoil_faq.html#1">Spoiled FAQ</A> - <A HREF="rm_herm.html#1">Hermit</A> - <A HREF="r_hielf.html#1">High-Elf</A> - <A HREF="r_hobbit.html#1">Hobbit</A> - <A HREF="tome_faq.html#12">Homes</A> - <A HREF="r_human.html#1">Human</A> -<A NAME="73"></A><A HREF="index.html#73">I</A> - <A HREF="tome_faq.html#35">I STILL keep dying</A> - <A HREF="tome_faq.html#31">I keep dying</A> - <A HREF="dungeon.html#4">Identifying features</A> - <A HREF="birth.html#66">Infra-vision</A> - <A HREF="birth.html#35">Intelligence</A> - <A HREF="birth.html#85">Inventory - starting info</A> - <A HREF="tome_faq.html#32">Invisible character</A> -<A NAME="75"></A><A HREF="index.html#75">K</A> - <A HREF="macrofaq.html#44">Keymaps</A> - <A HREF="macrofaq.html#46">Macro recorder</A> - <A HREF="r_kobold.html#1">Kobold</A> -<A NAME="76"></A><A HREF="index.html#76">L</A> - <A HREF="dungeon.html#23">Light</A> - <A HREF="dungeon.html#17">Loading old characters</A> - <A HREF="c_lorema.html#1">Loremaster</A> - <A HREF="rm_lsoul.html#1">Lost Soul</A> - <A HREF="luckspoi.html#1">Luck </A> -<A NAME="77"></A><A HREF="index.html#77">M</A> - <A HREF="macrofaq.html#43">Macros</A> - <A HREF="macrofaq.html#45">Macro recorder</A> - <A HREF="c_mage.html#1">Mage</A> - <A HREF="magic.html#3">Magic</A> - <A HREF="m_air.html#1">Air School</A> - <A HREF="m_convey.html#1">Conveyance School</A> - <A HREF="m_demono.html#1">Demonology School</A> - <A HREF="m_divin.html#1">Divination School</A> - <A HREF="m_earth.html#1">Earth School</A> - <A HREF="m_fire.html#1">Fire School</A> - <A HREF="m_geoman.html#1">Geomancy</A> - <A HREF="magic.html#1">Index</A> - <A HREF="birth.html#27">Mana</A> - <A HREF="m_mana.html#1">Mana School</A> - <A HREF="m_meta.html#1">Meta School</A> - <A HREF="m_mimic.html#1">Mimicry</A> - <A HREF="m_mind.html#1">Mind School</A> - <A HREF="m_mindcr.html#1">Mindcraft</A> - <A HREF="m_music.html#1">Music</A> - <A HREF="m_nature.html#1">Nature School</A> - <A HREF="m_necrom.html#1">Necromancy</A> - <A HREF="magic.html#1">Schools</A> - <A HREF="m_symbio.html#1">Symbiosis</A> - <A HREF="m_tempo.html#1">Temporal School</A> - <A HREF="m_thaum.html#1">Thaumaturgy</A> - <A HREF="m_udun.html#1">Udun School</A> - <A HREF="magic.html#4">Wands and Staves</A> - <A HREF="m_water.html#1">Water School</A> - <A HREF="birth.html#58">Magical Devices</A> - <A HREF="r_maia.html#1">Maia</A> - <A HREF="help.html#2">Main Menu</A> - <A HREF="m_mana.html#2">Mana Magic</A> - <A HREF="g_manwe.html#2">Manwe</A> - <A HREF="g_manwe.html#3">Prayers</A> - <A HREF="c_pr_man.html#3">Priest - Manwe</A> - <A HREF="tome_faq.html#14">Mathilde</A> - <A HREF="g_melkor.html#1">Melkor</A> - <A HREF="c_pr_drk.html#3">Dark Priests</A> - <A HREF="g_melkor.html#3">Prayers</A> - <A HREF="m_meta.html#2">Meta Magic</A> - <A HREF="c_mimic.html#1">Mimic</A> - <A HREF="m_mimic.html#2">Mimicry powers</A> - <A HREF="m_mind.html#2">Mind Magic</A> - <A HREF="c_mindcr.html#1">Mindcrafter</A> - <A HREF="m_mindcr.html#2">Mindcraft powers</A> - <A HREF="dungeon.html#13">Mining</A> - <A HREF="birth.html#18">Money</A> - <A HREF="c_monk.html#1">Monk</A> - <A HREF="c_monk.html#3">Monk attacks</A> - <A HREF="dungeon.html#5">Monsters</A> - <A HREF="attack.html#2">Attacking</A> - <A HREF="attack.html#7">Monster Memory</A> - <A HREF="dungeon.html#20">Pets</A> - <A HREF="tome_faq.html#8">They are talking to me</A> - <A HREF="m_music.html#2">Music</A> -<A NAME="78"></A><A HREF="index.html#78">N</A> - <A HREF="m_nature.html#2">Nature Magic</A> - <A HREF="c_necro.html#1">Necromancer</A> - <A HREF="m_necrom.html#2">Necromancy Magic</A> -<A NAME="79"></A><A HREF="index.html#79">O</A> - <A HREF="dungeon.html#14">Objectives</A> - <A HREF="dungeon.html#8">Objects</A> - <A HREF="dungeon.html#21">Colour of inventory slot letter</A> - <A HREF="dungeon.html#9">Cursed Objects</A> - <A HREF="tome_faq.html#33">Piles</A> - <A HREF="option.html#5">Options</A> - <A HREF="option.html#16">Automatizer</A> - <A HREF="option.html#15">Autosave</A> - <A HREF="option.html#13">Base Delay Factor</A> - <A HREF="option.html#18">Cheating</A> - <A HREF="option.html#9">Disturbance</A> - <A HREF="option.html#19">Dump</A> - <A HREF="option.html#11">Efficiency</A> - <A HREF="option.html#10">Game-play</A> - <A HREF="option.html#14">Hitpoint Warning</A> - <A HREF="option.html#7">Ingame</A> - <A HREF="option.html#8">Interface</A> - <A HREF="option.html#6">Startup</A> - <A HREF="option.html#12">ToME Options</A> - <A HREF="option.html#17">Window Flags</A> - <A HREF="r_orc.html#1">Orc</A> -<A NAME="80"></A><A HREF="index.html#80">P</A> - <A HREF="c_palad.html#1">Paladin</A> - <A HREF="birth.html#62">Perception</A> - <A HREF="dungeon.html#18">Pets</A> - <A HREF="r_pettyd.html#1">Petty Dwarf</A> - <A HREF="c_polear.html#1">Polearmmaster</A> - <A HREF="c_posses.html#1">Possessor</A> - <A HREF="c_posses.html#3">Possessor powers </A> - <A HREF="command.html#105">Pref files</A> - <A HREF="command.html#109">Colors</A> - <A HREF="command.html#127">Commands</A> - <A HREF="command.html#107">Keymaps</A> - <A HREF="command.html#106">Macros</A> - <A HREF="command.html#110">Options</A> - <A HREF="command.html#108">Visuals</A> - <A HREF="c_pr_eru.html#1">Priest - Eru</A> - <A HREF="c_pr_man.html#1">Priest - Manwe</A> - <A HREF="c_priest.html#1">Priests</A> -<A NAME="82"></A><A HREF="index.html#82">R</A> - <A HREF="birth.html#4">Race Modifiers</A> - <A HREF="birth.html#79">Ability table</A> - <A HREF="rm_barb.html#2">Barbarian</A> - <A HREF="rm_class.html#2">Classical</A> - <A HREF="rm_herm.html#2">Hermit</A> - <A HREF="rm_lsoul.html#2">Lost Soul</A> - <A HREF="rm_skel.html#2">Skeleton</A> - <A HREF="rm_spec.html#2">Spectre</A> - <A HREF="birth.html#76">Stat Bonuses</A> - <A HREF="rm_vamp.html#2">Vampire</A> - <A HREF="rm_zomb.html#2">Zombie</A> - <A HREF="birth.html#3">Races</A> - <A HREF="birth.html#78">Ability table</A> - <A HREF="r_beorn.html#2">Beorning</A> - <A HREF="birth.html#67">Combinations with class</A> - <A HREF="r_drkelf.html#2">Dark Elf</A> - <A HREF="r_deathm.html#2">DeathMolds</A> - <A HREF="r_dunad.html#2">Dunedain</A> - <A HREF="r_dwarf.html#2">Dwarf</A> - <A HREF="r_elf.html#2">Elf</A> - <A HREF="r_ent.html#2">Ent</A> - <A HREF="r_gnome.html#2">Gnome</A> - <A HREF="r_hafelf.html#2">Half-Elf</A> - <A HREF="r_hafogr.html#2">Half-Ogre</A> - <A HREF="r_hielf.html#2">High-Elf</A> - <A HREF="r_hobbit.html#2">Hobbit</A> - <A HREF="r_human.html#2">Human</A> - <A HREF="r_kobold.html#2">Kobold</A> - <A HREF="r_maia.html#2">Maia</A> - <A HREF="r_orc.html#2">Orc</A> - <A HREF="r_pettyd.html#2">Petty Dwarf</A> - <A HREF="r_rohank.html#2">RohanKnight</A> - <A HREF="birth.html#75">Stat Bonuses</A> - <A HREF="r_thlord.html#2">Thunderlord</A> - <A HREF="r_troll.html#2">Troll</A> - <A HREF="r_wodelf.html#2">Wood Elf</A> - <A HREF="r_yeek.html#2">Yeek</A> - <A HREF="tome_faq.html#26">Random quests are not working</A> - <A HREF="tome_faq.html#36">Random quests strategy</A> - <A HREF="c_ranger.html#1">Ranger</A> - <A HREF="c_rogue.html#1">Rogue</A> - <A HREF="r_rohank.html#1">RohanKnight</A> - <A HREF="c_runecr.html#1">Runecrafter</A> - <A HREF="c_runecr.html#3">Runecrafter powers</A> - <A HREF="tome_faq.html#11">Runes</A> -<A NAME="83"></A><A HREF="index.html#83">S</A> - <A HREF="command.html#125">Saving and Exiting</A> - <A HREF="birth.html#52">Saving throw</A> - <A HREF="birth.html#60">Searching</A> - <A HREF="birth.html#63">Searching Ability</A> - <A HREF="birth.html#61">Searching Frequency - Perception</A> - <A HREF="tome_faq.html#9">Sentient weapons</A> - <A HREF="rm_skel.html#1">Skeleton</A> - <A HREF="skills.html#55">Skills</A> - <A HREF="skills.html#27">Air</A> - <A HREF="m_air.html#3">Air - Spell Info</A> - <A HREF="skills.html#49">Alchemy</A> - <A HREF="c_alchem.html#5">Alchemy - Alchemy powers</A> - <A HREF="skills.html#50">Antimagic</A> - <A HREF="c_unbel.html#5">Antimagic powers</A> - <A HREF="skills.html#8">Archery</A> - <A HREF="skills.html#5">Axe-mastery</A> - <A HREF="skills.html#18">Backstab</A> - <A HREF="skills.html#13">Barehand-combat</A> - <A HREF="skills.html#61">Bearform-combat</A> - <A HREF="skills.html#12">Boomerang-mastery</A> - <A HREF="skills.html#58">Boulder-throwing</A> - <A HREF="skills.html#10">Bow-mastery</A> - <A HREF="skills.html#1">Combat</A> - <A HREF="skills.html#30">Conveyance</A> - <A HREF="m_convey.html#3">Conveyance - Spell Info</A> - <A HREF="skills.html#44">Corpse-preservation</A> - <A HREF="skills.html#4">Critical-Hits</A> - <A HREF="skills.html#11">Crossbow-mastery</A> - <A HREF="skills.html#52">Demonology</A> - <A HREF="m_demono.html#3">Demonology - Spell Info</A> - <A HREF="skills.html#16">Disarming</A> - <A HREF="skills.html#31">Divination</A> - <A HREF="m_divin.html#3">Divination - Spell Info</A> - <A HREF="skills.html#20">Dodging</A> - <A HREF="skills.html#28">Earth</A> - <A HREF="m_earth.html#3">Earth - Spell Info</A> - <A HREF="skills.html#25">Fire</A> - <A HREF="m_fire.html#3">Fire - Spell Info</A> - <A HREF="skills.html#60">Geomancy</A> - <A HREF="m_geoman.html#3">Geomancy - Spell Info</A> - <A HREF="skills.html#6">Hafted-mastery</A> - <A HREF="skills.html#57">List of skills</A> - <A HREF="skills.html#21">Magic</A> - <A HREF="skills.html#54">Magic-device</A> - <A HREF="skills.html#24">Mana</A> - <A HREF="m_mana.html#3">Mana - Spell Info</A> - <A HREF="skills.html#29">Meta</A> - <A HREF="m_meta.html#3">Meta - Spell Info</A> - <A HREF="skills.html#47">Mimicry</A> - <A HREF="m_mimic.html#3">Mimicry - mimicry powers</A> - <A HREF="skills.html#33">Mind</A> - <A HREF="m_mind.html#3">Mind - Spell Info</A> - <A HREF="skills.html#41">Mindcraft</A> - <A HREF="m_mindcr.html#3">Mindcraft - Spell Info</A> - <A HREF="skills.html#42">Monster-lore</A> - <A HREF="skills.html#59">Music</A> - <A HREF="m_music.html#3">Music - Song Info</A> - <A HREF="skills.html#34">Nature</A> - <A HREF="m_nature.html#3">Nature - Spell Info</A> - <A HREF="skills.html#35">Necromancy</A> - <A HREF="m_necrom.html#3">Necromancy - Spell Info</A> - <A HREF="skills.html#7">Polearm-mastery</A> - <A HREF="skills.html#45">Possession</A> - <A HREF="c_posses.html#4">Possession - Possessor powers </A> - <A HREF="skills.html#39">Prayer</A> - <A HREF="skills.html#36">Runecraft</A> - <A HREF="c_runecr.html#4">Runecrafting - Runecrafter powers</A> - <A HREF="skills.html#56">Screen</A> - <A HREF="skills.html#9">Sling-mastery</A> - <A HREF="skills.html#14">Sneakiness</A> - <A HREF="skills.html#23">Sorcery</A> - <A HREF="skills.html#22">Spell-power</A> - <A HREF="skills.html#38">Spirituality</A> - <A HREF="skills.html#19">Stealing</A> - <A HREF="skills.html#15">Stealth</A> - <A HREF="skills.html#53">Stunning-blows</A> - <A HREF="skills.html#43">Summoning</A> - <A HREF="c_summon.html#4">Summoning - Summoning powers</A> - <A HREF="skills.html#3">Sword-mastery</A> - <A HREF="skills.html#46">Symbiosis</A> - <A HREF="m_symbio.html#3">Symbiosis - Symbiotic Powers</A> - <A HREF="skills.html#32">Temporal</A> - <A HREF="m_tempo.html#3">Temporal - Spell Info</A> - <A HREF="skills.html#37">Thaumaturgy</A> - <A HREF="m_thaum.html#3">Thaumaturgy - Spell Info</A> - <A HREF="skills.html#48">Udun</A> - <A HREF="m_udun.html#3">Udun - Spell Info</A> - <A HREF="skills.html#26">Water</A> - <A HREF="m_water.html#3">Water - Spell Info</A> - <A HREF="skills.html#2">Weaponmastery</A> - <A HREF="c_sorcer.html#1">Sorceror</A> - <A HREF="rm_spec.html#1">Spectre</A> - <A HREF="spoiler.html#1">Spoilers</A> - <A HREF="corspoil.html#2">Corruptions</A> - <A HREF="dunspoil.html#2">Dungeons</A> - <A HREF="essences.html#1">Essences</A> - <A HREF="fatespoi.html#1">Fates</A> - <A HREF="inscrip.html#2">Floor Inscriptions</A> - <A HREF="spoil_faq.html#20">God Quest - directions</A> - <A HREF="spoil_faq.html#22">God Quest - how many</A> - <A HREF="spoil_faq.html#21">God Quest - relic</A> - <A HREF="spoil_faq.html#7">Lothlorien Poisoned water quest</A> - <A HREF="luckspoi.html#2">Luck</A> - <A HREF="spoil_faq.html#6">Merton the lost Hobbit quest</A> - <A HREF="wishing.html#1">Wishing</A> - <A HREF="birth.html#82">Stats</A> - <A HREF="birth.html#71">Bonus table</A> - <A HREF="birth.html#44">Charisma</A> - <A HREF="birth.html#42">Constitution</A> - <A HREF="birth.html#40">Dexterity</A> - <A HREF="birth.html#14">Display</A> - <A HREF="birth.html#6">Individual explanations</A> - <A HREF="birth.html#33">Intelligence</A> - <A HREF="birth.html#32">Strength</A> - <A HREF="birth.html#36">Wisdom</A> - <A HREF="magic.html#5">Staves</A> - <A HREF="birth.html#54">Stealth</A> - <A HREF="tome_faq.html#17">Strange items</A> - <A HREF="birth.html#34">Strength</A> - <A HREF="c_summon.html#1">Summoners</A> - <A HREF="c_summon.html#3">Summoning</A> - <A HREF="defines.html#12">Svals</A> - <A HREF="c_swordm.html#1">Swordmasters</A> - <A HREF="c_symbia.html#1">Symbiant</A> - <A HREF="c_symbia.html#3">Naming your symbiote</A> - <A HREF="m_symbio.html#2">Symbiosis Magic</A> - <A HREF="dungeon.html#3">Symbols</A> -<A NAME="84"></A><A HREF="index.html#84">T</A> - <A HREF="birth.html#69">Tables</A> - <A HREF="birth.html#74">Ability Tables</A> - <A HREF="birth.html#70">Combinations of Race and Class</A> - <A HREF="c_monk.html#4">Monk attacks</A> - <A HREF="birth.html#72">Stat bonuses</A> - <A HREF="m_tempo.html#2">Temporal Magic</A> - <A HREF="m_thaum.html#2">Thaumaturgical Magic</A> - <A HREF="c_thaum.html#1">Thaumaturgist</A> - <A HREF="r_thlord.html#1">Thunderlord</A> - <A HREF="whattome.html#1">ToME - a General Description</A> - <A HREF="dungeon.html#7">Town</A> - <A HREF="r_troll.html#1">Troll</A> - <A HREF="g_tulkas.html#1">Tulkas</A> - <A HREF="c_palad.html#3">Paladin</A> - <A HREF="g_tulkas.html#3">Prayers</A> - <A HREF="defines.html#83">Tvals</A> -<A NAME="85"></A><A HREF="index.html#85">U</A> - <A HREF="m_udun.html#2">Udun Magic</A> - <A HREF="c_unbel.html#1">Unbeliever</A> - <A HREF="c_unbel.html#3">Antimagic</A> -<A NAME="86"></A><A HREF="index.html#86">V</A> - <A HREF="rm_vamp.html#1">Vampire</A> - <A HREF="tome_faq.html#16">Void jumpgates</A> - <A HREF="dungeon.html#23">Void jumpgates</A> -<A NAME="87"></A><A HREF="index.html#87">W</A> - <A HREF="magic.html#2">Wands</A> - <A HREF="c_warper.html#1">Warper</A> - <A HREF="c_warrio.html#1">Warrior</A> - <A HREF="m_water.html#2">Water Magic</A> - <A HREF="birth.html#86">Weapons - starting info</A> - <A HREF="tome_faq.html#27">Weird display</A> - <A HREF="dungeon.html#1">Wilderness</A> - <A HREF="birth.html#38">Wisdom</A> - <A HREF="r_wodelf.html#1">Wood Elf</A> - <A HREF="tome_faq.html#15">Wrists hurting</A> -<A NAME="89"></A><A HREF="index.html#89">Y</A> - <A HREF="g_yavann.html#1">Yavanna</A> - <A HREF="c_druid.html#3">Druid</A> - <A HREF="g_yavann.html#3">Prayers</A> - <A HREF="r_yeek.html#1">Yeek</A> -<A NAME="90"></A><A HREF="index.html#90">Z</A> - <A HREF="rm_zomb.html#1">Zombie</A> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/inscrip.html b/lib/help/inscrip.html deleted file mode 100644 index 3bacd497..00000000 --- a/lib/help/inscrip.html +++ /dev/null @@ -1,77 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Floor Inscriptions === </FONT> - -It is possible to inscribe words on the floor in ToME. If you happen -to be lucky and inscribe a spell formula from another language, the inscription -will use the floor's mana to cast that spell when either you walk over it, a -monster walks over it, or both walk over it. Not all inscriptions are triggered -by monsters, and not all can be triggered by the player. - -In order to write an inscription in another language, you must first have found -and read a parchment with some of that language's words upon it. So, just -copying the inscriptions here won't work unless you have read the words on a -parchment first ;-). - -<FONT COLOR="#00FF00">Light up the Room</FONT> -Inscription: 'ure nimir' (sun shine) -Parchment: Numenorean for Beginners (I) -Triggered by: Player, Monster. -Grid Mana Needed: 30 -Effect: Lights up the current room - -<FONT COLOR="#00FF00">Darkness in Room</FONT> -Inscription: 'lomi gimli' (night stars) -Parchment: Numenorean for Beginners (II) -Triggered by: Player, Monster. -Grid Mana Needed: 10 -Effect: Casts the room into darkness - -<FONT COLOR="#00FF00">Storm</FONT> -Inscription: 'dulgi bawiba' (black winds) -Parchment: Advanced Lessons of Numenorean -Triggered by: Player, Monster. -Grid Mana Needed: 40 -Effect: Electrical Ball of energy released around the inscription - -<FONT COLOR="#00FF00">Protection</FONT> -Inscription: 'pedo mellon a minno' (say friend and enter) -Parchment: Advanced Lessons of Sindarin -Triggered by: Monster. -Grid Mana Needed: 8 -Effect: Prevents a monster from stepping on the affected square - -<FONT COLOR="#00FF00">Dwarven summoning</FONT> -Inscription: 'Baruk Khazad! Khazad aimenu!' (Axes of the Dwarves, the Dwarves - are upon you!) -Parchment: Khuzdul - The Hidden Tongue of the Dwarves -Triggered by: Player. -Grid Mana Needed: 100 -Effect: Generates friendly Dwarven Warriors to help your cause - -<FONT COLOR="#00FF00">Open Chasm</FONT> -Inscription: 'dunna hrassa' (black precipice) -Parchment: Nandorin for Dummies -Triggered by: Monster. -Grid Mana Needed: 50 -Effect: Creates a bottomless hole in the floor that monsters (and potentially - objects) fall down - -<FONT COLOR="#00FF00">Blast of Black Fire</FONT> -Inscription: 'burz ghash ronk' (black fire pool) -Parchment: Advanced Lessons of Orcish -Triggered by: Player, Monster. -Grid Mana Needed: 60 -Effect: Releases a ball of Hellfire around the inscription -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua.html b/lib/help/lua.html deleted file mode 100644 index 6b73e156..00000000 --- a/lib/help/lua.html +++ /dev/null @@ -1,46 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000"> Welcome to the ToME Lua Help System.</FONT> -<FONT COLOR="#FF0000">=============================================</FONT> - -Please choose one of the following help files: - - <A HREF="lua_intr.html">(a) An Introduction to scripting</A> - <A HREF="lua_pow.html">(b) Adding a racial power (the 'U' menu)</A> - <A HREF="lua_skil.html">(c) Adding new skills (the 'm' menu)</A> - <A HREF="lua_ques.html">(d) Adding a quest</A> - - - <A HREF="lua_mon.html">(e) Useful functions in monster.pkg</A> - <A HREF="lua_play.html">(f) Useful functions in player.pkg</A> - <A HREF="lua_spel.html">(g) Useful functions in spell.pkg</A> - <A HREF="lua_util.html">(h) Useful functions in util.pkg</A> - - <A HREF="lua_gf.html">(g) A list of GF_FOO flags</A> - - - <A HREF="help.html">(z) Main Help menu</A> - - - - - - - - - - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_gf.html b/lib/help/lua_gf.html deleted file mode 100644 index 2c147c1c..00000000 --- a/lib/help/lua_gf.html +++ /dev/null @@ -1,58 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000"> /--------------------------\</FONT> -<FONT COLOR="#FF0000">< A partial list of GF_FLAGS ></FONT> -<FONT COLOR="#FF0000"> \--------------------------/</FONT> - -GF_ARROW: arrows -GF_MISSILE: magic missiles -GF_MANA: mana -GF_LITE_WEAK: light -GF_DARK_WEAK: dark -GF_WATER: water -GF_PLASMA: plasma -GF_METEOR: meteors -GF_ICE: ice -GF_GRAVITY: gravity -GF_INERTIA: inertia -GF_FORCE: force -GF_TIME: pure time -GF_ACID: acid -GF_ELEC: lightning -GF_FIRE: flames -GF_COLD: cold -GF_POIS: poison -GF_LITE: pure light -GF_DARK: pure dark -GF_CONFUSION: confusion -GF_SOUND: sound -GF_SHARDS: shards -GF_NEXUS: nexus -GF_NETHER: nether -GF_CHAOS: chaos -GF_DISENCHANT: disenchantment -GF_KILL_WALL: wall destruction -GF_KILL_DOOR: door destruction -GF_KILL_TRAP: trap destruction -GF_STONE_WALL: wall creation -GF_MAKE_DOOR: door creation -GF_MAKE_TRAP: trap creation -GF_DESTRUCTION: destruction - -Back to the <A HREF="lua.html">lua help index</A> . - - <FONT COLOR="#008040">This file by fearoffours (fearoffours@moppy.co.uk)</FONT> - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_intr.html b/lib/help/lua_intr.html deleted file mode 100644 index 61754d81..00000000 --- a/lib/help/lua_intr.html +++ /dev/null @@ -1,149 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Scripting for ToME with lua ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -So, you want to patch ToME eh? Maybe you've had a look at how the edit files -work, maybe even added your own race/class, but want to go further and add -new racial (U) or magic (m) powers. Well these help files will show a little -bit of how to do that. - -I am not a master at this kind of thing. I wrote a small script, with much -help from DarkGod, and he subsequently asked me to write these help files. I -was looking forward to when the lua help files came out so that I could look -at them myself. Little did I know I'd be asked to write them. Therefore I -apologise for any inaccuracies or errors that you find, and if you care to let -me know of any improvements which could be made (especially if you're an -experienced programmer/scripter), I'd love to know. Email me at -<FONT COLOR="#008040">fearoffours@moppy.co.uk</FONT>. - -<FONT COLOR="#FF0000">=== The example scripts ===</FONT> - -These help files take the form of a tutorial, adding a line at a time to a -script, and explaining important concepts along the way. To see it all in -action, I strongly suggest that you download my example script pack from -<FONT COLOR="#00FF00">http://www.moppy.co.uk/angband.htm</FONT>. As well as including all the -scripts covered in these help files, they also include the addition of my -"hina" race which has a Lua scripted racial power which you might like to look -at. There's also a quest which I will be including documentation for as a -tutorial soon. Plus there's all the other lua scripts in the lib\scrpt -directory to look at. Most of what you see in these files has been learned from -those files anyway! - -The source code is invaluable as well. There's a searchable and browsable -version of the latest ToME source code available online at -<FONT COLOR="#00FF00">http://angband.oook.cz/</FONT>. Use it! - -If you don't want to download and install the example scripts, then just -follow the tutorials with a text editor open! But I'll say it again, it's a lot -easier if you download and install the example scripts. - -This file goes on to explain the concepts of scripting, programming, -variables and functions. If you're familiar with these concepts, you might -as well take a look at how to add a power to the U menu in the -<A HREF="lua_pow.html">Scripting a racial power</A> file. - - -<FONT COLOR="#FF0000">=== Defining some basic stuff ===</FONT> - -Computers don't do anything that they're not told to do. When we script, or -program, we must assume they know nothing. We have to tell them each little -bit of information from the ground up. - -A program, or a script (we'll talk about exact differences later) is like a -set of instructions. Let's imagine that people responded to programs, and -that we had a program called "Housework". Its series of instructions might -look something like this: - -<FONT COLOR="#00FFFF">Do the Washing up.</FONT> -<FONT COLOR="#00FFFF">Clean the kitchen.</FONT> -<FONT COLOR="#00FFFF">Dust the shelves.</FONT> -<FONT COLOR="#00FFFF">Hoover the lounge.</FONT> - -Each step above could be called a function, as they are all actions that -need to be carried out. Now to you and me, we'd understand that program just -fine, but if someone didn't know HOW to wash, or what hoovering was, they'd -soon run into problems. For those people we'd need to define each function -clearly. Thus "do the washing up" might be - - -<FONT COLOR="#00FFFF">Run hot water into bowl.</FONT> -<FONT COLOR="#00FFFF">Add washing up liquid.</FONT> -<FONT COLOR="#00FFFF">Put dirty plates into bowl</FONT> -<FONT COLOR="#00FFFF">Scrub plates till clean</FONT> -<FONT COLOR="#00FFFF">Place clean plates on rack to dry,</FONT> - -There's still plenty of problems here though, We've not said to turn the tap -off, or what the bowl is, or to wash any dirty cutlery, mugs, saucepans etc -etc. Whilst this might seem fairly obvious to a person, this is how we need -to think when writing programs for computers. - -Lets look now at some of the terms we're going to be using, in the rest of -these help files, and what they mean... - -<FONT COLOR="#FF0000">=== Variables and Constants ===</FONT> -A variable is a way to store information in a computer. Just as you store -things in your own memory, you can store things in the computers memory. And -just as things change in your memory, so things can change in the computer's -memory. This factor of change is why they're called "variables" and not -"statics". - -For instance, you may have a friends email address committed to memory, but -things change over time, they get a new ISP or domain, and so their email -address changes. You commit this new address to memory, and eventually -forget the old one. The thing you have stored in your memory is the same -(your friends address) but the value(property) of what you have stored has -changed (from friend@old-address.com to friend@new-address.com). - -Variables are the building blocks out of which you will create your patch. - -A variable which will *never* change its value is called a constant. - -<FONT COLOR="#FF0000">===Functions===</FONT> - -A function is a series of steps or statements, grouped together and given -one name. When you want to carry out those steps, you simply ask the -computer to carry out that function. To go back to our original example, -rather than saying, "I'd like you to run some hot water into a bowl, add the -washing up liquid, put the dirty plates into it, and then scrub them till -they're clean", we just say "do the washing up". - -This is where we come to the difference between scripting and programming. -With scripting we can use the functions and variables that exist in the -ToME code. Maintainers like DarkGod have already made sure that the -computer knows how to "do the washing up", including turning the tap off and -what the bowl is. All we need to do in our script is say "do the washing -up". Or to look at it in a more relevant way, the game has been coded so -that when a magic missile is fired, a bolt or beam spell with a black line -of asterisks will be drawn in the direction indicated by the player, the -mana of that player will be used up, the monster will take the appropriate -amount of damage and so on. All we need to do in our script is say "fire a -magic missile". - -As you script, you will still be designing your own functions, and -variables, but the hardest parts have been done for you! - -Not every function and global variable in the source-code has been exported to -use in your scripting. But the ones that have are easily identifiable by -looking in any source files with the extension .pkg . Chris Hadgis has written -some excellent documentation which outline the use the most important -functions in some of these files. They outline the functions from the - -OK, the first tutorial proper is on <A HREF="lua_pow.html">adding a racial power</A> . - - <FONT COLOR="#008040">This file by fearoffours (fearoffours@moppy.co.uk)</FONT> - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_mon.html b/lib/help/lua_mon.html deleted file mode 100644 index ddccfbf1..00000000 --- a/lib/help/lua_mon.html +++ /dev/null @@ -1,548 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> - -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < monster.pkg functions helper file ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== race_info_idx ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern monster_race* race_info_idx(int r_idx, int ego); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Return a (monster_race*) with the combinations of the monster - * properties and the ego type - */ - -<FONT COLOR="#00FF00">Description</FONT> -Get monster info and ego info for monster with monster index "r_idx" -and monster ego "ego". The ego information is applied to the monster -information and the new monster information is returned. - -For example, race_info_idx(141,7) will create a brown yeek (monster) -shaman (ego). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no - range checking. -> "ego" is an entry from the "re_info.txt". Beware: there is no range - checking. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== delete_monster_idx ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void delete_monster_idx(int i); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Delete a monster by index. - * - * When a monster is deleted, all of its objects are deleted. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Delete monster "i" from the monster array. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "i" is the index for the monster list (m_list[]). Beware: there is - no range checking. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== m_pop ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern s16b m_pop(void); - -<FONT COLOR="#00FF00">File</FONT> - monsters2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Acquires and returns the index of a "free" monster. - * - * This routine should almost never fail, but it *can* happen. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Get an empty slot in the monster list (m_list[]). If there are no -empty slots, a slot will be reclaimed from a "dead" monster. If all -slots are full, 0 is returned, which means the function has failed -("Too many monsters!"). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_mon_num_prep ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern errr get_mon_num_prep(void); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Apply a "monster restriction function" to the "monster allocation table" - */ - -<FONT COLOR="#00FF00">Description</FONT> -There are no parameters, but there are some other variables which will -need to be set. They are get_mon_num_hook and get_mon_num2_hook. They -are pointers to functions. - -For example, get_mon_num_hook = monster_volcano means when -get_mon_num_hook is called (*get_mon_num_hook)(index), the actual -function called is monster_volcano(index). This particular function -returns TRUE if the monster indicated by "index" has the -RF8_WILD_VOLCANO flag set. - -It is a good idea to store the old value of get_mon_num_hook before -setting a new one, and restoring it when your function is finished. - -Following is a list of functions which can be assigned to -get_mon_num_hook: - -create_molds_hook -create_townpeople_hook -mon_hook_bounty -monster_dungeon -monster_grass -monster_mountain -monster_ocean -monster_quest -monster_shore -monster_town -monster_volcano -monster_waste -monster_wood -mutate_monster_okay -place_monster_okay -summon_specific_okay -vault_aux_animal -vault_aux_chapel -vault_aux_clone -vault_aux_demon -vault_aux_dragon -vault_aux_giant -vault_aux_jelly -vault_aux_kennel -vault_aux_orc -vault_aux_symbol -vault_aux_treasure -vault_aux_troll -vault_aux_undead - -Or you can write your own. The function must take an integer (index) -as a parameter and return boolean (TRUE if the monster is selected, -or FALSE if it is not). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_mon_num ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern s16b get_mon_num(int level); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Choose a monster race that seems "appropriate" to the given level - * - * This function uses the "prob2" field of the "monster allocation table", - * and various local information, to calculate the "prob3" field of the - * same table, which is then used to choose an "appropriate" monster, in - * a relatively efficient manner. - * - * Note that "town" monsters will *only* be created in the town, and - * "normal" monsters will *never* be created in the town, unless the - * "level" is "modified", for example, by polymorph or summoning. - * - * There is a small chance (1/50) of "boosting" the given depth by - * a small amount (up to four levels), except in the town. - * - * It is (slightly) more likely to acquire a monster of the given level - * than one of a lower level. This is done by choosing several monsters - * appropriate to the given level and keeping the "hardest" one. - * - * Note that if no monsters are "appropriate", then this function will - * fail, and return zero, but this should *almost* never happen. - */ - -Description: -For the given level "level", return the index of an appropriate -monster race. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "level" is a dungeon level - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== monster_desc ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void monster_desc(char *desc, monster_type *m_ptr, - int mode); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Build a string describing a monster in some way. - * - * We can correctly describe monsters based on their visibility. - * We can force all monsters to be treated as visible or invisible. - * We can build nominatives, objectives, possessives, or reflexives. - * We can selectively pronominalize hidden, visible, or all monsters. - * We can use definite or indefinite descriptions for hidden monsters. - * We can use definite or indefinite descriptions for visible monsters. - * - * Pronominalization involves the gender whenever possible and allowed, - * so that by cleverly requesting pronominalization / visibility, you - * can get messages like "You hit someone. She screams in agony!". - * - * Reflexives are acquired by requesting Objective plus Possessive. - * - * If no m_ptr arg is given (?), the monster is assumed to be hidden, - * unless the "Assume Visible" mode is requested. - * - * If no r_ptr arg is given, it is extracted from m_ptr and r_info - * If neither m_ptr nor r_ptr is given, the monster is assumed to - * be neuter, singular, and hidden (unless "Assume Visible" is set), - * in which case you may be in trouble... :-) - * - * I am assuming that no monster name is more than 70 characters long, - * so that "char desc[80];" is sufficiently large for any result. - * - * Mode Flags: - * 0x01 --> Objective (or Reflexive) - * 0x02 --> Possessive (or Reflexive) - * 0x04 --> Use indefinites for hidden monsters ("something") - * 0x08 --> Use indefinites for visible monsters ("a kobold") - * 0x10 --> Pronominalize hidden monsters - * 0x20 --> Pronominalize visible monsters - * 0x40 --> Assume the monster is hidden - * 0x80 --> Assume the monster is visible - * - * Useful Modes: - * 0x00 --> Full nominative name ("the kobold") or "it" - * 0x04 --> Full nominative name ("the kobold") or "something" - * 0x80 --> Genocide resistance name ("the kobold") - * 0x88 --> Killing name ("a kobold") - * 0x22 --> Possessive, genderized if visible ("his") or "its" - * 0x23 --> Reflexive, genderized if visible ("himself") or "itself" - */ - -<FONT COLOR="#00FF00">Description</FONT> -Return a monster description "desc" for monster "monster_type" using -flag "mode". The modes are described above. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "desc" is the returned description. -> "monster type" is the monster (monster pointer). -> "mode" is one of the modes described in the comments. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== monster_race_desc ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void monster_race_desc(char *desc, int r_idx, - int ego); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the monster description "desc" for monster with monster index -"r_idx" and monster ego "ego". The monster description is made up of -the ego name (if any) and monster name, or the unique name. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "desc" is the returned description. -> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no - range checking. -> "ego" is an entry from the "re_info.txt". Beware: there is no range - checking. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== place_monster_aux ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool place_monster_aux(int y, int x, int r_idx, - bool slp, bool grp, int status); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Attempt to place a monster of the given race at the given location - * - * Note that certain monsters are now marked as requiring "friends". - * These monsters, if successfully placed, and if the "grp" parameter - * is TRUE, will be surrounded by a "group" of identical monsters. - * - * Note that certain monsters are now marked as requiring an "escort", - * which is a collection of monsters with similar "race" but lower - * level. - * - * Some monsters induce a fake "group" flag on their escorts. - * - * Note the "bizarre" use of non-recursion to prevent annoying output - * when running a code profiler. - * - * Note the use of the new "monster allocation table" code to restrict - * the "get_mon_num()" function to "legal" escort types. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Attempt to place a monster at grid "y", "x". The monster has monster -index "m_idx". The monster may be asleep ("slp"). The monster may be -surrounded by a group of identical monsters ("grp"). The monster has -a status of "status" (see below). The function returns TRUE if the -monster is placed successfully, otherwise FALSE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y" is the y co-ordinate of the target grid. -> "x" is the x co-ordinate of the target grid. -> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no - range checking. -> "slp" is TRUE if the monster is asleep, otherwise FALSE. -> "grp" is TRUE if the monster is surrounded by a group, otherwise - FALSE. -> "status" is the status of the monster - <A HREF="fields.html">status</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== place_monster ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool place_monster(int y, int x, bool slp, - bool grp); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Hack -- attempt to place a monster at the given location - * - * Attempt to find a monster appropriate to the "monster_level" - */ - -<FONT COLOR="#00FF00">Description</FONT> -Attempt to place a monster at grid "y", "x". The monster may be asleep -("slp"). The monster may be surrounded by a group of identical -monsters ("grp"). The monster is of the appropriate monster level. The -function returns TRUE if the monster is placed successfully, otherwise -FALSE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y" is the y co-ordinate of the target grid. -> "x" is the x co-ordinate of the target grid. -> "slp" is TRUE if the monster is asleep, otherwise FALSE. -> "grp" is TRUE if the monster is surrounded by a group, otherwise - FALSE. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== place_monster_one ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern s16b place_monster_one(int y, int x, int r_idx, - int ego, bool slp, int status); - -<FONT COLOR="#00FF00">File</FONT> - monster2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Attempt to place a monster of the given race at the given location. - * - * To give the player a sporting chance, any monster that appears in - * line-of-sight and is extremely dangerous can be marked as - * "FORCE_SLEEP", which will cause them to be placed with low energy, - * which often (but not always) lets the player move before they do. - * - * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters. - * - * XXX XXX XXX Use special "here" and "dead" flags for unique monsters, - * remove old "cur_num" and "max_num" fields. - * - * XXX XXX XXX Actually, do something similar for artifacts, to simplify - * the "preserve" mode, and to make the "what artifacts" flag more useful. - * - * This is the only function which may place a monster in the dungeon, - * except for the savefile loading code. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Attempt to place a monster at grid "y", "x". The monster has monster -index "m_idx". The monster may be asleep ("slp"). The monster may have -an ego type ("ego"). The monster has a status of "status" (see below). -The function returns TRUE if the monster is placed successfully, -otherwise FALSE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y" is the y co-ordinate of the target grid. -> "x" is the x co-ordinate of the target grid. -> "r_idx" is an entry from the "r_info.txt" file. Beware: there is no - range checking. -> "slp" is TRUE if the monster is asleep, otherwise FALSE. -> "ego" is an entry from the "re_info.txt". Beware: there is no range - checking. -> "status" is the status of the monster - <A HREF="fields.html">status</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== is_friend ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern int is_friend(monster_type *m_ptr); - -<FONT COLOR="#00FF00">File</FONT> - monster3.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Is the monster in friendly state(pet, friend, ..) - * -1 = enemy, 0 = neutral, 1 = friend - */ - -<FONT COLOR="#00FF00">Description</FONT> -Return a value to indicate the status of monster "m_ptr". - <A HREF="fields.html">status</A> - -<FONT COLOR="#00FF00">Parameters</FONT> -> "m_ptr" is a pointer to a monster. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== is_enemy ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool is_enemy(monster_type *m_ptr, - monster_type *t_ptr); - -<FONT COLOR="#00FF00">File</FONT> - monster3.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* Should they attack each others */ - -<FONT COLOR="#00FF00">Description</FONT> -Return TRUE if monster "m_ptr" should attack monster "t_ptr". If -"m_ptr" is stupid and "r_ptr" is a different type of monster then the -function will return TRUE. If "m_ptr" is not neutral and "r_ptr" is a -breeder, and "r_ptr" is a different type of monster then the function -will return TRUE (and vice versa). If both monsters are not neutral -and one is friendly and the other isn't then the function will return -TRUE. Otherwise the function returns FALSE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "m_ptr" is a pointer to a monster. -> "t_ptr" is a pointer to a monster (target). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== change_side ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool change_side(monster_type *m_ptr); - -<FONT COLOR="#00FF00">File</FONT> - monster3.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Change the status of monster "m_ptr" from friendly to unfriendly and -vice versa. Friends and pets become enemies. Neutral Ms become -neutral Ps and vice versa. Companions are unaffected. The -function returns TRUE if the status changed, otherwise FALSE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "m_ptr" is a pointer to a monster. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== find_position ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void find_position(int y, int x, int *yy = 0, - int *xx = 0); - -<FONT COLOR="#00FF00">File</FONT> - lua_bind.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Find a new grid "yy", "xx" within 6 grids of target grid "y", "x". -The new grid must be within line-of-sight of the target grid. A -maximum of 5000 attempts is made. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y" is the y co-ordinate of the target grid. -> "x" is the x co-ordinate of the target grid. -> "yy" is the y co-ordinate of the new grid. -> "xx" is the x co-ordinate of the new grid. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== can_create_companion ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool can_create_companion(); - -<FONT COLOR="#00FF00">File</FONT> - monster3.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* Returns if a new companion is allowed */ - -<FONT COLOR="#00FF00">Description</FONT> -Return TRUE if a companion can be created, otherwise FALSE. - ----------------------------------------------------------------------- - -Back to the <A HREF="lua.html">lua help index</A> . - - - <FONT COLOR="#008040">This file by Chris Hadgis</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_play.html b/lib/help/lua_play.html deleted file mode 100644 index e9332ec2..00000000 --- a/lib/help/lua_play.html +++ /dev/null @@ -1,1238 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> - -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < player.pkg functions helper file ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_parasite</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_parasite(int v, int r);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->parasite" and "p_ptr->parasite_r_idx" -* notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until parasite with monster index "r" is created. The -player gets the message "You feel something growing in you" if "v" -is > 0. Otherwise the player gets the message "Your body convulse -and spawn <monster name>" if the monster is created (80% chance) or -"The hideous thing growing in you seems to die" if the monster dies. - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until the parasite gestates (must be between 0 and - 10000). ->r is the monster index of parasite to be created. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_disrupt_shield</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_disrupt_shield(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->disrupt_shield" -* notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until shield of invulnerability expires. The player gets -the message "You feel invulnerable" if "v" is > 0. Otherwise the -player gets the message "You are more vulnerable". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until the shield expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_prob_travel</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_prob_travel(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->prob_travel" -* notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until random teleportation expires. The player gets -the message "You feel instable" if "v" is > 0. Otherwise the -player gets the message "You are more stable". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until random teleportation expires (must be between 0 - and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_tim_deadly</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_tim_deadly(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_deadly" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until deadly accuracy expires. The player gets the -message "You feel extremely accurate" if "v" is > 0. Otherwise the -player gets the message "You are suddenly much less accurate". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until deadly accuracy expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_tim_res_time</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_tim_res_time(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_res_time" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until space-time distortions expire. The player gets the -message "You are now protected against the space-time distortions" if -"v" is > 0. Otherwise the player gets the message "You are no longer -protected against the space-time distortions". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until space-time distortions expire (must be between - 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_tim_reflect</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_tim_reflect(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_reflect" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until reflection expire. The player gets the message -"You start reflecting the world around you" if "v" is > 0. Otherwise -the player gets the message "You stop reflecting". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until reflection expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_meditation</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_meditation(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->meditation" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until meditation expire. The player gets the message -"You start meditating on yourself" if "v" is > 0. Otherwise the -player gets the message "You stop your self meditation". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until meditation expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_strike</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_strike(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->strike" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until accurate strikes expire. The player gets the -message "You feel very accurate" if "v" is > 0. Otherwise the player -gets the message "You are no longer very accurate". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until accurate strikes expire (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_walk_water</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_walk_water(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->walk_water", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until walking on water expires. The player gets the -message "You feel strangely insubmersible" if "v" is > 0. Otherwise -the player gets the message "You are no longer insubmersible". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until walking on water expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_tim_ffall</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_tim_ffall(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_ffall" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until feather-fall expires. The player gets the message -"You feel very light" if "v" is > 0. Otherwise the player gets the -message "You are suddenly heavier". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until feather-fall expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_tim_fire_aura</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_tim_fire_aura(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_fire_aura" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until fiery aura expires. The player gets the message -"You are enveloped in flames" if "v" is > 0. Otherwise the player -gets the message "You are no longer enveloped in flames". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until fiery aura expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_holy</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_holy(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->holy", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until holiness expires. The player gets the message -"You feel a holy aura around you" if "v" is > 0. Otherwise the -player gets the message "The holy aura vanishes". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until holiness expires (must be between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_grace</FONT> - -<FONT COLOR="#00FF00">Declaration: void set_grace(s32b v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->grace", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set grace to value "v". Don't allow grace to fall below -30000 or -rise above 30000. - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the value of grace. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_mimic</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_mimic(int v, int p);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_mimic", and "p_ptr->mimic_form", -* notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until morph into monster with monster index "p" expires. -The player gets the message "You feel your body change" if "v" is > 0. -Otherwise the player gets the message "You are no longer transformed". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until transformation expires (must be between 0 and - 10000). ->p is the monster index of the monster the player wants to mimic. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_no_breeders</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_no_breeders(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "no_breeds" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until breeders can breed again. The player gets the -message "You feel an anti-sexual aura" if "v" is > 0. Otherwise the -player gets the message "You no longer feel an anti-sexual aura". -Okay... - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until breeders can breed again (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_invis</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_invis(int v,int p);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_invis", and "p_ptr->tim_inv_pow", -* notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until invisibility expires. The player gets the message -"You feel your body fade away" if "v" is > 0. Otherwise the player -gets the message "You are no longer invisible". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until invisibility expires (must be between 0 and - 10000). ->p is the power of timed invisibility. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_lite</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_lite(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_lite", notice observable changes -* -* Note the use of "PU_VIEW", which is needed to -* memorise any terrain features which suddenly become "visible". -* Note that blindness is currently the only thing which can affect -* "player_can_see_bold()". -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until brightness expires. The player gets the message -"You suddenly seem brighter" if "v" is > 0. Otherwise the player -gets the message "You are no longer bright". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until brightness expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_blind</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_blind(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->blind", notice observable changes -* -* Note the use of "PU_UN_VIEW", which is needed to memorise any terrain -* features which suddenly become "visible". -* Note that blindness is currently the only thing which can affect -* "player_can_see_bold()". -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until blindness expires. The player gets the message "You -are blind" if "v" is > 0. Otherwise the player gets the message "You -can see again". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until blindness expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_confused</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_confused(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->confused", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until confusion expires. The player gets the message "You -are confused" if "v" is > 0. Otherwise the player gets the message -"You feel less confused now". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until confusion expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_poisoned</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_poisoned(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->poisoned", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until poison expires. The player gets the message "You -are poisoned" if "v" is > 0. Otherwise the player gets the message -"You are no longer poisoned". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until poison expires (must be between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_afraid</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_afraid(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->afraid", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until fear expires. The player gets the message "You are -terrified" if "v" is > 0. Otherwise the player gets the message "You -feel bolder now". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until fear expires (must be between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_paralyzed</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_paralyzed(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->paralyzed", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until paralysis expires. The player gets the message "You -are paralyzed" if "v" is > 0. Otherwise the player gets the message -"You can move again". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until paralysis expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_image</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_image(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->image", notice observable changes -* -* Note that we must redraw the map when hallucination changes. -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until hallucination expires. The player gets the message -"Oh, wow! Everything looks so cosmic now" if "v" is > 0. Otherwise -the player gets the message "You can see clearly again". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until hallucination expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_fast</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_fast(int v, int p);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -(none) - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until speed of speed factor "p" expires. The player gets -the message "You feel yourself moving faster" if "v" is > 0. Otherwise -the player gets the message "You feel yourself slow down". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until speed expires (must be between 0 and 10000). ->p is the speed factor. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_light_speed</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_light_speed(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->lightspeed", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until light-speed expires. The player gets the message -"You feel as if time has stopped" if "v" is > 0. Otherwise the player -gets the message "You feel time returning to its normal rate". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until light-speed expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_slow</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_slow(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->slow", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until slowness expires. The player gets the message "You -feel yourself moving slower" if "v" is > 0. Otherwise the player gets -the message "You feel yourself speed up". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until slowness expires (must be between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_shield</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_shield(int v, int p, s16b o, s16b d1, s16b d2);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->shield", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until stone-shield expires. The player gets the message -"Your skin turns to stone" if "v" is > 0. Otherwise the player gets -the message "Your skin returns to normal". Stone-shield has spell -power "p", spell option "o", and power options "d1" and "d2". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until stone-shield expires (must be between 0 and - 10000). ->p is the power of the stone-shield spell. ->o is the option of the stone-shield spell. ->d1 is the power for option 1 of the stone-shield spell. ->d2 is the power for option 2 of the stone-shield spell. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_blessed</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_blessed(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->blessed", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until blessing expires. The player gets the message "You -feel righteous" if "v" is > 0. Otherwise the player gets the message -"The prayer has expired". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until blessing expires (must be between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_hero</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_hero(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->hero", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until heroism expires. The player gets the message "You -feel like a hero" if "v" is > 0. Otherwise the player gets the -message "The heroism wears off". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until heroism expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_shero</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_shero(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->shero", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until berserk expires. The player gets the message "You -feel like a killing machine" if "v" is > 0. Otherwise the player gets -the message "You feel less Berserk". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until berserk expires (must be between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_protevil</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_protevil(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->protevil", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until protection from evil expires. The player gets the -message "You feel safe from evil" if "v" is > 0. Otherwise the player -gets the message "You no longer feel safe from evil". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until protection from evil expires (must be between 0 - and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_protgood</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_protgood(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->protgood", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until protection from good expires. The player gets the -message "You feel safe from good" if "v" is > 0. Otherwise the player -gets the message "You no longer feel safe from good". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until protection from evil expires (must be between 0 - and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_protundead</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_protundead(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->protundead", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until protection from undead expires. The player gets the -message "You feel safe from undead" if "v" is > 0. Otherwise the -player gets the message "You no longer feel safe from undead". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until protection from undead expires (must be between - 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_invuln</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_invuln(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->invuln", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until invulnerability expires. The player gets the -message "Invulnerability" if "v" is > 0. Otherwise the player gets -the message "The invulnerability wears off". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until invulnerability expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_tim_invis</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_tim_invis(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_invis", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until see invisible expires. The player gets the message -"Your eyes feel very sensitive" if "v" is > 0. Otherwise the player -gets the message "Your eyes feel less sensitive". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until see invisible expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_tim_infra</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_tim_infra(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_infra", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until infravision expires. The player gets the message -"Your eyes begin to tingle" if "v" is > 0. Otherwise the player gets -the message "Your eyes stop tingling". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until infravision expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_mental_barrier</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_mental_barrier(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->tim_mental_barrier", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until mental barrier expires. The player gets the message -"Your mind grows stronger" if "v" is > 0. Otherwise the player gets -the message "Your mind is no longer especially strong". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until mental barrier expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_acid</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_acid(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until feather-fall expires. The player gets the message -"You feel very light" if "v" is > 0. Otherwise the player gets the -message "You are suddenly heavier". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until feather-fall expires (must be between 0 and - 10000). ->v is the time until feather-fall expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_elec</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_elec(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->oppose_elec", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until electricity resistance expires. The player gets -the message "You feel resistant to electricity" if "v" is > 0. -Otherwise the player gets the message "You feel less resistant to -electricity". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until electricity resistance expires (must be between - 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_fire</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_fire(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->oppose_fire", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until fire resistance expires. The player gets the -message "You feel resistant to fire" if "v" is > 0. Otherwise the -player gets the message "You feel less resistant to fire". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until fire resistance expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_cold</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_cold(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->oppose_cold", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until cold resistance expires. The player gets the -message "You feel resistant to cold" if "v" is > 0. Otherwise the -player gets the message "You feel less resistant to cold". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until cold resistance expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_pois</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_pois(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->oppose_pois", notice observable changes -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until poison resistance expires. The player gets the -message "You feel resistant to poison" if "v" is > 0. Otherwise the -player gets the message "You feel less resistant to poison". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until poison resistance expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_ld</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_ld(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->oppose_ld" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until light and dark resistance expires. The player gets -the message "You feel protected against the light's fluctuation" if -"v" is > 0. Otherwise the player gets the message "You are no longer -protected against the light's fluctuation". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until light and dark resistance expires (must be - between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_cc</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_cc(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> -/* -* Set "p_ptr->oppose_cc" -*/ - -<FONT COLOR="#00FF00">Comment: </FONT> - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until chaos resistance expires. The player gets the -message "You feel protected against raw chaos" if "v" is > 0. -Otherwise the player gets the message "You are no longer protected -against chaos". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until chaos resistance expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_ss</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_ss(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->oppose_ss" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until sound and shard resistance expires. The player gets -the message "You feel protected against the ravages of sound and -shards" if "v" is > 0. Otherwise the player gets the message "You are -no longer protected against the ravages of sound and shards". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until sound and shard resistance expires (must be - between 0 and 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_oppose_nex</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_oppose_nex(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->oppose_nex" -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set time "v" until nexus resistance expires. The player gets the -message "You feel protected against the strange forces of nexus" if -"v" is > 0. Otherwise the player gets the message "You are no longer -protected against the strange forces of nexus". - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the time until nexus resistance expires (must be between 0 and - 10000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_stun</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_stun(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->stun", notice observable changes -* -* Note the special code to only notice "range" changes. -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set stun level "v". If the player race can't be stunned then the level -is forced to 0. A value > 100 means the player is knocked out. A value ->50 is a heavy stun. A value > 0 is a stun. If the stun level has -increased, a message is printed. There is a small chance of stun level -in 1000, or a 1 in 16 chance of a vicious blow which decreases -intelligence and/or wisdom for a while. - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the stun level. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_cut</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_cut(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->cut", notice observable changes -* -* Note the special code to only notice "range" changes. -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set cut level "v". If the player race can't be cut then the time is -forced to 0. A value > 1000 is a mortal wound. A value > 200 is a deep -gash. A value > 100 is a severe cut. A value > 50 is a nasty cut. A -value > 25 is a bad cut. A value > 10 is a light cut. A value > 0 is a -graze. If the cut level has increased, a message is printed. There is -a small chance of stun level in 1000, or a 1 in 16 chance of scarring -which decreases charisma for a while. - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the cut level. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: set_food</FONT> - -<FONT COLOR="#00FF00">Declaration: bool set_food(int v);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Set "p_ptr->food", notice observable changes -* -* The "p_ptr->food" variable can get as large as 20000, allowing the -* addition of the most "filling" item, Elvish Waybread, which adds -* 7500 food units, without overflowing the 32767 maximum limit. -* -* Perhaps we should disturb the player with various messages, -* especially messages about hunger status changes. XXX XXX XXX -* -* Digestion of food is handled in "dungeon.c", in which, normally, -* the player digests about 20 food units per 100 game turns, more -* when "fast", more when "regenerating", less with "slow digestion", -* but when the player is "gorged", he digests 100 food units per 10 -* game turns, or a full 1000 food units per 100 game turns. -* -* Note that the player's speed is reduced by 10 units while gorged, -* so if the player eats a single food ration (5000 food units) when -* full (15000 food units), he will be gorged for (5000/100)*10 = 500 -* game turns, or 500/(100/5) = 25 player turns (if nothing else is -* affecting the player speed). -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Set hunger level "v". A value < 500 is fainting. A value < 1000 is -weak. A value < 2000 is weak. A value < 10000 is full. A value -< 15000 is bloated. A value < 20000 is gorged. If one of these -levels is crossed a message is printed. - -<FONT COLOR="#00FF00">Parameters:</FONT> ->v is the hunger level (must be between 0 and 20000). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: check_experience</FONT> - -<FONT COLOR="#00FF00">Declaration: void check_experience(void);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Advance experience levels and print experience -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Check if player experience level has changed. If a player has achieved -a level for the first time, give reward or corruption (1 chance in 3) -if they apply, and increase skill points. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: check_experience_obj</FONT> - -<FONT COLOR="#00FF00">Declaration: void check_experience_obj(object_type *o_ptr);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Advance experience levels and print experience -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Check if object "o_ptr" experience level has changed. If an object has -achieved a level for the first time, apply gains. - -<FONT COLOR="#00FF00">Parameters:</FONT> ->o_ptr is the pointer to the object gaining experience. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: gain_exp</FONT> - -<FONT COLOR="#00FF00">Declaration: void gain_exp(s32b amount);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Gain experience (share it to objects if needed) -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Gain "amount" of experience. Count the number of objects which will -gain experience. The objects share equally 2/3 of "amount". Give -corruption if it applies. Gain experience. If experience is less -than maximum, then increase maximum experience by 20% of "amount". -Check for level change and print experience (check_experience). - -<FONT COLOR="#00FF00">Parameters:</FONT> ->amount is the amount of experience to share. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">Function: lose_exp</FONT> - -<FONT COLOR="#00FF00">Declaration: void lose_exp(s32b amount);</FONT> - -<FONT COLOR="#00FF00">File: xtra2.c</FONT> - -<FONT COLOR="#00FF00">Comment: </FONT> -/* -* Lose experience -*/ - -<FONT COLOR="#00FF00">Description:</FONT> -Decrease experience by "amount". Experience can not fall below zero. -Check for level change and print experience (check_experience). - -<FONT COLOR="#00FF00">Parameters:</FONT> ->amount is the amount of experience to lose. - ----------------------------------------------------------------------- - - -Back to the <A HREF="lua.html">lua help index</A> . - - - <FONT COLOR="#008040">This file by Chris Hadgis</FONT> - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_pow.html b/lib/help/lua_pow.html deleted file mode 100644 index 93e23560..00000000 --- a/lib/help/lua_pow.html +++ /dev/null @@ -1,279 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Adding new racial powers ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -<FONT COLOR="#FF0000">=== Introduction ===</FONT> - -You *must* download and install my lua example files from -<FONT COLOR="#00FF00">http://www.moppy.co.uk/angband.htm</FONT>. And also you should read the -<A HREF="lua_intr.html">scripting introduction</A> file if you haven't already done -so. - -The (commented) accompanying script file for this tutorial is -lib\scrpt\pheonix.lua. Open it in your text editor! - -<FONT COLOR="#FF0000">=== The Racial Power ===</FONT> - -Let's start with something simple. Let's say you wanted your new race (let's -call it "Pheonix") to be able to cast fire balls as their racial power. - -<FONT COLOR="#FF0000">=== Starting off ===</FONT> - -If you have a look at pheonix.lua you'll note the first lines are comments. -I'll talk a bit more about comments later, but it's worth pointing out that any -lines of text preceded by a double hyphen (<FONT COLOR="#00FFFF">--</FONT>) will be ignored by the -scripting engine, and are therefore comments. -After the comments, the first 10 lines of code are as follows: - -<FONT COLOR="#00FFFF">PHEONIX_POWER = add_power</FONT> -<FONT COLOR="#00FFFF">{</FONT> -<FONT COLOR="#00FFFF"> ["name"] = "Fire Breath",</FONT> -<FONT COLOR="#00FFFF"> ["desc"] = "You are able to cast fireballs",</FONT> -<FONT COLOR="#00FFFF"> ["desc_get"] = "Your beak glows red",</FONT> -<FONT COLOR="#00FFFF"> ["desc_lose"] = "Your beak goes cold again",</FONT> -<FONT COLOR="#00FFFF"> ["level"] = 10,</FONT> -<FONT COLOR="#00FFFF"> ["cost"] = 11,</FONT> -<FONT COLOR="#00FFFF"> ["stat"] = A_INT,</FONT> -<FONT COLOR="#00FFFF"> ["fail"] = 14,</FONT> - -So, <FONT COLOR="#00FFFF">PHEONIX_POWER = add_power</FONT> is registering our power. We're giving it -a name (PHEONIX_POWER) and saying that it is defined by calling the special -function <FONT COLOR="#00FFFF">add_power</FONT>. This special function is only used to define lua- -scripted -powers, and has attributes which are identified by their inclusion in square -brackets. -Note the following: -- Lua is case sensitive. The name of our power is a constant, will never change -so that's been named with capitals. variables and functions are named all in -lower case. Technically speaking, Lua does not support constants, but we can -emulate them by variables in this way. They don't have to be capitalised, but -if you capitalise all your constants, it makes things easier to read, and -you'll be following normal programming protocol. -- There are no spaces in the name of the power. Use an underscore for spaces -if you need to improve legibility. - -<FONT COLOR="#00FFFF">"name" = "Fire Breath",</FONT> This is the name of the power as it is -displayed in the -U menu, and as you will define it in p_info.txt (more about that later). - -<FONT COLOR="#00FFFF">"desc" = "You are able to cast fireballs",</FONT> This is what would -appear in the -information display list if you drank a potion of self knowledge or -similar. - -<FONT COLOR="#00FFFF">"desc_get" = "Your beak glows red",</FONT> This is the information displayed -when you -gain this power. - -<FONT COLOR="#00FFFF">"desc_lose" = "Your beak goes cold again",</FONT> This is the information -displayed when -you lose this power. Eg After a mutation/corruption. - -<FONT COLOR="#00FFFF">"level" = 10,</FONT> Character level which must be gained in order to use -power, - -<FONT COLOR="#00FFFF">"cost" = 11,</FONT> Amount of mana to cast this power. - -<FONT COLOR="#00FFFF">"stat" = A_INT,</FONT> stat which will define whether it works or not, - -<FONT COLOR="#00FFFF">"fail" = 14,</FONT> how high that stat must be. - -So our Pheonix will be able to cast PHEONIX_POWER from clvl 10, at a cost of -11 mana, providing that the player's intelligence is 14 and upwards. - -<FONT COLOR="#FF0000">=== The function ===</FONT> - -The next section is a lot longer, so we'll look at it line by line. I'll -strip the comments for the purpose of this helpfile. - -<FONT COLOR="#00FFFF">["power"] = function()</FONT> -<FONT COLOR="#00FFFF"> local ret, dir, damage</FONT> -<FONT COLOR="#00FFFF"> ret, dir = get_aim_dir();</FONT> -<FONT COLOR="#00FFFF"> if (ret == FALSE) then </FONT> -<FONT COLOR="#00FFFF"> return </FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF"> damage = player.lev*3</FONT> -<FONT COLOR="#00FFFF"> msg_print("You breathe fire.")</FONT> -<FONT COLOR="#00FFFF"> fire_ball(GF_FIRE, dir, damage, 3)</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -The <FONT COLOR="#00FFFF">"power"</FONT> bit is what actually happens when the player accesses this -power -from their 'U' menu. Every function must start with the word <FONT COLOR="#00FFFF">function</FONT>. -Normally, we'd also declare its name at this point, but as this is contained -within the <FONT COLOR="#00FFFF">add_power</FONT> function, we just use the word <FONT COLOR="#00FFFF">function</FONT> The -empty -brackets after this denote that no arguments are passed to the function. -Lets look at the next line. - -<FONT COLOR="#00FFFF"> local ret, dir, damage</FONT> - -The <FONT COLOR="#00FFFF">local</FONT> bit is saying that we're going to declare some local -variables. That -is, that there will be three variables used in this function , that apply -exclusively to this function, and to no others. Global variables are -variables that apply to the whole script, in multiple functions. The three -variables will be called <FONT COLOR="#00FFFF">ret</FONT> (return), <FONT COLOR="#00FFFF">dir</FONT> (direction), and -<FONT COLOR="#00FFFF">damage</FONT>. They will be used to determine the direction the ball -will fire in, and how much damage it will do. We'll see them in use when we add -the third line: - -<FONT COLOR="#00FFFF"> ret, dir = get_aim_dir();</FONT> - -here we're saying that the variables will take their value from the result -of a function. The program performs the function <FONT COLOR="#00FFFF">get_aim_dir</FONT> which -essentially asks the player to choose a direction or pick a target. -<FONT COLOR="#00FFFF">get_aim_dir</FONT> -assigns the value <FONT COLOR="#00FFFF">ret</FONT> to either TRUE (if the player correctly selected a -direction) or FALSE (if the player failed to do so (maybe they changed their -mind, or hit the wrong key!)). The value <FONT COLOR="#00FFFF">dir</FONT> is the direction which was -selected (or the path to the target if a target was selected). OK so let's add -the next line: - -<FONT COLOR="#00FFFF"> if (ret == FALSE) then return end</FONT> - -This introduces another fundamental scripting concept - <FONT COLOR="#00FFFF">if</FONT> statements. -They work just as you would expect them too. You say "if a certain condition is -met, then do the following things." -So in this function we're saying, "if the value of <FONT COLOR="#00FFFF">ret</FONT> is FALSE then -<FONT COLOR="#00FFFF">return</FONT>." -As I mentioned above, <FONT COLOR="#00FFFF">ret</FONT> is false if the player aborted (either -deliberately or accidentally) the spell casting whilst choosing a direction -for the spell. The double equals sign are used to mean "is equal to" as a -single equals sign is used for defining variables remember? A single equals -sign is more of a "let x be equal to y" thing. -<FONT COLOR="#00FFFF">return</FONT> means stop the current function. And <FONT COLOR="#00FFFF">end</FONT> signifies the -close of the <FONT COLOR="#00FFFF">if</FONT> -statement. Every <FONT COLOR="#00FFFF">if</FONT> statement must begin with an <FONT COLOR="#00FFFF">if</FONT> and finish -with an <FONT COLOR="#00FFFF">end</FONT>. -So, what our <FONT COLOR="#00FFFF">if</FONT> statement is saying is; "if the player failed to specify -a direction or target for the spell, stop the function here." -If the player has correctly specified a direction/target, the function -continues to the next line: - -<FONT COLOR="#00FFFF"> damage = player.lev*3</FONT> - -Here we're saying that the variable <FONT COLOR="#00FFFF">damage</FONT> has a value equal to the -players current character level, multiplied by 3. - -<FONT COLOR="#00FFFF"> msg_print("You breathe fire.")</FONT> - -Fairly easy to see what this does - displays the message "You breathe fire." -I could have put anything there obviously, like <FONT COLOR="#00FFFF">msg_print("You open</FONT> -<FONT COLOR="#00FFFF">your mouth and everyone falls over with the smell of hot curry")</FONT> or -some other such rubbish. But note that the message is enclosed within double -quotes. The quotes aren't displayed in the message on screen, but signify the -start and end of the message. - -<FONT COLOR="#00FFFF"> fire_ball(GF_FIRE, dir, damage, 3)</FONT> - -This is the line that casts the spell. it says execute the function -<FONT COLOR="#00FFFF">fire_ball</FONT>. Now, this doesn't mean a fireball, it means fire a ball. -There's an important distinction there! All it knows it is doing is firing a -ball, it doesn't know what kind of ball, or where, or how big, or how much -damage. -The <FONT COLOR="#00FFFF">GF_FIRE,</FONT> bit is what tell us it is a fire ball. If it was -<FONT COLOR="#00FFFF">GF_COLD,</FONT> - we'd have a cold ball, or <FONT COLOR="#00FFFF">GF_CHAOS,</FONT> it would be a chaos ball and -so on and so on. A full list of those types can be found in <A HREF="lua_gf.html">lua_gf.txt</A>. -<FONT COLOR="#00FFFF"> dir,</FONT> is the direction, from the <FONT COLOR="#00FFFF">get_aim_dir()</FONT> bit. -<FONT COLOR="#00FFFF"> damage,</FONT> is the damage. As we've already said, this will be clvl*3. -<FONT COLOR="#00FFFF"> 3)</FONT> is the radius. -and finally... - -<FONT COLOR="#00FFFF"> end,</FONT> -<FONT COLOR="#00FFFF">}</FONT> - -<FONT COLOR="#00FFFF">end,</FONT> tells it the function has ended. Every function must finish with -<FONT COLOR="#00FFFF">end</FONT>. -You should have spotted that after the end of each attribute is a comma. Make -sure you include this, and don't forget the braces at the very very end to -close the <FONT COLOR="#00FFFF">add_power</FONT> function. - -<FONT COLOR="#FF0000">=== Finishing the LUA file ===</FONT> - -Save this as a text file 'pheonix.lua' Put it into the lib\scrpt directory -of ToME, and open the init.lua file which you'll find in the same -directory. - -Add the following line and resave the init.lua file. - -<FONT COLOR="#00FFFF">tome_dofile("pheonix.lua")</FONT> - -This ensures that ToME loads your file on start-up. Because you've installed -the example scripts, this has all been done for you. - -<FONT COLOR="#FF0000">=== A quick word about comments ===</FONT> - -One of the reason Angband has so many variants is because the source code is -clearly commented. Almost every line of code has an accompanying comment, -explaining what that line does. It's good practice to add comments to any code -or script you write. It's helpful to others who are learning, anyone who takes -over your project, and also to yourself when you come back in a month's time -and can't remember what you did! So comment your code clearly, and well! - -You can also add multi line comments which should be enclosed by <FONT COLOR="#00FFFF">--[[</FONT> -and -<FONT COLOR="#00FFFF">]]</FONT> - -<FONT COLOR="#FF0000">=== Tying it all together ===</FONT> - -You'll now need to link this 'U' power to the pheonix race via the -p_info.txt file. Simply add a line within the class definition file that has -the format <FONT COLOR="#00FFFF">R:Z:<name></FONT>the name of the power as it appears in the -<FONT COLOR="#00FFFF">"name"</FONT> -section we did right at the beginning, remember? Seeing as there is no pheonix -race, I've gone ahead and made one up as a demonstration. If you've downloaded -and installed the example files from <FONT COLOR="#00FF00">http://www.moppy.co.uk/angband.htm/</FONT> -then -you'll notice you already have the pheonix race available. Printed below is -the p_info.txt entry for it. - - -<FONT COLOR="#00FFFF">R:N:23:Pheonix</FONT> -<FONT COLOR="#00FFFF">R:D:Born from flame, these powerful bird like creatures gain fire related</FONT> -<FONT COLOR="#00FFFF">R:D:abilities as they grow. </FONT> -<FONT COLOR="#00FFFF">R:S:1:0:2:1:-3:2:-5</FONT> -<FONT COLOR="#00FFFF">R:K:-8:15:20:-10:5:-1:-5:-5</FONT> -<FONT COLOR="#00FFFF">R:P:8:130:5:210</FONT> -<FONT COLOR="#00FFFF">R:M:255:70:2:1:20:5:2:1:18:3</FONT> -<FONT COLOR="#00FFFF">R:E:1:1:1:2:1:1</FONT> -<FONT COLOR="#00FFFF">R:C:Warrior | Mage | Priest | Rogue | Ranger | Paladin | Blade | </FONT> -<FONT COLOR="#00FFFF">R:C:Warlock | Chaos-Warrior | Monk | Mindcrafter | High-Mage |</FONT> -<FONT COLOR="#00FFFF">R:C:BeastMaster | Alchemist | Power-Mage | Runecrafter | </FONT> -<FONT COLOR="#00FFFF">R:C:Sorceror | Archer | Illusionist | Druid | Necromancer | Black-Knight </FONT> -| -<FONT COLOR="#00FFFF">R:C:Daemonologist | Weaponmaster | Summoner | </FONT> -<FONT COLOR="#00FFFF">R:Z:Fire Ball</FONT> -<FONT COLOR="#00FFFF">R:R:1:0</FONT> -<FONT COLOR="#00FFFF">R:F:RES_FIRE | FEATHER |</FONT> - -Note the <FONT COLOR="#00FFFF">R:Z:</FONT> line. - -If all is well, you should be able to start ToME now and breathe fire! Once -you get to lvl 10 anyhow. Don't forget, this is the kind of thing wizard mode -was invented for! Ctrl-A and confirm at the prompt, and then 'e' will allow -you to alter stats, including experience. Approx 1000 exp should do to get you -to clvl 10. - -Ready for more? How about adding a new <A HREF="lua_skil.html">skill</A> ? - - <FONT COLOR="#008040">This file by fearoffours (fearoffours@moppy.co.uk)</FONT> - - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_ques.html b/lib/help/lua_ques.html deleted file mode 100644 index 98767e8d..00000000 --- a/lib/help/lua_ques.html +++ /dev/null @@ -1,314 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Adding a new quest ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -<FONT COLOR="#FF0000">=== Introduction ===</FONT> - -Adding a quest involves a bit more work, and there is, in some ways, rather -more potential for things to go wrong! Bit it's a great way of showing just -WHAT can be done with lua scripting. It proves just how much a lua patch can -change the overall feel of the game. And it will give you a much better idea of -how lua interfaces with the game source. You should have read the -<A HREF="lua_intr.html">scripting introduction</A>, <A HREF="lua_pow.html">racial power tutorial</A> -and <A HREF="lua_skil.html">adding new skills tutorial</A> before going much -further. All of the above files contain some fairly fundamental information -which you will find necessary for full understanding of this file. - -The script we're looking at is going to create a quest entrance in the middle -of Bree. Entering the quest you see a little girl who has had her necklace -stolen. Your job is to travel down a corridor, killing some monsters on the -way, pick up the amulet and return it to the girl. Once done, she'll reveal the -stairs back to Bree, and give you a (randomly generated) ring. If you feel the -monsters are too hard, the only thing to do is talk to the little girl who will -reveal the stairs again, failing the quest for you, and also block off the -entrance to the amulet so that you can't cheat and make off with the amulet! - -<FONT COLOR="#FF0000">=== Getting started ===</FONT> - -Open amulet.lua (you have downloaded the example scripts from -<FONT COLOR="#00FF00">http://www.moppy.co.uk/angband.htm</FONT>, haven't you?). The first thing you -should see is that yet again we're calling a function that takes it's arguments -from a table, making it easy to read what's going on in the script. - -This time our function is add_quest and we have the following keys and values: - -<FONT COLOR="#00FFFF">["global"] = "AMULET_QUEST",</FONT> -<FONT COLOR="#00FFFF">["name"] = "Hannahs lost amulet",</FONT> -<FONT COLOR="#00FFFF">["desc"] = {</FONT> -<FONT COLOR="#00FFFF"> "Retrieve an amulet for Hannah Cooke. It's guarded!"</FONT> -<FONT COLOR="#00FFFF"> },</FONT> -<FONT COLOR="#00FFFF">["level"] = 5,</FONT> -<FONT COLOR="#00FFFF">["hooks"] = {</FONT> - -<FONT COLOR="#00FFFF">"global" = </FONT> is a constant that we set when we refer to this quest in -various places... -<FONT COLOR="#00FFFF">"name" = </FONT> Obviously a long name for the quest. This will appear in the -quest screen (Ctrl-Q) and we may use in some map files too. -<FONT COLOR="#00FFFF">"desc" = </FONT> This is a long description for the quest. Again this is what -will appear in the quest screen, and each line should be not more than 80 -characters. -<FONT COLOR="#00FFFF">"level" = </FONT> This is a rough indicator of how hard the quest is, and again, -appears in the quest screen -<FONT COLOR="#00FFFF">"hooks" = </FONT> This is the real 'meat' of the quest. Like the <FONT COLOR="#00FFFF">"spell_list"</FONT> key -in the <FONT COLOR="#00FFFF">add_magic</FONT> function, this is another sub-table. - -To understand fully the structure of the "hooks" key it's worth taking a bit of -a detour at this point and discussing the scripting interface works in -general. - -<FONT COLOR="#FF0000">=== How the scripts work (ish) ===</FONT> - -Essentially there's a list of events that happen in the game. As each of these -events happen they run a check to see if there's any functions that they need -to run at that event. When we ran the add_mkey part of adding a new skill -power, we essentially said 'when the 'm' key is pressed in the game, perform -the <FONT COLOR="#00FFFF">execute_magic(constructor_powers)</FONT> function'. Likewise we did a similar -thing with adding the racial power, only we hooked onto the pressing of the -'U' key. - -All of this was partly hidden because of the way that the <FONT COLOR="#00FFFF">add_magic</FONT> and -<FONT COLOR="#00FFFF">add_power</FONT> functions work. But here in the <FONT COLOR="#00FFFF">add_quest</FONT> function it's a bit more -specific. We are going to specify what events we're going to hook onto, and -what functions we want to trigger at that event. - -A full list of hooks can be found in the source-file util.pkg. - -<FONT COLOR="#FF0000">=== The hooks ===</FONT> - -<FONT COLOR="#00FFFF">[HOOK_BIRTH_OBJECTS] = function()</FONT> -<FONT COLOR="#00FFFF"> quest(AMULET_QUEST).status = QUEST_STATUS_TAKEN</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -So here we are with our first hook. We've declared that we're adding it to the -birth of your character. That is, the function will be called when you create -your character. And what we're doing here is automatically declaring the quest -as being taken, like the Dol Guldur quest is. Each quest has 7 different -statuses: - -<FONT COLOR="#00FFFF">QUEST_STATUS_IGNORED -1 </FONT> This is unused, but the quest is -ignored (will not be taken and has not been taken). -<FONT COLOR="#00FFFF">QUEST_STATUS_UNTAKEN 0 </FONT> The quest has not been accepted yet -<FONT COLOR="#00FFFF">QUEST_STATUS_TAKEN 1 </FONT> You have accepted the quest -<FONT COLOR="#00FFFF">QUEST_STATUS_COMPLETED 2 </FONT> You have completed the quest -successfully but not been rewarded for it -<FONT COLOR="#00FFFF">QUEST_STATUS_REWARDED 3 </FONT> You've completed and rewarded the quest -<FONT COLOR="#00FFFF">QUEST_STATUS_FAILED 4 </FONT> You've failed the quest -<FONT COLOR="#00FFFF">QUEST_STATUS_FINISHED 5 </FONT> The quest is completely finished -successfully. -<FONT COLOR="#00FFFF">QUEST_STATUS_FAILED_DONE 6 </FONT> The quest is completely finished -unsuccessfully. - -You see that we've used the constant we defined in the "global" section is -passed as an argument to <FONT COLOR="#00FFFF">quest.status</FONT>. - -Next hook then: - -<FONT COLOR="#00FFFF">[HOOK_GEN_QUEST] = function()</FONT> -<FONT COLOR="#00FFFF"> if (player.inside_quest ~= AMULET_QUEST) then</FONT> -<FONT COLOR="#00FFFF"> return FALSE</FONT> -<FONT COLOR="#00FFFF"> else</FONT> -<FONT COLOR="#00FFFF"> load_map("amulet.map", 2, 2)</FONT> -<FONT COLOR="#00FFFF"> return TRUE</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -Ok we're hooking onto the generation of the quest here. This is specifically -triggered in this instance by the going down the quest entrance stairs in Bree. -Once you've gone down the stairs, you are technically inside the quest, which -means we can say if the person is not inside the amulet quest, then ignore this -function, otherwise load the file 'amulet.map' at co-ordinates x=2 y=2. You'll -find the amulet.map file in the edit directory, make sure you check it out. The -syntax for map files is fairly simple, though I might get round to writing a -tutorial on them some day! In the mean time holler for me at the usual email -address if you're unsure. - -<FONT COLOR="#00FFFF">[HOOK_FEELING] = function()</FONT> -<FONT COLOR="#00FFFF"> if (player.inside_quest ~= AMULET_QUEST) then</FONT> -<FONT COLOR="#00FFFF"> return FALSE</FONT> -<FONT COLOR="#00FFFF"> else</FONT> -<FONT COLOR="#00FFFF"> cmsg_print(TERM_L_BLUE, "Hannah speaks to you:")</FONT> -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'Some nasty monsters stole my </FONT> -<FONT COLOR="#00FFFF"> favourite necklace.'")</FONT> -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'It's hidden at the back of that </FONT> -<FONT COLOR="#00FFFF"> corridor! Please fetch it for me'")</FONT> -<FONT COLOR="#00FFFF"> return TRUE</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -We're moving into some rather more obvious territory here, and getting into the -meat of the quest. The <FONT COLOR="#00FFFF">HOOK_FEELING</FONT> is triggered at the point when the level -feeling appears. It's important that this is run only if the player is inside -the amulet quest, as otherwise it will trigger EVERY time a level feeling -occurs, when you go down a level in the barrow-downs, whenever! Returning TRUE -will replace the level feeling with what's above, returning FALSE will still -perform the function but will amend the normal level feeling - so here if we'd -returned false we'd still get out custom messages, but they'd follow with -'looks like a typical quest level'. Of course returning false may cause you -other problems (see end of this file!) depending on what else you have in your -function. - -<FONT COLOR="#00FFFF">[HOOK_GIVE] = function(m_idx, item)</FONT> - -<FONT COLOR="#00FFFF"> m_ptr = monster(m_idx)</FONT> -<FONT COLOR="#00FFFF"> o_ptr = get_object(item)</FONT> - -<FONT COLOR="#00FFFF"> if (m_ptr.r_idx == test_monster_name("Hannah Cooke, a little girl")) </FONT> -<FONT COLOR="#00FFFF"> and (o_ptr.tval == TV_AMULET) and (o_ptr.sval == 2) then</FONT> - -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'Thank-you!'")</FONT> - -<FONT COLOR="#00FFFF"> inven_item_increase(item, -1)</FONT> -<FONT COLOR="#00FFFF"> inven_item_optimize(item)</FONT> - -<FONT COLOR="#00FFFF"> quest(AMULET_QUEST).status = QUEST_STATUS_COMPLETED</FONT> - -<FONT COLOR="#00FFFF"> cave_set_feat(7, 6, 6)</FONT> - -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'Here, take this pretty ring I found </FONT> -<FONT COLOR="#00FFFF"> as a token of gratitude!'")</FONT> -<FONT COLOR="#00FFFF"> random_type = randint(57)</FONT> -<FONT COLOR="#00FFFF"> reward = create_object(TV_RING, random_type)</FONT> -<FONT COLOR="#00FFFF"> drop_near(reward, -1, py, px)</FONT> -<FONT COLOR="#00FFFF"> quest(AMULET_QUEST).status = QUEST_STATUS_REWARDED</FONT> -<FONT COLOR="#00FFFF"> return TRUE</FONT> -<FONT COLOR="#00FFFF"> else</FONT> -<FONT COLOR="#00FFFF"> return FALSE</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -this is a fairly long function, but don't be intimidated. It's not really -difficult to understand. As you can see we're hooking into the giving of an -object to a monster( the 'y' key). Because of this, the function takes two -arguments - <FONT COLOR="#00FFFF">m_idx</FONT> (the monster that you're giving to) and <FONT COLOR="#00FFFF">item</FONT> (the item that -you're giving). - -We then make it possible to work with the monster and item variables by -referencing them to two functions which identify them from the edit files: -<FONT COLOR="#00FFFF">monster()</FONT> and <FONT COLOR="#00FFFF">get_object()</FONT>. This enables us to now say, 'if the name of the -monster is "Hannah Cooke, a little girl" and the type of item is an amulet and -that amulet is an amulet of adornment, then carry out the following commands'. - -We then say call the function <FONT COLOR="#00FFFF">inven_item_increase()</FONT> which places an object in -the inventory. It takes two arguments, the first being what object to put in -the inventory and the second being how many of that type of objects to put in -the inventory. You can see that by placing -1 as the second argument it fairly -obviously subtracts that item from the inventory. The <FONT COLOR="#00FFFF">inven_item_optimize()</FONT> -function checks that there are no empty inventory slots, and if there are, -erases them. - -The quest is then completed, and the stairs are revealed using the -<FONT COLOR="#00FFFF">cave_set_feat()</FONT> function. This function takes three arguments, the first is the -x co-ordinate of the cave square you wish to change (counted from top left) the -second is the y co-ordinate, and the third is the index number of the feature -you wish the square to become as defined in f_info.txt. - -We then set about rewarding the player. As you can see we <FONT COLOR="#00FFFF">call create_object()</FONT> -which takes two variables: the first is the type of object (these are all -listed in object.pkg) and the second is the sub-type of that object. I searched -k_info.txt to see how many different types of ring there were (57) and used a -randomly selected number with a maximum value of 57 as that specific sub-type. - -We then drop the object (although it's been created, it has only been created -in the game's memory, it's nowhere that the player can interact with it until -we drop it). The <FONT COLOR="#00FFFF">drop_near()</FONT> function takes 3 variables, the first being the -object that you wish to drop, the second being the chance that it disappears -(like an arrow, or mimicked creature) on drop. If you set it to -1, it wont -ever disappear. the last two are the co-ordinates at which the object will be -dropped. py and px are the global variables defined by where the player is -standing, so in this case it will drop under the player. You could do -<FONT COLOR="#00FFFF">inven_item_increase(reward, 1)</FONT> if you wanted, but I wanted to show a variety of -ways of handling objects. - -OK lets take a look at the next hook: - -<FONT COLOR="#00FFFF">[HOOK_CHAT] = function(m_idx)</FONT> -<FONT COLOR="#00FFFF"> m_ptr = monster(m_idx)</FONT> -<FONT COLOR="#00FFFF"> if (m_ptr.r_idx == test_monster_name("Hannah Cooke, a little girl")) then </FONT> -<FONT COLOR="#00FFFF"> if (quest(AMULET_QUEST).status == QUEST_STATUS_REWARDED) then</FONT> -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'Bye!'")</FONT> -<FONT COLOR="#00FFFF"> else</FONT> -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'Are the monsters too tough? </FONT> -<FONT COLOR="#00FFFF"> Do you want to leave?'")</FONT> -<FONT COLOR="#00FFFF"> if (get_check("Really leave and fail the quest?") == </FONT> -<FONT COLOR="#00FFFF"> FALSE) </FONT> -<FONT COLOR="#00FFFF"> then </FONT> -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'Go and get my </FONT> -<FONT COLOR="#00FFFF"> amulet then!'")</FONT> -<FONT COLOR="#00FFFF"> else</FONT> -<FONT COLOR="#00FFFF"> cmsg_print(TERM_YELLOW, "'Awww. Never </FONT> -<FONT COLOR="#00FFFF"> mind. It was only a bit of rabbits foot'")</FONT> -<FONT COLOR="#00FFFF"> quest(AMULET_QUEST).status = </FONT> -<FONT COLOR="#00FFFF"> QUEST_STATUS_FAILED</FONT> -<FONT COLOR="#00FFFF"> cave_set_feat(7, 6, 6)</FONT> -<FONT COLOR="#00FFFF"> cave_set_feat(12, 5, 60)</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF"> return TRUE</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF"> return FALSE</FONT> -<FONT COLOR="#00FFFF">end, </FONT> - -This only looks complicated because of the nested 'if' statements. It's easy to -lose your way when doing this kind of thing, always make sure you close all the -statements and put the returns in the right place. <FONT COLOR="#00FFFF">HOOK_CHAT</FONT> functions have one -argument - the monster you are chatting to. As you can see, we perform a check -to make sure it's the right monster and then away we go.... If the player wants -to leave the quest without completion they talk to Hannah, who gives them a -chance to change their mind! If the player asks to leave the entrance to the -corridor is blocked off (the second cave_set_feat()) so that the user can't -then go and get the amulet. Gumband or Zangband players may at this point think -they've lost out on the rabbits foot of burglary! (they haven't though as it -doesn't exist in ToME). - -<FONT COLOR="#00FFFF">[HOOK_CHAR_DUMP] = function()</FONT> -<FONT COLOR="#00FFFF"> if (quest(AMULET_QUEST).status == QUEST_STATUS_FAILED) then</FONT> -<FONT COLOR="#00FFFF"> print_hook("\n You chickened out of rescuing a necklace and </FONT> -<FONT COLOR="#00FFFF"> made a little girl sad. ")</FONT> -<FONT COLOR="#00FFFF"> elseif (quest(AMULET_QUEST).status == QUEST_STATUS_COMPLETED) or </FONT> -<FONT COLOR="#00FFFF"> (quest(AMULET_QUEST).status == QUEST_STATUS_REWARDED) or </FONT> -<FONT COLOR="#00FFFF"> (quest(AMULET_QUEST).status == QUEST_STATUS_FINISHED) then</FONT> -<FONT COLOR="#00FFFF"> print_hook("\n You rescued little Hannah Cooke's necklace from </FONT> -<FONT COLOR="#00FFFF"> the nasty monsters ") </FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF"> return FALSE</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -This quite simply and obviously prints an appropriate line in the character -dump based on the status of the quest. the <FONT COLOR="#00FFFF">n</FONT> bit ensures the text goes on a -new line, so make sure you include it! Also you should return FALSE as -returning TRUE will stop executing all the other character dump lines (and you -may get other quests not having their lines printed. - -=== A word about returning TRUE and FALSE === - -As I mentioned above, you need to be careful what you return when dealing with -HOOKS as you can mess up the game a bit. Bear in mind that if you add a -function to <FONT COLOR="#00FFFF">HOOK_GEN_QUEST</FONT>, every time a quest is generated, that function will -run. If you return TRUE, then no further functions attached to that hook will -run. If you return FALSE, it continues processing functions on that hook. - -That is pretty much it. Do take a look at the other included scripts that I -haven't gone into any detail about in the files, as you'll pick up some useful -techniques there too. Especially worthy of note is the hina.lua file which uses -hooks outside of the quest structure and also global variables and variables in -a table. If you have any questions, let me know at the email addy below. - -Back to the <A HREF="lua.html">lua help index</A> . - - <FONT COLOR="#008040">This file by fearoffours (fearoffours@moppy.co.uk)</FONT> - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_skil.html b/lib/help/lua_skil.html deleted file mode 100644 index 5ffa98ef..00000000 --- a/lib/help/lua_skil.html +++ /dev/null @@ -1,357 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < Adding new skill-based powers ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - -<FONT COLOR="#FF0000">=== Introduction ===</FONT> - -This is very much in the same vein as adding a racial/extra power, but has to -be tied into skills, and we're defining more than one spell at once. You should -have read the <A HREF="lua_intr.html">scripting introduction</A> and -<A HREF="lua_pow.html">racial power tutorial</A> before going much further. Both of the above files -contain some fairly fundamental information which you will find necessary for -full understanding of this file. - -<FONT COLOR="#FF0000">=== Getting started ===</FONT> - -Open construc.lua (you have downloaded the example scripts from -<FONT COLOR="#00FF00">http://www.moppy.co.uk/angband.htm</FONT>, haven't you?). The idea behind this -script is that it adds a skill which affects you ability to build/knock down -stuff. It treats the equivalent of stone-to-mud and trap-door destruction -spells as if they were "building skills". It also adds quite a few high-level -'spells' which do funky things like carving out corridors and chambers in a -single turn, and building doors and stuff. Just think of it as if the person -who has plenty of skills in this area would be a builder-type with lots of -strength and constitution... - -In order to add these powers we're going to edit the s_info.txt file which -lives in the edit folder, and add a new skill, underneath the 'misc' tree, -called construction. The powers will then be accessed through the 'm' menu, in -a similar way to mindcraft or alchemy skills or such. (That is, no books are -needed to cast them, as we're treating them as a craft that has been learnt, -rather than spells.) Our fist line of the script file reads: - -<FONT COLOR="#00FFFF">SKILL_CONSTRUCT = 57</FONT> - -This merely links the skill index that we'll be defining in s_info.txt to this -file. We'll come back to this at the end of the tutorial. - -<FONT COLOR="#00FFFF">constructor_powers = add_magic</FONT> - -In a similar way to the <FONT COLOR="#00FFFF">add_power</FONT> function we called when we added the -Phoenix racial ability, this line calls a special function which we use to -define new skills. It follows a very specific, but easy to understand form. It -starts with a brace, which indicates the add_magic function will be storing -these values in a table. Don't worry about this too much, but understand that a -table starts and ends with braces <FONT COLOR="#00FFFF">{</FONT> and <FONT COLOR="#00FFFF">}</FONT> respectively. Each key -(or field name) takes the format <FONT COLOR="#00FFFF">"key" = value,</FONT> (the comma is -important!). - -<FONT COLOR="#00FFFF"> ["fail"] = function()</FONT> -<FONT COLOR="#00FFFF"> msg_print("You decide now is a good time for a cuppa")</FONT> -<FONT COLOR="#00FFFF"> end,</FONT> -<FONT COLOR="#00FFFF"> ["stat"] = A_STR,</FONT> -<FONT COLOR="#00FFFF"> ["get_level"] = function()</FONT> -<FONT COLOR="#00FFFF"> return get_skill_scale(SKILL_CONSTRUCT, 50)</FONT> -<FONT COLOR="#00FFFF"> end,</FONT> -<FONT COLOR="#00FFFF"> ["spell_list"] = </FONT> - -<FONT COLOR="#00FFFF">"fail"</FONT> is a function that is called whenever you ##fail to cast the -spells##. Here it does nothing spectacular. -<FONT COLOR="#00FFFF">"stat"</FONT> defines the stat used to cast the spells. Here it is strength. -Any other stat can be used, prefix it with <FONT COLOR="#00FFFF">A_</FONT>. -<FONT COLOR="#00FFFF">"get_level"</FONT> is used to determine the level of the spell. It's associated -with spells that increase in power the more points that are invested in the -associated skill. I know that's not terribly clear, I'll come back to it in a -moment. -<FONT COLOR="#00FFFF">"spell_list"</FONT> is just that, a list of all the spells. -Each of these four properties within the table must end with a comma. If a -function is defined in the property itself then we add the comma after the -closing <FONT COLOR="#00FFFF">end</FONT>. Again compare with conmstruct.lua to see it. Any line NOT -ending wit a comma will cause a lua error on startup, probably of the type -<FONT COLOR="#000000">'}' expected to close '{' at line <whatever>.</FONT> - -<FONT COLOR="#FF0000">=== The spell list ===</FONT> - -Each spell, within the <FONT COLOR="#00FFFF">"spell_list"</FONT> key has it's own set of properties -that we need to define from a sub-table so we open another set of braces to -start the spell list, and then a third set of braces to start the first spell. -So with all this, our first spell looks like: - -<FONT COLOR="#00FFFF"> ["spell_list"] = </FONT> -<FONT COLOR="#00FFFF"> {</FONT> -<FONT COLOR="#00FFFF"> {</FONT> -<FONT COLOR="#00FFFF"> ["name"] = </FONT> -<FONT COLOR="#00FFFF"> ["desc"] = </FONT> -<FONT COLOR="#00FFFF"> ["mana"] = </FONT> -<FONT COLOR="#00FFFF"> ["level"] = </FONT> -<FONT COLOR="#00FFFF"> ["fail"] = </FONT> -<FONT COLOR="#00FFFF"> ["spell"] = </FONT> -<FONT COLOR="#00FFFF"> ["info"] = </FONT> -<FONT COLOR="#00FFFF"> },</FONT> - -<FONT COLOR="#00FFFF">"name"</FONT> is, as you would expect, the name of the spell, as you want it to -appear in the spell list when choosing a spell. The maximum number of -characters for this is 29. -<FONT COLOR="#00FFFF">"desc"</FONT> is the description received when you hit the capital letter of -that spell in the menu. (i.e., press 'a' to cast the first spell, but press 'A' -to receive info about the first spell. -<FONT COLOR="#00FFFF">"mana"</FONT> is the amount of mana required to cast the spell. -<FONT COLOR="#00FFFF">"level"</FONT> is the level required to use that spell (that's level of the (in -this case construction) skill, not character level!). -<FONT COLOR="#00FFFF">"fail"</FONT> is base fail rate. -<FONT COLOR="#00FFFF">"spell"</FONT> is the function that is executed when the spell is cast. Note -that it MUST take the form <FONT COLOR="#00FFFF">function() blah end</FONT> even if you're calling -a C function direct. If you have a look at the end of the file, you'll see the -"rebuild dungeon" spell which is identical to the "alter_reality" spell. -However, rather than reading <FONT COLOR="#00FFFF">"spell" = alter_reality()</FONT>, it reads: - -<FONT COLOR="#00FFFF">["spell"] = function()</FONT> -<FONT COLOR="#00FFFF"> alter_reality()</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -which appears to be a long way round to do the same thing, but this is how it -must be done. - -In a similar way, the <FONT COLOR="#00FFFF">"info"</FONT> key must begin with a <FONT COLOR="#00FFFF">function()</FONT> -and return the value of what is to be displayed along side the spell name, -level and mana in the spell list. The maximum number of characters that can be -displayed here is dependent on the width of the users screen, but try and keep -it under 12 if you can, as this will fit in a standard 80x24 terminal screen. -The first character will need to be a space otherwise you'll have the info line -squashed right up against the fail rate and it will look odd. If you wish to -have this part blank in the spell list, you still need to return a value, so -just a single space will do : <FONT COLOR="#00FFFF">return " "</FONT> - -All of these keys are repeated for each spell. with each spell in it's own -table (therefore, it's own set of braces). Again, check the lua file for -clarification. - -When entering the spells in the "spell_list", you must take care to specify -them in the order which they are gained, otherwise they display incorrectly in -the spell list. - -You should by now be experienced enough to understand most of what's going on -in the actual spell functions (especially if you dig around in the source a -bit, and check out Chris Hadgis excellent <A HREF="lua_spel.html">spell.pkg</A> helper -files. I'm not going to go through the whole file line by line, as this is -something you should do yourself, figuring out what's going on. I'm going to -examine a few of the things we haven't covered before though, so pay attention. - -<FONT COLOR="#FF0000">=== The get_level() function ===</FONT> - -Probably one of the most important functions that you see reappearing in the -file is the <FONT COLOR="#00FFFF">get_level()</FONT> function. All this does is return the numerical -value of the power that is given as the first argument. So <FONT COLOR="#00FFFF">get_level</FONT> -<FONT COLOR="#00FFFF">(constructor_power)</FONT> will return the current level of the constructor power. -Given that the level of this is taken directly from the construction skill, (we -defined that in the <FONT COLOR="#00FFFF">"get_level"</FONT> key, by saying <FONT COLOR="#00FFFF">get_skill_scale</FONT> -<FONT COLOR="#00FFFF">(SKILL_CONSTRUCT, 50)</FONT> ) it will return the value of your construction skill. -<FONT COLOR="#00FFFF">constructor_power</FONT> is the name of the whole power, we named it thus on -the second line of the script! - -<FONT COLOR="#00FFFF">get_level</FONT> takes the following arguments: <FONT COLOR="#00FFFF">get_level(power, max, </FONT> -<FONT COLOR="#00FFFF">min)</FONT>. The power is obviously which power we're taking the value from, and the -max and min allow you to define boundaries for the spell. For instance the -current maximum value that <FONT COLOR="#00FFFF">get_level(constructor_power)</FONT> can return is -50, as that is the maximum number of skill points you can have in that skill. -If you were using this as the basis for the damage of a low-level bolt spell, -you might decide that having a damage of 50 would be too much (unlikely, but -still possible). You could therefore define a maximum value of 20 so that when -the value of the construction skill was over 50, the maximum value for -damage of that spell would be 20. To achieve this you'd have: -<FONT COLOR="#00FFFF">get_level(constructor_power, 20)</FONT>. In a similar way, you can force the -minimum value of the spell to be higher than the actual construction skill -level, with a <FONT COLOR="#00FFFF">get_level(constructor_power, 50, 15)</FONT>. This would be useful -say for spells that you wanted to be available when the construction skill -level reaches 10, but for whom you wanted a (for example) base damage of 15 -right from the word go. These re-scale values rather than capping them! - -You can leave out the minimum value as I have done above. You can also leave -the maximum value out (it will default to 50). If you want to specify a minimum -value though, you MUST specify a maximum value as well. - -As you have hopefully been able to tell, the <FONT COLOR="#00FFFF">get_level()</FONT> function -enables us to have spells that increase in usefulness as you gain levels. Lets -take the "Dismantle" spell. The function in the <FONT COLOR="#00FFFF">"spell"</FONT> key is as -follows: - -<FONT COLOR="#00FFFF">function()</FONT> -<FONT COLOR="#00FFFF"> local ret, dir, dam</FONT> - -<FONT COLOR="#00FFFF"> if (get_level(constructor_powers, 50) >= 11) then</FONT> -<FONT COLOR="#00FFFF"> ret, dir = get_aim_dir();</FONT> -<FONT COLOR="#00FFFF"> if (ret == FALSE) then return end</FONT> -<FONT COLOR="#00FFFF"> fire_beam(GF_KILL_TRAP, dir, 1)</FONT> -<FONT COLOR="#00FFFF"> else</FONT> -<FONT COLOR="#00FFFF"> fire_ball(GF_KILL_TRAP, 0, 1, 1)</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF">end,</FONT> - -The <FONT COLOR="#00FFFF">if</FONT> statement is obviously what really interests us here. You'll -notice that this has the amendment of an <FONT COLOR="#00FFFF">else</FONT> clause, which the <FONT COLOR="#00FFFF">if</FONT> -statement we used in the previous tutorial did not. As you would expect, if the -condition on the first line of this statement is met, then the instructions -immediately below it are carried out. If the condition is not met, then the -statements that follow the <FONT COLOR="#00FFFF">else</FONT> are executed. - -Coming back to the <FONT COLOR="#00FFFF">get_level</FONT> function, we learnt from above, that the -<FONT COLOR="#00FFFF">get_level</FONT> part of this function translates as, "if the value of the -construction_power level (which happens to be identical to the construction -skill level) is greater than or equal to 11, cast a beam of trap disarming in -the specified direction. (The first part of this is all straightforward, -getting a direction, and cancelling correctly if the player presses 'ESC'.) -Otherwise, cast a ball of trap disarming with a radius of one, centred on the -player." - -In the same way, as you look at the construc.lua file, you will see that -<FONT COLOR="#00FFFF">get_level()</FONT> is used many times in this way, to increase the power of -detection spells, to change bolt spells to ball spells, to keep a constantly -increasing damage going, and so on. - -<FONT COLOR="#FF0000">=== Elseif's and things ===</FONT> - -If you want to provide more than one alternative condition, in an -<FONT COLOR="#00FFFF">if-then-else</FONT> statement, you can use <FONT COLOR="#00FFFF">elseif</FONT>s which do what you -might expect. Take a look at the first spell, "Survey area", for an example of -this: - -<FONT COLOR="#00FFFF">if (get_level(constructor_powers, 50) >= 28) then</FONT> -<FONT COLOR="#00FFFF"> wiz_lite()</FONT> -<FONT COLOR="#00FFFF">elseif (get_level(constructor_powers, 50) >= 15) then</FONT> -<FONT COLOR="#00FFFF"> map_area()</FONT> -<FONT COLOR="#00FFFF"> detect_traps(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF">elseif (get_level(constructor_powers, 50) >= 5) then</FONT> -<FONT COLOR="#00FFFF"> detect_traps(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF"> detect_stairs(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF"> detect_doors(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF">else </FONT> -<FONT COLOR="#00FFFF"> detect_stairs(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF"> detect_doors(DEFAULT_RADIUS)</FONT> -<FONT COLOR="#00FFFF">end</FONT> - -If the level of constructor powers is greater or equal to 28, then the function -<FONT COLOR="#00FFFF">wiz_lite()</FONT> is performed, and no other part of the if statement is -executed. <FONT COLOR="#00FFFF">wiz_lite()</FONT> is just the enlightenment spell. If it is less than -28, the next condition is examined: that if the level of constructor powers is -greater than or equal to 15, then <FONT COLOR="#00FFFF">map_area()</FONT>(Magic mapping) and detect -traps are called. If the level of constructor power is less than 15, it moves -onto the next condition, which says that if the level of constructor power is -greater than 5, then detect stairs, traps and doors. If none of these -conditions are met,(that is, if the level of construction skill is less than 5) -then we just detect doors and stairs. - -You'll note that each of the detection spells includes a DEFAULT_RADIUS -constant. You could change this to a numerical value, or a variable defined -somewhere else in your script. eg <FONT COLOR="#00FFFF">detect_traps(2)</FONT> would detect traps -with a radius of 2 centred on the player. - -<FONT COLOR="#FF0000">=== Registering the skill type ===</FONT> - -This is what we do at the end of the file, and is what ties the powers we've -defined to the action of pressing the 'm' key in game. Once more we're calling -a special function <FONT COLOR="#00FFFF">add_mkey()</FONT> which takes it's arguments for a table. -There are only two keys in this table though which keeps things simple. - -<FONT COLOR="#00FFFF">add_mkey</FONT> -<FONT COLOR="#00FFFF">{</FONT> -<FONT COLOR="#00FFFF"> ["mkey"] = MKEY_CONSTRUCT_POWERS,</FONT> -<FONT COLOR="#00FFFF"> ["fct"] = function()</FONT> -<FONT COLOR="#00FFFF"> execute_magic(constructor_powers)</FONT> -<FONT COLOR="#00FFFF"> energy_use = energy_use + 100;</FONT> -<FONT COLOR="#00FFFF"> end</FONT> -<FONT COLOR="#00FFFF">}</FONT> - -<FONT COLOR="#00FFFF">"mkey"</FONT> must be a UNIQUE value > 1000 . Here I've defined it as a -constant, <FONT COLOR="#00FFFF">MKEY_CONSTRUCT_POWERS</FONT>, which has the value 1004. This value -we'll call again in the s_info.txt file. -<FONT COLOR="#00FFFF">"fct"</FONT> is the function that's called when the user presses the key in the -'m' menu. SO Here, it calls the <FONT COLOR="#00FFFF">execute_magic</FONT> function which actually -displays a list of powers for the user to choose from. The argument it takes is -the powers it will use (alchemy, mindcraft etc, or in this case constructor), -and then the <FONT COLOR="#00FFFF">energy_use</FONT> line tells the game to take one game turn to do -the action. - -<FONT COLOR="#FF0000">=== Adding the skill in s_info.txt ===</FONT> - -Take a look in the S-info.txt file, under the Misc section. You'll see, - -<FONT COLOR="#00FFFF">N:57:Construction</FONT> -<FONT COLOR="#00FFFF">D:Ability to use constructor powers</FONT> -<FONT COLOR="#00FFFF">D:Construction powers use strength</FONT> -<FONT COLOR="#00FFFF">A:1004:Build or knock down stuff</FONT> -<FONT COLOR="#00FFFF">I:1000</FONT> - -The first line is the index of the skill, again this must be unique. The second -property is the name of the skill. The <FONT COLOR="#00FFFF">D</FONT> lines are the lines displayed -when the skill is highlighted in the skill screen. -The first entry on the <FONT COLOR="#00FFFF">A</FONT> line is the value of the <FONT COLOR="#00FFFF">"mkey"</FONT> we -defined in the <FONT COLOR="#00FFFF">add_mkey</FONT> function in our script. The second entry is the -display for selecting the construction power in the 'm' menu. -The <FONT COLOR="#00FFFF">I</FONT> line is currently unused, but add a 1000 there anyway. That's what -all the others have so when it's introduced, at least it will affect your -powers identically to how it affects all the other powers. - -If you scroll to the very bottom of the file now, you'll see I've placed the -skill at the bottom of the Misc branch of the skills tree. I then made a new -class, constructor, which you can see in p_info.txt. - -That is all that is NEEDED when writing a script to add a skill - defining an -mkey using add_mkey, and defining any powers that are called in the -<FONT COLOR="#00FFFF">"fct"</FONT> (generally using <FONT COLOR="#00FFFF">add_magic</FONT> ). - -And I've added the line - -<FONT COLOR="#00FFFF">tome_dofile("construc.lua")</FONT> - -in init.lua so the script is loaded on start-up! - -Below I'm going to talk in depth about a few other functions that you may find -useful in your scripting. - -<FONT COLOR="#FF0000">=== fire_bolt() and fire_beam() ===</FONT> - -In the last help file we looked at the routine for firing a ball - -<FONT COLOR="#00FFFF">fire_ball()</FONT>. Here's a quick note about beams and bolts... -<FONT COLOR="#00FFFF">fire_beam()</FONT> and <FONT COLOR="#00FFFF">fire_bolt()</FONT> take 2 arguments: -<FONT COLOR="#00FFFF">(type, direction, damage)</FONT>. So in the dismantle spell we have the -direction passed from <FONT COLOR="#00FFFF">get_aim_dir()</FONT> (the function that asks the player -for a direction), the type of damage is <FONT COLOR="#00FFFF">GF_KILL_TRAP</FONT>, which as you might -expect disarms traps. And the damage is only 1 because it's not going to hurt -monsters, just dismantle traps. - -<FONT COLOR="#FF0000">=== set_oppose_elec() ===</FONT> - -OK here's another thing. Wander on down to the sparky_skills spell. After the -appropriate bolt/ball is fired, we have the line: - -<FONT COLOR="#00FFFF">if player.oppose_elec == 0 then </FONT> -<FONT COLOR="#00FFFF"> set_oppose_elec(randint(10) + 20 + get_level(constructor_powers, 20)*3)</FONT> -<FONT COLOR="#00FFFF">end</FONT> - -This is the bit that grants temporary resist electricity. we've called the -function <FONT COLOR="#00FFFF">set_oppose_elec(turns)</FONT>, which sets the players resist -electricity to "on" for the time specified in the argument "turns". We're only -calling this if the player is not already granted temporary resist electricity, -and we've linked the number of turns it is active for to the level of the -construction skill. I've limited the maximum value of get_level to 20 in this -instance. A similar idea can be used for temporarily granting levitation, -extended infravision, protection against evil, resist fire, stuns, cuts and so -on and so on. Have a look in player.pkg in the source for a full list.... - - <FONT COLOR="#008040">This file by fearoffours (fearoffours@moppy.co.uk)</FONT> - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_spel.html b/lib/help/lua_spel.html deleted file mode 100644 index 63fc79ab..00000000 --- a/lib/help/lua_spel.html +++ /dev/null @@ -1,2163 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> - -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < spell.pkg functions helper file ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== teleport_player_directed ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void teleport_player_directed(int rad, int dir); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Teleport player, using a distance and a direction as a rough guide. - * - * This function is not at all obsessive about correctness. - * This function allows teleporting into vaults (!) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Teleport a player up to "rad" grids away roughly in "dir" direction. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "rad" must not exceed 200. The distance teleported is a minimum of a - quarter of "rad". -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== teleport_away ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void teleport_away(int m_idx, int dis); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Teleport a monster, normally up to "dis" grids away. - * - * Attempt to move the monster at least "dis/2" grids away. - * - * But allow variation to prevent infinite loops. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Teleport monster indicated by "m_idx" up to "dis" grids away. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "m_idx" is the index of the monster in m_list[]. -> "dis" must not exceed 200. The distance teleported is a minimum of a - quarter of "dis". - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== teleport_player ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void teleport_player(int dis); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Teleport the player to a location up to "dis" grids away. - * - * If no such spaces are readily available, the distance may increase. - * Try very hard to move the player at least a quarter that distance. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Teleport player up to "dis" grids away. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dis" must not exceed 200. The distance teleported is a minimum of a - quarter of "dis". - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== teleport_player_to ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void teleport_player_to(int ny, int nx); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Teleport player to a grid near the given location - * - * This function is slightly obsessive about correctness. - * This function allows teleporting into vaults (!) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Teleport player to a grid near the given location ("ny", "nx"). If -the location is empty, the player goes there, otherwise they go to -a grid as close as possible to the location. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "ny" is the y co-ordinate of the location. -> "nx" is the x co-ordinate of the location. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== teleport_monster_to ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void teleport_monster_to(int m_idx, int ny, - int nx); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Teleport a monster to a grid near the given location - * - * This function is slightly obsessive about correctness. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Teleport monster indicated by "m_idx" to a grid near the given -location ("ny", "nx"). If the location is empty, the monster goes -there, otherwise they go to a grid as close as possible to the -location. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "m_idx" is the index of the monster in m_list[]. -> "ny" is the y co-ordinate of the location. -> "nx" is the x co-ordinate of the location. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== teleport_player_level ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void teleport_player_level(void); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Teleport the player one level up or down (random when legal) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Teleport the player one level up or down at random. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== recall_player ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void recall_player(void); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Recall the player to town or dungeon - */ - -<FONT COLOR="#00FF00">Description</FONT> -Recall the player to town (if in dungeon) or dungeon (if in town). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== take_hit ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void take_hit(int damage, cptr kb_str); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Decreases players hit points and sets death flag if necessary - * - * XXX XXX XXX Invulnerability needs to be changed into a "shield" - * - * XXX XXX XXX Hack -- this function allows the user to save (or quit) - * the game when he dies, since the "You die." message is shown before - * setting the player to "dead". - */ - -<FONT COLOR="#00FF00">Description</FONT> -Reduce the player's current hit points by "damage" points. If the -player dies, "kb_str" is used to record what the player was killed by -(see high-score table). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "damage" is the amount of damage. -> "kb_str" is a string describing what killed the player. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== take_sanity_hit ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void take_sanity_hit(int damage, cptr hit_from); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* Decrease player's sanity. This is a copy of the function above. */ - -<FONT COLOR="#00FF00">Description</FONT> -Reduce the player's current sanity points by "damage" points. If the -player dies, "hit_from" is used to record what the player was killed -by (see high-score table). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "damage" is the amount of damage. -> "hit_from" is a string describing what killed the player. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== project ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool project(int who, int rad, int y, int x, - int dam, int typ, int flg); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Generic "beam"/"bolt"/"ball" projection routine. - * - * Input: - * who: Index of "source" monster (negative for "player") - * jk -- -2 for traps, only used with project_jump - * rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball) - * y,x: Target location (or location to travel "towards") - * dam: Base damage roll to apply to affected monsters (or player) - * typ: Type of damage to apply to monsters (and objects) - * flg: Extra bit flags (see PROJECT_xxxx in "defines.h") - * - * Return: - * TRUE if any "effects" of the projection were observed, else FALSE - * - * Allows a monster (or player) to project a beam/bolt/ball of a given kind - * towards a given location (optionally passing over the heads of interposing - * monsters), and have it do a given amount of damage to the monsters (and - * optionally objects) within the given radius of the final location. - * - * A "bolt" travels from source to target and affects only the target grid. - * A "beam" travels from source to target, affecting all grids passed through. - * A "ball" travels from source to the target, exploding at the target, and - * affecting everything within the given radius of the target location. - * - * Traditionally, a "bolt" does not affect anything on the ground, and does - * not pass over the heads of interposing monsters, much like a traditional - * missile, and will "stop" abruptly at the "target" even if no monster is - * positioned there, while a "ball", on the other hand, passes over the heads - * of monsters between the source and target, and affects everything except - * the source monster which lies within the final radius, while a "beam" - * affects every monster between the source and target, except for the casting - * monster (or player), and rarely affects things on the ground. - * - * Two special flags allow us to use this function in special ways, the - * "PROJECT_HIDE" flag allows us to perform "invisible" projections, while - * the "PROJECT_JUMP" flag allows us to affect a specific grid, without - * actually projecting from the source monster (or player). - * - * The player will only get "experience" for monsters killed by himself - * Unique monsters can only be destroyed by attacks from the player - * - * Only 256 grids can be affected per projection, limiting the effective - * "radius" of standard ball attacks to nine units (diameter nineteen). - * - * One can project in a given "direction" by combining PROJECT_THRU with small - * offsets to the initial location (see "line_spell()"), or by calculating - * "virtual targets" far away from the player. - * - * One can also use PROJECT_THRU to send a beam/bolt along an angled path, - * continuing until it actually hits something (useful for "stone to mud"). - * - * Bolts and Beams explode INSIDE walls, so that they can destroy doors. - * - * Balls must explode BEFORE hitting walls, or they would affect monsters - * on both sides of a wall. Some bug reports indicate that this is still - * happening in 2.7.8 for Windows, though it appears to be impossible. - * - * We "pre-calculate" the blast area only in part for efficiency. - * More importantly, this lets us do "explosions" from the "inside" out. - * This results in a more logical distribution of "blast" treasure. - * It also produces a better (in my opinion) animation of the explosion. - * It could be (but is not) used to have the treasure dropped by monsters - * in the middle of the explosion fall "outwards", and then be damaged by - * the blast as it spreads outwards towards the treasure drop location. - * - * Walls and doors are included in the blast area, so that they can be - * "burned" or "melted" in later versions. - * - * This algorithm is intended to maximise simplicity, not necessarily - * efficiency, since this function is not a bottleneck in the code. - * - * We apply the blast effect from ground zero outwards, in several passes, - * first affecting features, then objects, then monsters, then the player. - * This allows walls to be removed before checking the object or monster - * in the wall, and protects objects which are dropped by monsters killed - * in the blast, and allows the player to see all affects before he is - * killed or teleported away. The semantics of this method are open to - * various interpretations, but they seem to work well in practice. - * - * We process the blast area from ground-zero outwards to allow for better - * distribution of treasure dropped by monsters, and because it provides a - * pleasing visual effect at low cost. - * - * Note that the damage done by "ball" explosions decreases with distance. - * This decrease is rapid, grids at radius "dist" take "1/dist" damage. - * - * Notice the "napalm" effect of "beam" weapons. First they "project" to - * the target, and then the damage "flows" along this beam of destruction. - * The damage at every grid is the same as at the "centre" of a "ball" - * explosion, since the "beam" grids are treated as if they ARE at the - * centre of a "ball" explosion. - * - * Currently, specifying "beam" plus "ball" means that locations which are - * covered by the initial "beam", and also covered by the final "ball", except - * for the final grid (the epicentre of the ball), will be "hit twice", once - * by the initial beam, and once by the exploding ball. For the grid right - * next to the epicentre, this results in 150% damage being done. The centre - * does not have this problem, for the same reason the final grid in a "beam" - * plus "bolt" does not -- it is explicitly removed. Simply removing "beam" - * grids which are covered by the "ball" will NOT work, as then they will - * receive LESS damage than they should. Do not combine "beam" with "ball". - * - * The array "gy[],gx[]" with current size "grids" is used to hold the - * collected locations of all grids in the "blast area" plus "beam path". - * - * Note the rather complex usage of the "gm[]" array. First, gm[0] is always - * zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the - * first blast grid (see above) with radius "N" from the blast centre. Note - * that only the first gm[1] grids in the blast area thus take full damage. - * Also, note that gm[rad+1] is always equal to "grids", which is the total - * number of blast grids. - * - * Note that once the projection is complete, (y2,x2) holds the final location - * of bolts/beams, and the "epicentre" of balls. - * - * Note also that "rad" specifies the "inclusive" radius of projection blast, - * so that a "rad" of "one" actually covers 5 or 9 grids, depending on the - * implementation of the "distance" function. Also, a bolt can be properly - * viewed as a "ball" with a "rad" of "zero". - * - * Note that if no "target" is reached before the beam/bolt/ball travels the - * maximum distance allowed (MAX_RANGE), no "blast" will be induced. This - * may be relevant even for bolts, since they have a "1x1" mini-blast. - * - * Note that for consistency, we "pretend" that the bolt actually takes "time" - * to move from point A to point B, even if the player cannot see part of the - * projection path. Note that in general, the player will *always* see part - * of the path, since it either starts at the player or ends on the player. - * - * Hack -- we assume that every "projection" is "self-illuminating". - * - * Hack -- when only a single monster is affected, we automatically track - * (and recall) that monster, unless "PROJECT_JUMP" is used. - * - * Note that all projections now "explode" at their final destination, even - * if they were being projected at a more distant destination. This means - * that "ball" spells will *always* explode. - * - * Note that we must call "handle_stuff()" after affecting terrain features - * in the blast radius, in case the "illumination" of the grid was changed, - * and "update_view()" and "update_monsters()" need to be called. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Generate a beam/bolt/ball starting from "who" with a radius of "rad" -at target grid "y,x" for "damage" points of "typ" damage. The beam/ -bolt/ball can have various properties as denoted by "flg". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "who" is > 0 (index of monster in m_list[]), < 0 and - not -100 or -101 (player), -100 or -101 (trap). -> "rad" is 0 for a beam/bolt and 1-9 for a ball. -> "y" is the y co-ordinate of the target grid. -> "x" is the x co-ordinate of the target grid. -> "dam" is the number of points of damage. -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "flg" is the projection effect - <A HREF="fields.html">PROJECT_fields</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== corrupt_player ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void corrupt_player(void); - -<FONT COLOR="#00FF00">File</FONT> - spells1.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Swap two of the players stats at random. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== grow_trees ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void grow_trees(int rad); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Grow trees - */ - -<FONT COLOR="#00FF00">Description</FONT> -Grow up to (("rad" x "rad") + 11) trees around the player. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "rad" is the radius of the area where trees may grow. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== hp_player ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool hp_player(int num); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Increase players hit points, notice effects - */ - -<FONT COLOR="#00FF00">Description</FONT> -Add "num" points to the player's current hit points. The total can -not exceed the maximum. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "num" is the number of points to add. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== heal_insanity ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool heal_insanity(int val); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* Heal insanity. */ - -<FONT COLOR="#00FF00">Description</FONT> -Add "val" points to the player's current sanity points. The total can -not exceed the maximum. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "val" is the number of points to add. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== warding_glyph ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void warding_glyph(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Leave a "glyph of warding" which prevents monster movement - */ - -<FONT COLOR="#00FF00">Description</FONT> -Place a glyph at the player's location. The location must be bare. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== explosive_rune ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void explosive_rune(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Place a minor glyph (explosive rune) at the player's location. The -location must be bare. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== do_dec_stat ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool do_dec_stat(int stat, int mode); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Lose a "point" - */ - -<FONT COLOR="#00FF00">Description</FONT> -Attempt to reduce the player's "stat" statistic by a point. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "stat" is the statistic - <A HREF="fields.html">A_fields</A> -> "mode" is the type of decrease: temporary, normal, or permanent - <A HREF="fields.html">STAT_DEC_fields</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== do_res_stat ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool do_res_stat(int stat); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Restore lost "points" in a stat - */ - -<FONT COLOR="#00FF00">Description</FONT> -Restore the player's "stat" statistic. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "stat" is the statistic - <A HREF="fields.html">A_fields</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== do_inc_stat ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool do_inc_stat(int stat); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Gain a "point" in a stat - */ - -<FONT COLOR="#00FF00">Description</FONT> -Increase the player's "stat" statistic by a point. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "stat" is the statistic - <A HREF="fields.html">A_fields</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== identify_pack ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void identify_pack(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Identify everything being carried. - * Done by a potion of "self knowledge". - */ - -<FONT COLOR="#00FF00">Description</FONT> -Identify all items in the inventory. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== remove_curse ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool remove_curse(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Remove most curses - */ - -<FONT COLOR="#00FF00">Description</FONT> -Remove all curses except for heavy curses. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== remove_all_curse ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool remove_all_curse(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Remove all curses - */ - -<FONT COLOR="#00FF00">Description</FONT> -Remove all curses including heavy curses. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== restore_level ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool restore_level(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Restores any drained experience - */ - -<FONT COLOR="#00FF00">Description</FONT> -Restore all drained experience points (if any). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== self_knowledge ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void self_knowledge(FILE *fff); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * self-knowledge... idea from nethack. Useful for determining powers and - * resistances of items. It saves the screen, clears it, then starts listing - * attributes, a screenful at a time. (There are a LOT of attributes to - * list. It will probably take 2 or 3 screens for a powerful character whose - * using several artifacts...) -CFT - * - * It is now a lot more efficient. -BEN- - * - * See also "identify_fully()". - * - * XXX XXX XXX Use the "show_file()" method, perhaps. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Show all attributes including racial powers, mutations, and equipment -effects. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "*ffff" points to a file (write info to file) or is NULL (write info - to screen). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== lose_all_info ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool lose_all_info(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Forget everything - */ - -<FONT COLOR="#00FF00">Description</FONT> -Forget about objects and the map. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_traps ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_traps(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all traps on current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all traps on current panel. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_doors ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_doors(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all doors on current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all doors on current panel. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_stairs ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_stairs(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all stairs on current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all stairs on current panel. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_treasure ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_treasure(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect any treasure on the current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect any treasure on the current panel. - ----------------------------------------------------------------------- - -Field: hack_no_detect_message -Value: FALSE - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_objects_gold ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_objects_gold(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all "gold" objects on the current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all objects with the TV_GOLD flag. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_objects_normal ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_objects_normal(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all "normal" objects on the current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all objects without the TV_GOLD flag. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_objects_magic ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_objects_magic(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all "magic" objects on the current panel. - * - * This will light up all spaces with "magic" items, including artifacts, - * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings, - * and "enchanted" items of the "good" variety. - * - * It can probably be argued that this function is now too powerful. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all "magic" objects which are artefacts, ego items, or have one -of the following flags - TV_AMULET, TV_RING, TV_BATERIE, TV_STAFF, -TV_WAND, TV_ROD, TV_ROD_MAIN, TV_SCROLL, TV_POTION, TV_POTION2, -TV_VALARIN_BOOK, TV_MAGERY_BOOK, TV_SHADOW_BOOK, TV_CHAOS_BOOK, -TV_SPIRIT_BOOK, TV_NETHER_BOOK, TV_DAEMON_BOOK, TV_CRUSADE_BOOK, -TV_SIGALDRY_BOOK, TV_SYMBIOTIC_BOOK, TV_MUSIC_BOOK. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_monsters_normal ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_monsters_normal(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all "normal" monsters on the current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all non-invisible monsters (without RF2_INVISIBLE). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_monsters_invis ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_monsters_invis(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all "invisible" monsters on current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all invisible monsters (with RF2_INVISIBLE). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_monsters_evil ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_monsters_evil(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all "evil" monsters on current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all evil monsters (with RF3_EVIL). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_monsters_good ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_monsters_good(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* Detect good monsters */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all good monsters (with RF3_GOOD). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_monsters_xxx ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_monsters_xxx(u32b match_flag); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * A "generic" detect monsters routine, tagged to flags3 - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all monsters with "match_flag" flag. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "match_flag" can be any RF3_ flag (see defines.h) but only - RF3_DEMON, RF3_UNDEAD, RF3_GOOD work. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_monsters_string ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_monsters_string(cptr); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all (string) monsters on current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all monsters whose default monster character matches a -character pointed to by "cptr". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "cptr" is a pointer to a single character, eg 'Z' for hounds. For - available characters, see the "symbol" field of the graphics (G) - line of r_info.txt. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_monsters_nonliving ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_monsters_nonliving(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect all "nonliving", "undead" or "demonic" monsters on current panel - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detect all non-living monsters (with RF3_NONLIVING, RF3_UNDEAD, or -RF3_DEMON). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== detect_all ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool detect_all(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Detect everything - */ - -<FONT COLOR="#00FF00">Description</FONT> -Detects traps, doors, stairs, treasure, gold objects, normal objects, -invisible monsters, normal (visible) monsters. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== stair_creation ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void stair_creation(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Create stairs at the player location - */ - -<FONT COLOR="#00FF00">Description</FONT> -Create stairs at the player location. This is not allowed if the grid -is not empty, the player is not in a dungeon, the player is on a -special level, the player is in an arena or quest. If the player is -in the town or wilderness the stairs will go down. If the player is -on a quest level or at the bottom of a dungeon, the stairs will go up. -Otherwise there is an even chance the stairs will go up or down. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== wall_stone ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool wall_stone(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Create a stone wall on the player's grid. This function uses the -project() function to create the stone wall. Apparently zero can be -used as the "who" parameter for the player. See details for the -project() function elsewhere in this document. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== create_artifact ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool create_artifact(object_type *o_ptr, - bool a_scroll, bool get_name); - -<FONT COLOR="#00FF00">File</FONT> - randart.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Create an artifact from object "*optr". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "*optr* is a pointer to an object -> "a_scroll" is true if the artifact is created by reading a scroll -> "get_name" is true if the artifact is to be named by the player (if - a_scroll is true) or created randomly (a_scroll is false), or false - if an inscription is used. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== ident_spell ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool ident_spell(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Identify an object in the inventory (or on the floor) - * This routine does *not* automatically combine objects. - * Returns TRUE if something was identified, else FALSE. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Identify an object in the inventory (or on the floor). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== identify_fully ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool identify_fully(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Fully "identify" an object in the inventory -BEN- - * This routine returns TRUE if an item was identified. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Fully "identify" an object in the inventory (or on the floor). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== recharge ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool recharge(int num); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Recharge a wand/staff/rod from the pack or on the floor. - * This function has been rewritten in Oangband. -LM- - * - * Mage -- Recharge I --> recharge(90) - * Mage -- Recharge II --> recharge(150) - * Mage -- Recharge III --> recharge(220) - * - * Priest or Necromancer -- Recharge --> recharge(140) - * - * Scroll of recharging --> recharge(130) - * Scroll of *recharging* --> recharge(200) - * - * It is harder to recharge high level, and highly charged wands, - * staffs, and rods. The more wands in a stack, the more easily and - * strongly they recharge. Staffs, however, each get fewer charges if - * stacked. - * - * XXX XXX XXX Beware of "sliding index errors". - */ - -<FONT COLOR="#00FF00">Description</FONT> -Recharge an object in the inventory (or on the floor) with "num" -power. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "num" is the power used in recharging. It is compared to the - object's level to determine whether the item is recharged - successfully or destroyed. If it is recharged, it also determines - how many charges are added, or how much recharge time is reduced. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== aggravate_monsters ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void aggravate_monsters(int who); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Wake up all monsters, and speed up "los" monsters. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Aggravate monsters, originating from "who". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "who" is the index of monster in m_list[] (1 if it is the player) - which triggers the aggravation; - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== genocide ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool genocide(bool player_cast); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Genocide a monster race. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "player_cast" is true if the player cast the spell so the player can - take damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== mass_genocide ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool mass_genocide(bool player_cast); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Delete all nearby (non-unique) monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Delete all nearby (non-unique) monsters. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "player_cast" is true if the player cast the spell so the player can - take damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== probing ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool probing(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Probe nearby monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Probe all nearby monsters. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== banish_evil ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool banish_evil(int dist); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Banish evil monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Banish nearby evil monsters doing "dist" points of GF_AWAY_EVIL -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dist" is the amount of damage done to each monster. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== dispel_evil ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool dispel_evil(int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Dispel evil monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Dispel nearby evil monsters doing "dam" points of GF_DISP_EVIL -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== dispel_good ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool dispel_good(int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Dispel good monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Dispel nearby good monsters doing "dam" points of GF_DISP_GOOD -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== dispel_undead ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool dispel_undead(int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Dispel undead monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Dispel nearby undead monsters doing "dam" points of GF_DISP_UNDEAD -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== dispel_monsters ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool dispel_monsters(int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Dispel all monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Dispel all nearby monsters doing "dam" points of GF_DISP_ALL -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== dispel_living ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool dispel_living(int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Dispel 'living' monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Dispel nearby living monsters doing "dam" points of GF_DISP_LIVING -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== dispel_demons ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool dispel_demons(int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Dispel demons - */ - -<FONT COLOR="#00FF00">Description</FONT> -Dispel nearby demon monsters doing "dam" points of GF_DISP_DEMON -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== turn_undead ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool turn_undead(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Turn undead - */ - -<FONT COLOR="#00FF00">Description</FONT> -Turn nearby undead monsters doing a point of GF_TURN_UNDEAD damage for -each player level. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== wipe ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void wipe(int y1, int x1, int r); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Wipe -- Empties a part of the dungeon - */ - -<FONT COLOR="#00FF00">Description</FONT> -Delete monsters and objects from an area of the dungeon centred at -grid "y1,x1" for a radius "r". This does not work on special levels or -quests. The player may be blinded. The player forgets the affected -area and it becomes dark. All grids become floor. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y1" is the y-coordinate of the wipe's origin. -> "x1" is the x-coordinate of the wipe's origin. -> "r" is the radius of the wipe. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== destroy_area ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void destroy_area(int y1, int x1, int r, - bool full); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * The spell of destruction - * - * This spell "deletes" monsters (instead of "killing" them). - * - * Later we may use one function for both "destruction" and - * "earthquake" by using the "full" to select "destruction". - */ - -<FONT COLOR="#00FF00">Description</FONT> -Delete monsters and objects from an area of the dungeon centred at -grid "y1,x1" for a radius "r". This does not work on special levels or -quests. The epicentre is NOT affected. The player may be blinded. The -player forgets the affected area and it becomes dark. The grids can -become granite, quartz, magma, or floor. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y1" is the y-coordinate of the destruction's origin. -> "x1" is the x-coordinate of the destruction's origin. -> "r" is the radius of the destruction. -> "full" is currently unused. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== earthquake ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void earthquake(int cy, int cx, int r); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Induce an "earthquake" of the given radius at the given location. - * - * This will turn some walls into floors and some floors into walls. - * - * The player will take damage and "jump" into a safe grid if possible, - * otherwise, he will "tunnel" through the rubble instantaneously. - * - * Monsters will take damage, and "jump" into a safe grid if possible, - * otherwise they will be "buried" in the rubble, disappearing from - * the level in the same way that they do when genocided. - * - * Note that thus the player and monsters (except eaters of walls and - * passers through walls) will never occupy the same grid as a wall. - * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even - * for a single turn, unless that monster can pass_walls or kill_walls. - * This has allowed massive simplification of the "monster" code. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Create an earthquake centred on grid "cy,cx" with a radius of "r". -This does not work on quest levels. The epicentre is NOT affected. -Only about 15% of the grids are affected. The player takes 300 points -of damage if they can't be moved to a safe grid, otherwise damage is -from 10 to 40 points. The player forgets the affected area and it -becomes dark. The grids can become granite, quartz, magma, or floor. - -<FONT COLOR="#00FF00">Parameters</FONT> -Parameters: -> "cy" is the y-coordinate of the earthquake origin. -> "cx" is the x-coordinate of the earthquake origin. -> "r" is the radius of the earthquake. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== map_area ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void map_area(void); - -<FONT COLOR="#00FF00">File</FONT> - cave.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Hack -- map the current panel (plus some) ala "magic mapping" - */ - -<FONT COLOR="#00FF00">Description</FONT> -Map the current panel plus up to 10 grids up and down, and up to 20 -grids left and right. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== wiz_lite ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void wiz_lite(void); - -<FONT COLOR="#00FF00">File</FONT> - cave.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Light up the dungeon using "clairvoyance" - * - * This function "illuminates" every grid in the dungeon, memorises all - * "objects", memorises all grids as with magic mapping, and, under the - * standard option settings (view_perma_grids but not view_torch_grids) - * memorises all floor grids too. - * - * Note that if "view_perma_grids" is not set, we do not memorise floor - * grids, since this would defeat the purpose of "view_perma_grids", not - * that anyone seems to play without this option. - * - * Note that if "view_torch_grids" is set, we do not memorise floor grids, - * since this would prevent the use of "view_torch_grids" as a method to - * keep track of what grids have been observed directly. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Light up the entire dungeon and show all monsters and objects. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== wiz_lite_extra ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void wiz_lite_extra(void); - -<FONT COLOR="#00FF00">File</FONT> - cave.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Light up the entire dungeon and show all monsters and objects. All -squares are lit and remembered. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== wiz_dark ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void wiz_dark(void); - -<FONT COLOR="#00FF00">File</FONT> - cave.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Forget the dungeon map (ala "Thinking of Maud..."). - */ - -<FONT COLOR="#00FF00">Description</FONT> -Forget all grids and objects. All grids become dark. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== lite_room ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void lite_room(int y1, int x1); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Illuminate any room containing the given location. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Light up the room (if any) of grid "y1,x1". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y1" is the y-coordinate of the grid. -> "x1" is the x-coordinate of the grid. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== unlite_room ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void unlite_room(int y1, int x1); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Darken all rooms containing the given location - */ - -<FONT COLOR="#00FF00">Description</FONT> -Darken all rooms (if any) of grid "y1,x1". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "y1" is the y-coordinate of the grid. -> "x1" is the x-coordinate of the grid. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== lite_area ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool lite_area(int dam, int rad); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Hack -- call light around the player - * Affect all monsters in the projection radius - */ - -<FONT COLOR="#00FF00">Description</FONT> -Light up the room (if any) of the player's grid. Monsters take "dam" -points of GF_LITE_WEAK damage if they are within "r" grids of the -player. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== unlite_area ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool unlite_area(int dam, int rad); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Hack -- call darkness around the player - * Affect all monsters in the projection radius - */ - -<FONT COLOR="#00FF00">Description</FONT> -Darken the room (if any) of the player's grid. Monsters take "dam" -points of GF_DARK_WEAK damage if they are within "r" grids of the -player. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_ball_beam ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_ball_beam(int typ, int dir, int dam, - int rad); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a ball-beamed spell - * Stop if we hit a monster, act as a "ball" - * Allow "target" mode to pass over monsters - * Affect grids, objects, and monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a ball-beamed spell of type "typ" in direction "dir" for damage -"dam" points with a radius of "rad" grids. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage (must be <= 16). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_ball ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_ball(int typ, int dir, int dam, int rad); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a ball spell - * Stop if we hit a monster, act as a "ball" - * Allow "target" mode to pass over monsters - * Affect grids, objects, and monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a ball spell of type "typ" in direction "dir" for "dam" points of -damage. The ball has a radius of "rad" grids. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage (must be <= 16). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_bolt ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_bolt(int typ, int dir, int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a bolt spell - * Stop if we hit a monster, as a "bolt" - * Affect monsters (not grids or objects) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a bolt spell of type "typ" in direction "dir" for "dam" points of -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9 - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_beam ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_beam(int typ, int dir, int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a beam spell - * Pass through monsters, as a "beam" - * Affect monsters (not grids or objects) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a beam spell of type "typ" in direction "dir" for "dam" points of -damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_druid_ball ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_druid_ball(int typ, int dir, int dam, - int rad); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a druidic ball spell - * Stop if we hit a monster, act as a "ball" - * Allow "target" mode to pass over monsters - * Affect grids, objects, and monsters - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a ball spell of type "typ" in direction "dir" for "dam" points of -damage. The ball has a radius of "rad" grids. The spell follows a mana -path. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. -> "rad" is the radius of the effect of the damage (must be <= 16). - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_druid_bolt ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_druid_bolt(int typ, int dir, int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a druidic bolt spell - * Stop if we hit a monster, as a "bolt" - * Affect monsters (not grids or objects) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a bolt spell of type "typ" in direction "dir" for "dam" points of -damage. The spell follows a mana path. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_druid_beam ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_druid_beam(int typ, int dir, int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a druidistic beam spell - * Pass through monsters, as a "beam" - * Affect monsters (not grids or objects) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a beam spell of type "typ" in direction "dir" for "dam" points of -damage. The spell follows a mana path. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== fire_bolt_or_beam ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool fire_bolt_or_beam(int prob, int typ, int dir, - int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Cast a bolt spell, or rarely, a beam spell - */ - -<FONT COLOR="#00FF00">Description</FONT> -Cast a beam (chance of "prob" in 100) or bolt spell of type "typ" in -direction "dir" for "dam" points of damage. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "prob" is the number of times out of 100 that the bolt will actually - be a beam. Obviously this value should range from 1 to 99 (0 will - always give a beam, 100 or higher will always give a beam. There are - separate functions for these cases). -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== alchemy ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool alchemy(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* Turns an object into gold, gain some of its value in a shop */ - -<FONT COLOR="#00FF00">Description</FONT> -The player selects an object (and quantity if it applies) from the -inventory or the floor and attempts to turn it into gold. If the -price of the item is < 0 then the player gains nothing (fool's gold), -otherwise the player gets a third of the price in gold. Artifacts are -not affected. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== alter_reality ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void alter_reality(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -The player leaves the level immediately. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== teleport_swap ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void teleport_swap(int dir); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Player swaps places with target in direction "dir". The target must be -a monster. It will not work if the space-time continuum can not be -disrupted or if the monster resists teleportation. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== project_meteor ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern void project_meteor(int radius, int typ, int dam, - u32b flg); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Apply a "project()" a la meteor shower - */ - -<FONT COLOR="#00FF00">Description</FONT> -Generate between "rad" and "rad" x 2 ball spells of type "typ" for -"dam" points of damage. The ball can have various properties as -denoted by "flg". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "rad" is the minimum number of balls created. "rad" + randint("rad") - balls are created. Each ball has a radius of 2 grids. Each target - grid is within 5 grids of the player. -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dam" is the number of points of damage. -> "flg" is the projection effect - <A HREF="fields.html">PROJECT_fields</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== passwall ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool passwall(int dir, bool safe); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Send the player shooting through walls in the given direction until - * they reach a non-wall space, or a monster, or a permanent wall. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Move the player through walls in direction "dir". if "safe" then the -player can not end up in a wall - if they do, the wall is replaced by -a floor. This does not work in the wilderness, on quest levels, or if -teleport is not allowed. Stopping on monsters or inside vaults is not -allowed. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dir" must be from 0 to 9. It can not be 5. - <A HREF="fields.html">direction</A> -> "safe" must be true if the player is not to be trapped in a wall - when the movement is finished. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== project_hook ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool project_hook(int typ, int dir, int dam, - int flg); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Hack -- apply a "projection()" in a direction (or at the target) - */ - -<FONT COLOR="#00FF00">Description</FONT> -Generate a beam/bolt of type "typ" in direction "dir" (or at a target) -for "dam" points of damage. The beam/bolt can have various properties -as denoted by "flg". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dir" must be from 0 to 9. 5 means use the current target. - <A HREF="fields.html">direction</A> -> "dam" is the number of points of damage. -> "flg" is the projection effect - <A HREF="fields.html">PROJECT_fields</A> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== reset_recall ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool reset_recall(void); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Ask the player for a dungeon and appropriate level within the dungeon. -The player can not specify a dungeon they have not gone to yet. If the -player chooses levels 99 or 100, the level is set to 98. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_aim_dir ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool get_aim_dir(int *dp = 0); - -<FONT COLOR="#00FF00">File</FONT> - xtra2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Get an "aiming direction" from the user. - * - * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and - * "0" for "current target", and "-1" for "entry aborted". - * - * Note that "Force Target", if set, will pre-empt user interaction, - * if there is a usable target already set. - * - * Note that confusion over-rides any (explicit?) user choice. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Get an aiming direction from the user and store it in "dp". A target -can be selected. If the player is confused, the direction will be -random. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "dp" = player direction. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== project_hack ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - extern bool project_hack(int typ, int dam); - -<FONT COLOR="#00FF00">File</FONT> - spells2.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Apply a "project()" directly to all viewable monsters - * - * Note that affected monsters are NOT auto-tracked by this usage. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Generate beam/bolt spells of type "typ" for "dam" points of damage to -all viewable monsters in line of site. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "typ" is the type of damage - <A HREF="fields.html">GF_fields</A> -> "dam" is the number of points of damage. - ----------------------------------------------------------------------- - - -Back to the <A HREF="lua.html">lua help index</A> . - - <FONT COLOR="#008040">This file by Chris Hadgis</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/lua_util.html b/lib/help/lua_util.html deleted file mode 100644 index fe69333d..00000000 --- a/lib/help/lua_util.html +++ /dev/null @@ -1,911 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> - -<FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < util.pkg functions helper file ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== bst ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b bst(s32b what, s32b t); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Break scalar time - */ - -<FONT COLOR="#00FF00">Description</FONT> -Return the minute, hour, day, or year for turn "t". One turn takes 7.5 -seconds. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "what" is the unit to be returned and must be one of - MINUTE (number of turns per minute, which is 8) - HOUR (number of turns per hour, which is 480) - DAY (number of turns per day, which is 11,520) - YEAR (number of turns per year, which is 4,204,800) -> "t" is the number of turns. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== path_build ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - errr path_build(char *buf, int max, cptr path, cptr file); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Create a new path by appending a file (or directory) to a path -* -* This requires no special processing on simple machines, except -* for verifying the size of the filename, but note the ability to -* bypass the given "path" with certain special file-names. -* -* Note that the "file" may actually be a "sub-path", including -* a path and a file. -* -* Note that this function yields a path which must be "parsed" -* using the "parse" function above. -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Append file "file" to path "path" and return the result in "buf". The -length of "buf" is a maximum of "max" characters. If "file" starts -with '~' then return "file". If "file" starts with the path separator -and the path separator is not blank then return "file". If there is no -path then return "file". Otherwise return "path" + path separator + -"file". The path separator is defined in "H-config.h". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "buf" contains the new path. -> "max" is the maximum number of characters allowed in "buf". -> "path" is the original path. -> "file" is the original file. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== move_cursor ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void move_cursor(int row, int col); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Move the cursor -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Move the cursor to row "row" and column "col". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "row" is the row the cursor is to be moved to. -> "col" is the column the cursor is to be moved to. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== inkey ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - char inkey(void); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Get a keypress from the user. -* -* This function recognises a few "global parameters". These are variables -* which, if set to TRUE before calling this function, will have an effect -* on this function, and which are always reset to FALSE by this function -* before this function returns. Thus they function just like normal -* parameters, except that most calls to this function can ignore them. -* -* If "inkey_xtra" is TRUE, then all pending keypresses will be flushed, -* and any macro processing in progress will be aborted. This flag is -* set by the "flush()" function, which does not actually flush anything -* itself, but rather, triggers delayed input flushing via "inkey_xtra". -* -* If "inkey_scan" is TRUE, then we will immediately return "zero" if no -* keypress is available, instead of waiting for a keypress. -* -* If "inkey_base" is TRUE, then all macro processing will be bypassed. -* If "inkey_base" and "inkey_scan" are both TRUE, then this function will -* not return immediately, but will wait for a keypress for as long as the -* normal macro matching code would, allowing the direct entry of macro -* triggers. The "inkey_base" flag is extremely dangerous! -* -* If "inkey_flag" is TRUE, then we will assume that we are waiting for a -* normal command, and we will only show the cursor if "hilite_player" is -* TRUE (or if the player is in a store), instead of always showing the -* cursor. The various "main-xxx.c" files should avoid saving the game -* in response to a "menu item" request unless "inkey_flag" is TRUE, to -* prevent savefile corruption. -* -* If we are waiting for a keypress, and no keypress is ready, then we will -* refresh (once) the window which was active when this function was called. -* -* Note that "back-quote" is automatically converted into "escape" for -* convenience on machines with no "escape" key. This is done after the -* macro matching, so the user can still make a macro for "backquote". -* -* Note the special handling of "ascii 30" (ctrl-caret, aka ctrl-shift-six) -* and "ascii 31" (ctrl-underscore, aka ctrl-shift-minus), which are used to -* provide support for simple keyboard "macros". These keys are so strange -* that their loss as normal keys will probably be noticed by nobody. The -* "ascii 30" key is used to indicate the "end" of a macro action, which -* allows recursive macros to be avoided. The "ascii 31" key is used by -* some of the "main-xxx.c" files to introduce macro trigger sequences. -* -* Hack -- we use "ascii 29" (ctrl-right-bracket) as a special "magic" key, -* which can be used to give a variety of "sub-commands" which can be used -* any time. These sub-commands could include commands to take a picture of -* the current screen, to start/stop recording a macro action, etc. -* -* If "angband_term[0]" is not active, we will make it active during this -* function, so that the various "main-xxx.c" files can assume that input -* is only requested (via "Term_inkey()") when "angband_term[0]" is active. -* -* Mega-Hack -- This function is used as the entry point for clearing the -* "signal_count" variable, and of the "character_saved" variable. -* -* Hack -- Note the use of "inkey_next" to allow "keymaps" to be processed. -* -* Mega-Hack -- Note the use of "inkey_hack" to allow the "Borg" to steal -* control of the keyboard from the user. -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Get a keypress from the user. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== cmsg_print ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void cmsg_print(byte color, cptr msg); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Output a message to the top line of the screen. -* -* Break long messages into multiple pieces (40-72 chars). -* -* Allow multiple short messages to "share" the top line. -* -* Prompt the user to make sure he has a chance to read them. -* -* These messages are memorised for later reference (see above). -* -* We could do "Term_fresh()" to provide "flicker" if needed. -* -* The global "msg_flag" variable can be cleared to tell us to -* "erase" any "pending" messages still on the screen. -* -* XXX XXX XXX Note that we must be very careful about using the -* "msg_print()" functions without explicitly calling the special -* "msg_print(NULL)" function, since this may result in the loss -* of information if the screen is cleared, or if anything is -* displayed on the top line. -* -* XXX XXX XXX Note that "msg_print(NULL)" will clear the top line -* even if no messages are pending. This is probably a hack. -*/ - -<FONT COLOR="#00FF00">Description</FONT> -In color "color", output message "msg" to the top line of the screen. -If the message is blank or has more than 1000 characters, nothing is -printed. Long messages are split after the 40th character and before -the 72nd character. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "color" is the color of the message. - <A HREF="fields.html">colors</A> -> "msg" is the message. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== msg_print ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void msg_print(cptr msg); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* Hack -- for compatibility and easy sake */ - -<FONT COLOR="#00FF00">Description</FONT> -Print message "msg" in white (see cmsg_print() above). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "msg" is the message. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== screen_save ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void screen_save(void); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Save the screen, and increase the "icky" depth. - * - * This function must match exactly one call to "screen_load()". - */ - -<FONT COLOR="#00FF00">Description</FONT> -Save a screen shot. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== screen_load ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void screen_load(void); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Load the screen, and decrease the "icky" depth. - * - * This function must match exactly one call to "screen_save()". - */ - -<FONT COLOR="#00FF00">Description</FONT> -Load a previously saved screen shot. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== c_put_str ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void c_put_str(byte attr, cptr str, int row, int col); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Display a string on the screen using an attribute. -* -* At the given location, using the given attribute, if allowed, -* add the given string. Do not clear the line. -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Put string "str" at row "row" and column "col" with attribute "attr". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "attr" is the color of the message. - <A HREF="fields.html">colors</A> -> "msg" is the message. -> "row" is the row the message is to be printed at. -> "col" is the column the message is to be printed at. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== c_prt ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void c_prt(byte attr, cptr str, int row, int col); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Display a string on the screen using an attribute, and clear -* to the end of the line. -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Clear row "row" from column "col". Put string "str" at "row", "col" -with attribute "attr". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "attr" is the color of the message. - <A HREF="fields.html">colors</A> -> "msg" is the message. -> "row" is the row the message is to be printed at. -> "col" is the column the message is to be printed at. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== clear_from ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void clear_from(int row); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Clear part of the screen -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Clear the screen from row "row" onwards. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "row" is the first row of the screen to be cleared. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== askfor_aux ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - bool askfor_aux(char *buf, int len); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Get some input at the cursor location. -* Assume the buffer is initialized to a default string. -* Note that this string is often "empty" (see below). -* The default buffer is displayed in yellow until cleared. -* Pressing RETURN right away accepts the default entry. -* Normal chars clear the default and append the char. -* Backspace clears the default or deletes the final char. -* ESCAPE clears the buffer and the window and returns FALSE. -* RETURN accepts the current buffer contents and returns TRUE. -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Get string "buf" from the screen. "buf" is to be no more than "len" -bytes. The string starts at the current cursor position. The length -can not exceed the number of bytes from the cursor to the end of the -line. Accept user input until the escape or return key is pressed. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "buf" is the string returned from the screen. -> "len" is the length of the string. If it is <1 it is forced to 1. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_string ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - bool get_string(cptr prompt, char *buf, int len); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Get a string from the user -* -* The "prompt" should take the form "Prompt: " -* -* Note that the initial contents of the string is used as -* the default response, so be sure to "clear" it if needed. -* -* We clear the input, and return FALSE, on "ESCAPE". -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Print prompt "prompt" at the top-left corner of the screen and return -response "buf" which will have a maximum length "length". If ESCAPE -is entered, the function returns FALSE, otherwise it returns TRUE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "prompt" is the prompt for input. -> "buf" is the returned response. -> "len" is the maximum length of the string. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_check ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - bool get_check(cptr prompt); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Verify something with the user -* -* The "prompt" should take the form "Query? " -* -* Note that "[y/n]" is appended to the prompt. -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Ask the user question "prompt" which requires a yes/no answer. The -prompt appears in the top-left corner of the screen. A response of -'Y' (either case) returns TRUE. A response of 'N' (either case) or -ESCAPE returns FALSE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "prompt" is the question asked. It has a maximum length of 70 - characters. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_com_lua ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - bool get_com_lua @ get_com(cptr promtp, int *com); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Prompts for a keypress -* -* The "prompt" should take the form "Command: " -* -* Returns TRUE unless the character is "Escape" -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Ask the user for command "prompt" and return the key press "com". A -response of ESCAPE returns FALSE. All other responses return TRUE. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "prompt" is the prompt for the key press. -> "com" is the returned key press. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_quantity ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b get_quantity(cptr prompt, s32b max); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* -* Request a "quantity" from the user -* -* Hack -- allow "command_arg" to specify a quantity -*/ - -<FONT COLOR="#00FF00">Description</FONT> -Ask the user for quantity "prompt" of maximum value "max" and return -a quantity. If the user quantity is higher than the maximum then the -maximum is returned. If the response is a letter then the maximum is -returned. If the user quantity is negative then zero is returned. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "prompt" is the prompt for a quantity. -> "max" is the maximum value allowed. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== test_monster_name ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - int test_monster_name(cptr name); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Given monster name as string, return the index in r_info array. Name - * must exactly match (look out for commas and the like!), or else 0 is - * returned. Case doesn't matter. -GSN- - */ - -<FONT COLOR="#00FF00">Description</FONT> -Return the monster index for monster with name "name". If no match is -found then zero is returned. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "name" is the monster name. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== test_item_name ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - int test_item_name(cptr name); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Given item name as string, return the index in k_info array. Name - * must exactly match (look out for commas and the like!), or else 0 is - * returned. Case doesn't matter. -DG- - */ - -<FONT COLOR="#00FF00">Description</FONT> -Return the item index for item with name "name". If no match is found -then zero is returned. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "name" is the item name. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== luck ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - int luck(int min, int max); - -<FONT COLOR="#00FF00">File</FONT> - xtra1.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Return a luck number between a certain range - */ - -<FONT COLOR="#00FF00">Description</FONT> -Return a number for luck between minimum "min" and maximum "max". The -value begins with the player's current luck. The value is forced to -be between -30 and +30. 30 is added to give a value between 0 and 60. -The value is multiplied by the range (maximum - minimum) and divided -by 60. The value is increased by the minimum. The value is returned. - -For example, if the player's current luck is 15, the minimum is -10, -and the maximum is 10 (range 20), then the value returned is -(45 * 20) / 60 which is 900 / 60 which is 15 + the minimum -10 gives -a returned value of 5. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "min" is the minimum luck. -> "max" is the maximum luck. Beware: this should be greater than the - minimum but it is not checked! - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== get_player_race_name ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - cptr get_player_race_name(int pr, int ps); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the name for player race "pr" and player sub-race "ps". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "pr" is the index for player race. -> "ps" is the index for player sub-race. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== quit ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void quit(cptr str); - -<FONT COLOR="#00FF00">File</FONT> - z-util.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Exit (ala "exit()"). If 'str' is NULL, do "exit(0)". - * If 'str' begins with "+" or "-", do "exit(atoi(str))". - * Otherwise, plog() 'str' and exit with an error code of -1. - * But always use 'quit_aux', if set, before anything else. - */ - -<FONT COLOR="#00FF00">Description</FONT> -Quit the game. If "str" is a string then write the string to the -error file or screen. If "str" is a number then exit with the -number as the exit code. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "str" is an error message or exit code. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== dump_hooks ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void dump_hooks(); - -<FONT COLOR="#00FF00">File</FONT> - plots.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Print the name and type (C or Lua) of hooks in the hook list. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== add_hook_script ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void add_hook_script(int h_idx, char *script, cptr name); - -<FONT COLOR="#00FF00">File</FONT> - plots.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -To hook list with index "h_idx", add a script with script file -"script" and name "name" as a Lua hook if a hook with that name -does not already exist. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "h_idx" is the index of the hook list in the array of hook lists. -> "script" is the name of the script file. -> "name" is the name of the hook to be added. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== del_hook_name ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void del_hook_name(int h_idx, cptr name); - -<FONT COLOR="#00FF00">File</FONT> - plots.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Search hook list with index "h_idx" and remove the hook with name -"name". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "h_idx" is the index of the hook list in the array of hook lists. -> "name" is the name of the hook to be removed. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== pern_dofile ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - bool pern_dofile(char *file); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Parse the Lua script file "file". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "file" is the Lua script file to be parsed. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== intMod ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b intMod(s32b a, s32b b); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the result of operation "a" mod "b" (a % b). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "a" is a number. -> "b" is a number. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== intAnd ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b intAnd(s32b a, s32b b); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the result of bitwise operation "a" AND "b" (a & b). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "a" is a number. -> "b" is a number. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== intOr ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b intOr(s32b a, s32b b); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the result of bitwise operation "a" OR "b" (a | b). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "a" is a number. -> "b" is a number. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== intXor ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b intXor(s32b a, s32b b); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the result of bitwise operation "a" XOR "b" (a ^ b). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "a" is a number. -> "b" is a number. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== intShiftl ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b intShiftl(s32b a, s32b b); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the result of bitwise operation "a" << "b". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "a" is a number. -> "b" is a number. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== intShiftr ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b intShiftr(s32b a, s32b b); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the result of bitwise operation "a" >> "b". - -<FONT COLOR="#00FF00">Parameters</FONT> -> "a" is a number. -> "b" is a number. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== intBitNot ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - s32b intBitNot(s32b b); - -<FONT COLOR="#00FF00">File</FONT> - script.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Return the result of bitwise operation NOT "b" (~ b). - -<FONT COLOR="#00FF00">Parameters</FONT> -> "b" is a number. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== register_savefile ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void register_savefile(int num); - -<FONT COLOR="#00FF00">File</FONT> - loadsave.c - -<FONT COLOR="#00FF00">Comment</FONT> -/* - * Add num slots to the savefile - */ - -<FONT COLOR="#00FF00">Description</FONT> -Add "num" slots to the save file. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "num" is the number of slots to add to the savefile. If num is <0 - then "num" is forced to zero. - ----------------------------------------------------------------------- - -<FONT COLOR="#FF0000">=== save_number_key ===</FONT> - -<FONT COLOR="#00FF00">Declaration</FONT> - void save_number_key(char *key, s32b val); - -<FONT COLOR="#00FF00">File</FONT> - util.c - -<FONT COLOR="#00FF00">Comment</FONT> -(none) - -<FONT COLOR="#00FF00">Description</FONT> -Save the length of key "key", the key itself, and the value "val" as -bytes in the savefile. - -<FONT COLOR="#00FF00">Parameters</FONT> -> "key" is the key string for the value. -> "val" is the value to be saved. - ----------------------------------------------------------------------- - - - -Back to the <A HREF="lua.html">lua help index</A> . - - - <FONT COLOR="#008040">This file by Chris Hadgis</FONT> - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/luckspoi.html b/lib/help/luckspoi.html deleted file mode 100644 index 1404ea01..00000000 --- a/lib/help/luckspoi.html +++ /dev/null @@ -1,123 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">Luck</FONT> - -"You've got to ask yourself one question: do I feel lucky? Well do ya -punk?" - --Clint Eastwood (Dirty Harry) - -<FONT COLOR="#00FF00">1. Starting luck</FONT> -Most races start with no luck points. Those that start with luck are listed -below from most luck to least luck. - -Hobbit (+5); -Maia (+4); -Gnome, Dunadan, Thunderlord (+2); -Beorning (+1); -Half-Ogre, Dark Elf, Ent (-2); -Orc (-3); -Troll (-4); -Petty Dwarf, DeathMold, Yeek (-5). - -Most subraces start with no luck points. Those that start with luck are listed -below from most luck to least luck. - -Barbarian (+1); -Spectre, Skeleton (-3); -Zombie (-4). - -So, a Hobbit starts with 5 luck points, a Beorning Barbarian starts with 2 luck -points, while a Yeek Zombie starts with -9 luck points. - -<FONT COLOR="#00FF00">2. Descriptions</FONT> -Drinking a potion of self-knowledge will tell you how lucky or unlucky your -character is. - -DESCRIPTION VALUE -incredibly unlucky less than -27 -extremely unlucky less than -18 -very unlucky less than -9 -unlucky less than 0 -normal luck 0 -lucky more than 0 -very lucky more than 9 -extremely lucky more than 18 -incredibly lucky more than 27 - -Luck < -30 is treated as -30 and luck > 30 is treated as +30. - -<FONT COLOR="#00FF00">3. Items affecting luck</FONT> -Elven cloaks give a bonus to luck. - -Only one type of ego item is lucky, or perhaps that should be unlucky. -All Morgul items have -10 luck. - -Artifacts can affect your luck. Beware: not all artifacts give you good luck. -Listed below are the artifacts which affect your luck. - -The Phial of Galadriel (+4) -The Arkenstone of Thrain (+3) -The Ring of Power 'Narya' (+1) -The Ring of Power 'Nenya' (+2) -The Ring of Power 'Vilya' (+3) -The Metal Cap of Thengel (+3) -The Shadow Cloak of Luthien (+2) -The Set of Cesti of Fingolfin (+4) -The Long Sword 'Anduril' (+4) -The Long Bow of Bard (+2) -The Mage Staff of Eternity (+12) -The Harp of Maglor (+3) -The Drum of the Sky (+2) -The Harp of Daeron (+1) -The Long Sword of Eternity (+10) -The Robe of Great Luck (+60) -The Heavy Crossbow of Eternity (+5) -The Iron Helm of Knowledge (-6) -The Shield of Deflection of Gil-galad (+5) -The Set of Gauntlets of Eol (+3) -The Demonblade of Gothmog (-20) -The Long Sword 'Durandil' (+3) -The Phial of Undeath (-5) -The Ring of Phasing (+15) -The Blue Stone 'Toris Mejistos' (+2) -The Silver Bolt 'Stone-biter' (+3) -The Elven Cloak of Mellyrn (+4) -The Set of Cesti 'Skycleaver' (+1) - -<FONT COLOR="#00FF00">4. What does it affect.</FONT> -It affects your chance to-hit in ranged combat and melee combat. - -It affects your chance of critical hits in ranged combat and melee combat. - -It affects your chance of being missed by a monster attack. This effectively -changes armour class by -13 (incredibly unlucky) to +13 (incredibly lucky). - -It affects the rarity of special objects, artifacts, and ego items. - -It affects the number of wishes on a staff of wishing. - -It affects the base level for applying magic to an item. - -It affects the chance of an item being good or great. - -It affects the chance of creating a special object. - -It prevents the death fate if you are lucky. - -It affects the number of skill points you receive when quaffing the Potion of -Learning. - - - Written for ToME 2.0 by Chris Hadgis -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_air.html b/lib/help/m_air.html deleted file mode 100644 index ff9297ff..00000000 --- a/lib/help/m_air.html +++ /dev/null @@ -1,52 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Air School ===</FONT> - -The air school of magic contains spells where the element of air is used -to create the final spell effect. There are rumours of a "Tome of the Blowing -Wind" which contains all the air school spells within it's bindings. - -Worshipping the God Manwe Sulimo also gives the ability to cast spells from -the air school at a level of 2/3 of your prayer level. e.g. If the skill -"Spirituality: Prayer" is at level 12, you can cast up to level 8 air school -spells. - -<FONT COLOR="#00FFFF">Air Spells</FONT> -There are six spells available for the air school. These Spells are: -1. <FONT COLOR="#00FFFF">Noxious Cloud</FONT> (school level 3) - Creates a cloud of poison. - The cloud will persist for some turns, damaging all monsters passing by. - At spell level 30 it turns into a thick gas attacking all living beings. -2. <FONT COLOR="#00FFFF">Poison Blood</FONT> (school level 12) - Grants resist poison. - At spell level 15 it provides poison branding to the wielded weapon. -3. <FONT COLOR="#00FFFF">Invisibility</FONT> (school level 16) - Grants invisibility. -4. <FONT COLOR="#00FFFF">Sterilize</FONT> (school level 20) - Prevents explosive breeding for a while. -5. <FONT COLOR="#00FFFF">Wings of Winds</FONT> (dual school level 22) - Grants the power of levitation. - At spell level 16 it grants the power of controlled flight. -<FONT COLOR="#FF00FF"> Your Air and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 22 in order to cast this spell.</FONT> -6. <FONT COLOR="#00FFFF">Thunderstorm</FONT> (dual school level 25) - Charges up the air around you with electricity. - Each turn it will throw a bolt of thunder at a random monster in sight. - This thunder does 3 types of damage: - one third of lightning - one third of sound - and one third of light. -<FONT COLOR="#FF00FF"> Your Air and Nature skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 25 in order to cast this spell.</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_convey.html b/lib/help/m_convey.html deleted file mode 100644 index 43a48602..00000000 --- a/lib/help/m_convey.html +++ /dev/null @@ -1,81 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Conveyance School ===</FONT> - -The conveyance school of magic contains spells where the forces of space are -manipulated by the spell. There are rumours of a "Tome of of Translocation" -which contains all the conveyance school spells within it's bindings. - -Worshipping the God Manwe Sulimo also gives the ability to cast spells from -the conveyance school at a level of 1/2 of your prayer level. e.g. If the -skill "Spirituality: Prayer" is at level 10, you can cast up to level 5 -conveyance school spells. - -<FONT COLOR="#808080">Conveyance Spells</FONT> -There are six spells available for the conveyance school. These Spells are: -1. <FONT COLOR="#808080">Phase Door</FONT> (school level 1) - Teleports you on a small scale range. - At spell level 30 it creates void jumpgates. -2. <FONT COLOR="#808080">Disarm</FONT> (school level 3) - Destroys doors and disarms traps. - At spell level 10 it unlocks doors and disarms traps. -3. <FONT COLOR="#808080">Teleportation</FONT> (school level 10) - Teleports you around the level. - The casting time decreases with level. -4. <FONT COLOR="#808080">Teleport Away</FONT> (school level 23) - Teleports a line of monsters away. - At spell level 10 it turns into a ball. - At spell level 20 it teleports all monsters in sight. -5. <FONT COLOR="#808080">Recall</FONT> (school level 30) - Cast on yourself it will recall you to the surface/dungeon. - Cast at a monster you will swap positions with the monster. - Cast at an object it will fetch the object to you (note that you must have - an empty space under your feet for the object to fall onto). -6. <FONT COLOR="#808080">Probability Travel</FONT> (school level 35) - Renders you unstable. When you hit a wall you travel through it and - instantly appear on the other side of it. You can also float up and down - at will - -<FONT COLOR="#00FF00">Air spells that can be cast with Conveyance skill</FONT> - -1. <FONT COLOR="#00FFFF">Wings of Winds</FONT> (dual school level 22) - Grants the power of levitation. - At spell level 16 it grants the power of controlled flight. -<FONT COLOR="#FF00FF"> Your Air and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 22 in order to cast this spell.</FONT> - -<FONT COLOR="#00FF00">Temporal spells that can be cast with Conveyance skill</FONT> - -1. <FONT COLOR="#808080">Banishment</FONT> (dual school level 30) - Disrupt the space/time continuum in your area and teleports all monsters - away. - At spell level 15 it also may lock them in a time bubble for some turns. -<FONT COLOR="#FF00FF"> Your Temporal and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 30 in order to cast this spell.</FONT> - -<FONT COLOR="#00FF00">Meta spells that can be cast with Conveyance skill</FONT> - -1. <FONT COLOR="#808080">Tracker</FONT> (dual school level 30) - Tracks down the last teleportation that happened on the level and teleports - you to it. -<FONT COLOR="#FF00FF"> Your Meta and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 30 in order to cast this spell.</FONT> - -<FONT COLOR="#00FF00">Udun spells that can be cast with Conveyance skill</FONT> - -1. <FONT COLOR="#404040">Wraithform</FONT> (dual school level 30) - Turns you temporarily into an immaterial being. -<FONT COLOR="#FF00FF"> Your Udun and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 30 in order to cast this spell.</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_demono.html b/lib/help/m_demono.html deleted file mode 100644 index 0e289064..00000000 --- a/lib/help/m_demono.html +++ /dev/null @@ -1,54 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Demonology ===</FONT> - -Available only to demonologists, or those sufficiently corrupted with -demon-like powers, this school contains spells where demonic energies -are used to create mainly devastating effects. - -<FONT COLOR="#FF8000">Demonic equipment</FONT> -Unlike other magic schools, the spells of a Demonologist are not written -in spell books, but are contained within items of demonic origin known as -Demonblades, Demonshields, and Demonhorns (helms), which when wielded allow -the Demonologist to cast spells; each piece of equipment holds three spells. - -<FONT COLOR="#FF8000">Demonblade spells</FONT> -1. <FONT COLOR="#FF8000">Demon Blade</FONT> (school level 1) - Imbues your blade with fire to deal more damage. - At level 30 it deals hell fire damage. - At level 45 it spreads over a 1 radius zone around your target. -2. <FONT COLOR="#FF8000">Demon Madness</FONT> (school level 10) - Fire 2 balls in opposite directions of randomly chaos, confusion or charm. -3. <FONT COLOR="#FF8000">Demon Field</FONT> (school level 20) - Fires a cloud of deadly nexus over a radius of 7. - -<FONT COLOR="#FF8000">Demonshield spells</FONT> -1. <FONT COLOR="#FF8000">Doom Shield</FONT> (school level 1) - Raises a mirror of pain around you, doing very high damage to your foes - that dare hit you, but greatly reduces your armour class. -2. <FONT COLOR="#FF8000">Demon Cloak</FONT> (school level 20) - Raises a mirror that can reflect bolts and arrows for a time. -3. <FONT COLOR="#FF8000">Unholy Word</FONT> (school level 25) - Kills a pet to heal you. There is a chance that the pet won't die but will - turn against you. This chance will decrease with higher spell levels. - -<FONT COLOR="#FF8000">Demonhorn spells</FONT> -1. <FONT COLOR="#FF8000">Summon Demon</FONT> (school level 5) - Summons a leveled demon to your side. - At level 35 it summons a high demon. -2. <FONT COLOR="#FF8000">Discharge Minion</FONT> (school level 10) - The targeted pet will explode in a burst of gravity. -3. <FONT COLOR="#FF8000">Control Demon</FONT> (school level 25) - Attempts to control a demon. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_divin.html b/lib/help/m_divin.html deleted file mode 100644 index 32f7f9e4..00000000 --- a/lib/help/m_divin.html +++ /dev/null @@ -1,47 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Divination School ===</FONT> - -The divination school of magic contains spells where magic is used to -psychically gain information about things. There are rumours of a "Tome of -Knowledge" which contains all the divination school spells within it's bindings. - -Worshipping the God Eru Iluvatar also gives the ability to cast spells from -the divination school at a level of 2/3 of your prayer level. e.g. If the -skill "Spirituality: Prayer" is at level 12, you can cast up to level 8 -divination school spells. - -<FONT COLOR="#808080">Divination Spells</FONT> -There are six spells available for the divination school. These Spells are: -1. <FONT COLOR="#808080">Sense Monsters</FONT> (school level 1) - Detects all monsters near you. - At spell level 30 it allows you to sense monster minds for a while. -2. <FONT COLOR="#808080">Sense Hidden</FONT> (school level 5) - Detects the traps in a certain radius around you. - At spell level 15 it allows you to sense invisible for a while. -3. <FONT COLOR="#808080">Identify</FONT> (school level 8) - Asks for an object and identifies it. - At spell level 17 it identifies all objects in the inventory. - At spell level 27 it identifies all objects in the inventory and in a - radius on the floor, as well as probing monsters in that radius. -4. <FONT COLOR="#808080">Reveal Ways</FONT> (school level 9) - Detects the doors/stairs/ways in a certain radius around you. -5. <FONT COLOR="#808080">Vision</FONT> (school level 15) - Detects the layout of the surrounding area. - At spell level 25 it maps and lights the whole level. -6. <FONT COLOR="#808080">Greater Identify</FONT> (school level 35) - Asks for an object and fully identifies it, providing the full list of - powers (*ID*). - Cast at yourself it will reveal your powers (Self Knowledge) -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_earth.html b/lib/help/m_earth.html deleted file mode 100644 index b6f88810..00000000 --- a/lib/help/m_earth.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Earth School ===</FONT> - -The earth school of magic contains spells where the element of earth is used -to create the final spell effect. There are rumours of a "Tome of the -Impenetrable Earth" which contains all the earth school spells within it's -bindings. - -Worshipping the God Tulkas or the Goddess Yavanna Kementari also gives the -ability to cast spells from the earth school, at a level of 4/5 or 1/2, -respectively, of your prayer level. e.g. If the skill "Spirituality: Prayer" -is at level 10, a worshipper of Tulkas can cast up to level 8 earth school -spells, whereas a worshipper of Yavanna can cast up to level 5 earth school -spells. - -<FONT COLOR="#804000">Earth Spells</FONT> -There are five spells available for the earth school. These Spells are: -1. <FONT COLOR="#804000">Stone Skin</FONT> (school level 1) - Creates a shield of earth around you to protect you. - At spell level 25 it starts dealing damage to attackers. -2. <FONT COLOR="#804000">Dig</FONT> (school level 12) - Digs a hole in a wall much faster than any shovels. -3. <FONT COLOR="#804000">Stone Prison</FONT> (school level 25) - Creates a prison of walls around you. - At spell level 10 it allows you to target a monster. -4. <FONT COLOR="#804000">Shake</FONT> (school level 27) - Creates a localised earthquake. - At spell level 10 it can be targeted at any location. -5. <FONT COLOR="#804000">Strike</FONT> (school level 30) - Creates a micro-ball of force that will push monsters backwards. - If the monster is caught near a wall, it'll be crushed against it. - At spell level 12 it turns into a ball of radius 1. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_fire.html b/lib/help/m_fire.html deleted file mode 100644 index 983f1f39..00000000 --- a/lib/help/m_fire.html +++ /dev/null @@ -1,59 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Fire School ===</FONT> - -The fire school of magic contains spells where the element of fire is used -to create the final spell effect. There are rumours of a "Tome of the Eternal -Flame" which contains all the fire school spells within it's bindings. - -<FONT COLOR="#FF0000">Fire Spells</FONT> -There are five spells available for the fire school. These Spells are: -1. <FONT COLOR="#FF0000">Globe of Light</FONT> (school level 1) - Creates a globe of pure light. - At spell level 3 it starts damaging monsters. - At spell level 15 it starts creating a more powerful kind of light. -2. <FONT COLOR="#FF0000">Fire Golem</FONT> (dual school level 7) - Creates a fiery golem and controls it. - During the control the available keylist is: - Movement keys: move the golem(depending on its speed it can move more - than one square). - , : pickup all items on the floor - d : drop all carried items - i : list all carried items - m : end the possession/use golem powers - Most of the other keys are disabled, you cannot interact with your - real body while controlling the golem. - But to cast the spell you will need a lantern or a wooden torch to create - the golem from. -<FONT COLOR="#FF00FF"> Your Fire and Mind skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 7 in order to cast this spell.</FONT> -3. <FONT COLOR="#FF0000">Fireflash</FONT> (school level 10) - Conjures a ball of fire to burn your foes to ashes. - At spell level 20 it turns into a ball of holy fire. -4. <FONT COLOR="#FF0000">Firewall</FONT> (school level 15) - Creates a fiery wall to incinerate monsters stupid enough to attack you. - At spell level 6 it turns into a wall of hell fire. -5. <FONT COLOR="#FF0000">Fiery Shield</FONT> (school level 20) - Creates a shield of fierce flames around you. - At spell level 8 it turns into a greater kind of flame that can not be - resisted by your foes. - - -<FONT COLOR="#00FF00">Udun spells that can be cast with Fire skill</FONT> - -1. <FONT COLOR="#404040">Flame of Udun</FONT> (dual school level 35) - Turns you temporarily into a powerful Balrog. -<FONT COLOR="#FF00FF"> Your Fire and Udun skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 35 in order to cast this spell.</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_geoman.html b/lib/help/m_geoman.html deleted file mode 100644 index 630ef2b0..00000000 --- a/lib/help/m_geoman.html +++ /dev/null @@ -1,86 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Geomancy ===</FONT> -Geomancy harnesses the power of nature to awesome effect. Therefore neither -books nor light are necessary, and as the geomancers's skill increases, so do -his powers over nature the elements. - -Because Geomancy relies so heavily on the environment, you will need -sufficient knowledge of the elemental skills (Earth, Air, Fire and Water) in -order to cast some of the spells, and the exact affects of a spell often -depend upon your levels in the elemental skills and your current surroundings. - -The powers are accessed using the 'm' key and then selecting 'Use Geomancy'; -they are cast with spell points, like normal spells, which can be increased -as usual through the <A HREF="skills.html#21">Magic</A> skill. - -1. <FONT COLOR="#FF0000">Call</FONT> <FONT COLOR="#00FF00">The</FONT> <FONT COLOR="#00FFFF">Elements</FONT> (Level 1) Cost:2 - Randomly creates various elements around you. - Each type of element chance is controlled by your level in the - corresponding skill. - At level 17 it can be targeted. - -2. <FONT COLOR="#C08040">Channel</FONT> <FONT COLOR="#00FF00">Elements</FONT> (Level 3) Cost:3 - Draws on the caster's immediate environs to form an attack or other effect. - Grass/Flower heals. - Water creates water bolt attacks. - Ice creates ice bolt attacks. - Sand creates a wall of burning sand around you, but the wall is thick and - blinds you. - Lava creates fire bolt attacks. - Deep lava creates fire ball attacks. - Chasm creates darkness bolt attacks. - At Earth level 18, darkness becomes nether. - At Water level 8, water attacks become beams with a striking effect. - At Water level 12, ice attacks become balls of ice shards. - At Water level 18, water attacks push monsters back. - At Fire level 15, fire become hellfire. - -3. <FONT COLOR="#FF0000">Elemental</FONT> <FONT COLOR="#00FFFF">Wave</FONT> (Level 15) Cost:15 - Draws on an adjacent special square to project a slow-moving wave of that - element in that direction - Abyss squares cannot be channeled into a wave. - -4. <FONT COLOR="#C08040">Elemental</FONT> <FONT COLOR="#FF0000">Minion</FONT> (Level 20) Cost:40 - Summons a minion from a nearby element. - Walls can summon Earth elmentals, Xorns and Xarens. - Dark Pits can summon Air elementals, Ancient blue dragons, Great Storm Wyrms - and Sky Drakes. - Sandwalls and lava can summon Fire elementals and Ancient red dragons. - Icewall, and water can summon Water elementals, Water trolls and Water demons. - -5. <FONT COLOR="#00FF00">Vaporize</FONT> (Level 4) Cost:3 - Draws upon your immediate environs to form a cloud of damaging vapors -<FONT COLOR="#FF00FF"> You must have reached at least level 4 in the Air skill to cast this </FONT> -<FONT COLOR="#FF00FF"> spell.</FONT> - -6. <FONT COLOR="#C08040">Geolysis</FONT> (Level 7) Cost:15 - Burrows deeply and slightly at random into a wall - leaving behind tailings of various different sorts of walls in the passage. -<FONT COLOR="#FF00FF"> You must have reached at least level 7 in the Earth skill to cast this </FONT> -<FONT COLOR="#FF00FF"> spell.</FONT> - -7. <FONT COLOR="#00FFFF">Dripping Tread</FONT> (Level 10) Cost:15 - Causes you to leave random elemental forms behind as you walk -<FONT COLOR="#FF00FF"> You must have reached at least level 10 in the Water skill to cast this </FONT> -<FONT COLOR="#FF00FF"> spell.</FONT> - -8. <FONT COLOR="#C08040">Grow Barrier</FONT> (Level 12) Cost:30 - Creates impassable terrain (walls trees etc.) around you. - At air level 20 it can be projected around another area. -<FONT COLOR="#FF00FF"> You must have reached at least level 12 in the Earth skill to cast this </FONT> -<FONT COLOR="#FF00FF"> spell.</FONT> - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_mana.html b/lib/help/m_mana.html deleted file mode 100644 index 990be0f9..00000000 --- a/lib/help/m_mana.html +++ /dev/null @@ -1,49 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Mana School ===</FONT> - -The mana school of magic contains spells where the raw force of magic is used -to create the final spell effect. There are rumours of a "Tome of Magical -Energy" which contains all the mana school spells within it's bindings. - -Worshipping the God Eru Iluvatar also gives the ability to cast spells from -the mana school at a level of 1/2 of your prayer level. e.g. If the skill -"Spirituality: Prayer" is at level 10, you can cast up to level 5 mana school -spells. - -<FONT COLOR="#808080">Mana Spells</FONT> -There are four spells available for the mana school. These Spells are: -1. <FONT COLOR="#808080">Manathrust</FONT> (school level 1) - Conjures up mana into a powerful bolt. - The damage is irresistible and will increase with spell level -2. <FONT COLOR="#808080">Remove Curses</FONT> (school level 10) - Remove curses of worn objects. - At spell level 20 switches to *remove curses* -3. <FONT COLOR="#808080">Elemental Shield</FONT> (school level 20) - Provide resistances to the four basic elements. -4. <FONT COLOR="#808080">Disruption Shield</FONT> (school level 45) - Uses mana instead of hitpoints to take damage. - At spell level 5 switches to Globe of Invulnerability. - The spell breaks as soon as a melee, shooting, throwing or magical skill - action is attempted, and lasts only a short time. - - -<FONT COLOR="#00FF00">Udun spells that can be cast with Mana skill</FONT> - -1. <FONT COLOR="#404040">Drain</FONT> (dual school level 1) - Drains the mana contained in wands, staves and rods to increase yours. -<FONT COLOR="#FF00FF"> Your Mana and Udun skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 1 in order to cast this spell.</FONT> - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_meta.html b/lib/help/m_meta.html deleted file mode 100644 index 0d230f48..00000000 --- a/lib/help/m_meta.html +++ /dev/null @@ -1,86 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Meta School ===</FONT> - -The meta school of magic contains spells where the raw forces of magic are -manipulated by the spell. There are rumours of a "Tome of Meta Spells" which -contains all the meta school spells within it's bindings. - -Worshipping the God Manwe Sulimo also gives the ability to cast spells from -the meta school at a level of 1/3 of your prayer level. e.g. If the skill -"Spirituality: Prayer" is at level 15, you can cast up to level 5 meta school -spells. - -<FONT COLOR="#808080">Meta Spells</FONT> -There are five spells available for the meta school. These Spells are: -1. <FONT COLOR="#808080">Recharge</FONT> (school level 5) - Taps on the ambient mana to recharge an object's power (charges or mana). -2. <FONT COLOR="#808080">Disperse Magic</FONT> (school level 15) - Dispels a lot of magic that can affect you, be it good or bad", - Spell Level 1: blindness and light. - Spell Level 5: confusion and hallucination. - Spell Level 10: speed (both bad or good) and light speed. - Spell Level 15: stunning, meditation, cuts. - Spell Level 20: hero, super hero, bless, shields, afraid, parasites, - and mimicry. -3. <FONT COLOR="#808080">Spellbinder</FONT> (school level 20) - Stores spells in a trigger. - When the condition is met all spells fire off at the same time. - This spell takes a long time to cast so you are advised to prepare it in a - safe area. - Also it will use the mana for the Spellbinder and the mana for the selected - spells. -4. <FONT COLOR="#808080">Tracker</FONT> (dual school level 30) - Tracks down the last teleportation that happened on the level and teleports - you to it. -<FONT COLOR="#FF00FF"> Your Meta and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 30 in order to cast this spell.</FONT> -5. <FONT COLOR="#808080">Inertia Control</FONT> (school level 37) - Changes the energy flow of a spell to be continuously recasted at a given - interval. The inertia controlled spell reduces your maximum mana by four - times its cost. - -<FONT COLOR="#FF0000">=== List of Controllable Spells ===</FONT> - Armor of Fear - Banishment - Disperse Magic - Disruption Shield - Elemental Shield - Ent's Potion - Essence of Speed - Fiery Shield - Flame of Udun - Globe of Light - Grow Trees - Ice Storm - Invisibility - Phase Door - Poison Blood - Probability Travel - Recovery - Regeneration - Remove Curses - Reveal Ways - Sense Hidden - Sense Monsters - Shake - Stone Skin - Teleportation - Thunderstorm - Tidal Wave - Vapor - Vision - Wings of Winds - Wraithform -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_mimic.html b/lib/help/m_mimic.html deleted file mode 100644 index f3983338..00000000 --- a/lib/help/m_mimic.html +++ /dev/null @@ -1,44 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Mimicry ===</FONT> -Mimics can alter their form using special cloaks called cloaks of mimicry. -Even if this ability can give them access to increased stats, regeneration, -speed and resistances, there is always the risk of the shape-change going -horribly wrong, turning the character into an abomination for some time. -Also, you should keep in mind that any racial power or stat modifier is -overridden during the shape-shift. - -As your mimicry skill increases, your character is less likely to spoil -the transformation attempt and may even gain other powers, such as making -his colouration match his surroundings (becoming in all respects invisible) -or even stranger abilities... rumours abound about Tarka the Chameleon and -her two pairs of boots of speed. - -The powers are accessed using the 'm' key and then selecting 'Use Mimicry'; -they are cast with spell points, like normal spells, which can be increased -as usual through the <A HREF="skills.html#21">Magic</A> skill. - -1. <FONT COLOR="#808080">Mimic</FONT> (Level 1) Cost:2 - Allows you to mimic the creature whose cloak you are wearing for a time. -2. <FONT COLOR="#808080">Invisibility</FONT> (Level 10) Cost:6 - Turns you invisible for a time. -3. <FONT COLOR="#808080">Legs Mimicry</FONT> (Level 25) Cost:20 - Gives you an additional set of legs for a time. -4. <FONT COLOR="#808080">Wall Mimicry</FONT> (Level 30) Cost:40 - Allows you to move within walls, and <FONT COLOR="#00FFFF">only</FONT> walls for a time. -<FONT COLOR="#FF00FF"> Be careful you don't get stuck in a wall when it runs out.</FONT> -5. <FONT COLOR="#808080">Arms Mimicry</FONT> (Level 35) Cost:100 - Gives you an additional set of arms for a time. - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_mind.html b/lib/help/m_mind.html deleted file mode 100644 index 039bef64..00000000 --- a/lib/help/m_mind.html +++ /dev/null @@ -1,59 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Mind School ===</FONT> - -The mind school of magic contains spells which alter the mind. There are -rumours of a "Tome of the Mind" which contains all the mind school spells -within it's bindings. - -Worshipping the God Eru Iluvatar or the God Melkor Bauglir also gives the -ability to cast spells from the mind school at a level of 1/3 of your prayer -level. e.g. If the skill "Spirituality: Prayer" is at level 12, you can cast -up to level 4 mind school spells. - -<FONT COLOR="#808080">Mind Spells</FONT> -There are four spells available for the mind school. These Spells are: -1. <FONT COLOR="#808080">Charm</FONT> (school level 1) - Tries to manipulate the mind of a monster to make it friendly. - At spell level 15 it turns into a ball. - At spell level 35 it affects all monsters in sight. -2. <FONT COLOR="#808080">Confuse</FONT> (school level 5) - Tries to manipulate the mind of a monster to confuse it. - At spell level 15 it turns into a ball. - At spell level 35 it affects all monsters in sight. -3. <FONT COLOR="#808080">Armor of Fear</FONT> (school level 10) - Creates a shield of pure fear around you. Any monster attempting to hit - you must save or flee. -4. <FONT COLOR="#808080">Stun</FONT> (school level 15) - Tries to manipulate the mind of a monster to stun it. - At spell level 20 it turns into a ball. - -<FONT COLOR="#00FF00">Fire spells that can be cast with Mind skill</FONT> - -1. <FONT COLOR="#FF0000">Fire Golem</FONT> (school level 7) - Creates a fiery golem and controls it. - During the control the available keylist is: - Movement keys: move the golem(depending on its speed it can move more - than one square). - , : pickup all items on the floor - d : drop all carried items - i : list all carried items - m : end the possession/use golem powers - Most of the other keys are disabled, you cannot interact with your - real body while controlling the golem. - But to cast the spell you will need a lantern or a wooden torch to create - the golem from. -<FONT COLOR="#FF00FF"> Your Fire and Mind skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 7 in order to cast this spell.</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_mindcr.html b/lib/help/m_mindcr.html deleted file mode 100644 index 1e136f53..00000000 --- a/lib/help/m_mindcr.html +++ /dev/null @@ -1,64 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Mindcraft ===</FONT> -Mindcrafting uses the power of the brain to cast it's spells. Therefore neither -books nor light are necessary, and as the mindcrafter's skill increases, so do -the powers of his mind. - -The powers are accessed using the 'm' key and then selecting 'Use Mindcraft'; -they are cast with spell points, like normal spells, which can be increased -as usual through the <A HREF="skills.html#21">Magic</A> skill. - -1. <FONT COLOR="#808080">Precognition</FONT> (Level 1) Cost:1 - Detects monster minds around you. - At level 5 it also detects traps - At level 15 it also allows you to see invisible monsters for a time. - At level 20 it maps out the surrounding area. - At level 25 it gives you ESP for a time. - At level 30 it also detects objects and treasure. - At level 45 it fully shows the entire level. -2. <FONT COLOR="#808080">Neural blast</FONT> (Level 2) Cost:1 - Fires a bolt or beam, to stun and damage monsters. -3. <FONT COLOR="#808080">Minor Displacement</FONT> (Level 3) Cost:2 - Teleports you a short distance. - At level 25 it grants the ability to create void jumpgates. -4. <FONT COLOR="#808080">Major Displacement</FONT> (Level 7) Cost:6 - Teleports you a good distance. - At level 30 it also banishes the monsters around you. -5. <FONT COLOR="#808080">Domination</FONT> (Level 9) Cost:7 - It attempts to dominate the minds of your foes, scaring them. - At level 30 it attempts to charm monsters. -6. <FONT COLOR="#808080">Pulverise</FONT> (Level 11) Cost:7 - Fires pure sound at your opponent, crushing their brains. -7. <FONT COLOR="#808080">Character Armour</FONT> (Level 13) Cost:12 - Raises a physical shield around your body. - At level 15 it also grants resistance to acid. - At level 20 it also grants resistance to fire. - At level 25 it also grants resistance to cold. - At level 30 it also grants resistance to electricity. - At level 35 it also grants resistance to poison. -8. <FONT COLOR="#808080">Psychometry</FONT> (Level 15) Cost:12 - Senses the quality of an item. - At level 40 it identifies an item. -9. <FONT COLOR="#808080">Mindwave</FONT> (Level 18) Cost:10 - Blasts the minds of monsters close to you. - At level 25 it affect all monsters in line of sight. -10.<FONT COLOR="#808080">Adrenaline Channeling</FONT> (Level 23) Cost:15 - Heals you, hastes you and cures you. -11.<FONT COLOR="#808080">Psychic Drain</FONT> (Level 25) Cost:10 - Drains the life of your foes and into your mana reserves. -12.<FONT COLOR="#808080">Telekinesis</FONT> (Level 28) Cost:20 - Projects a wave of pure telekinetic force from your body, damaging and maybe - banishing monsters -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_music.html b/lib/help/m_music.html deleted file mode 100644 index 1ed348fc..00000000 --- a/lib/help/m_music.html +++ /dev/null @@ -1,88 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Spells - Music ===</FONT> - -Musical songs can have a powerful effect on those who have the ability to -play instruments, chiefly <A HREF="c_bard.html">Bards</A>. - -In order to continue playing a song, mana is consumed each turn, until -either the 'Stop Singing' song is sung, or the player's mana runs out. - -Each song, as well as having a school level like any other magic spell also -has a roman numeral following its name. The higher the number of these numerals, -the better the craftmanship of the instrument required to play it. - -Each musical instrument has a value assigned to it as well, between 1 and 4. The -higher the number, the better the craftmanship, and hence it will be possible -for the bard to play higher level songs only with a more powerful instrument. -Thus a Harp(+1) will allow you to cast "Stop Singing(I)" and "Song of the -Sun(I)". A Harp(+2) would allow you to sing those songs, as well as "Flow of -Life(II)". - -There are 3 different types of instruments: Harps, Drums and Horns. Each type -of instrument contains a different family of musical songs: - - -<FONT COLOR="#FF00FF">Musical Songs</FONT> - -<FONT COLOR="#00FF00">All Instruments</FONT> -1. <FONT COLOR="#FF00FF">Stop Singing(I)</FONT> (school level 1) - Stops the current song, if any. - -<FONT COLOR="#00FF00">Drums</FONT> -1. <FONT COLOR="#FF00FF">Holding Pattern(I)</FONT> (school level 1) - Slows down all monsters listening the song. - Consumes the amount of mana each turn. -2. <FONT COLOR="#FF00FF">Illusion Pattern(II)</FONT> (school level 5) - Tries to confuse all monsters listening the song. - Consumes the amount of mana each turn. -3. <FONT COLOR="#FF00FF">Stun Pattern(IV)</FONT> (school level 10) - Stuns all monsters listening to the song. - Consumes the amount of mana each turn. - -<FONT COLOR="#00FF00">Harps</FONT> -1. <FONT COLOR="#FF00FF">Song of the Sun(I)</FONT> (School level 1) - Provides light as long as you sing. - Consumes the amount of mana each turn. -2. <FONT COLOR="#FF00FF">Flow of Life(II)</FONT> (School level 5) - Heals you as long as you sing. - Consumes the amount of mana each turn. -3. <FONT COLOR="#FF00FF">Heroic Ballad(II)</FONT> (School level 10) - Increases melee accuracy, - At level 10 it increases it even more and reduces armour a bit, - At level 20 it increases it again, - At level 25 it grants protection against chaos and confusion. - Consumes the amount of mana each turn. -4. <FONT COLOR="#FF00FF">Hobbit Melodies(III)</FONT> (School level 20) - Greatly increases your reflexes allowing you to block more melee blows. - At level 15 it also makes you faster. - Consumes the amount of mana each turn. -5. <FONT COLOR="#FF00FF">Clairaudience(IV)</FONT> (School level 25) - Allows you to sense monster minds as long as you sing. - At level 10 it identifies all objects in a radius on the floor, - as well as probing monsters in that radius. - Consumes the amount of mana each turn. - -<FONT COLOR="#00FF00">Horns</FONT> -1. <FONT COLOR="#FF00FF">Blow(I)</FONT> (School level 4) - Produces a powerful, blowing, sound all around you. -2. <FONT COLOR="#FF00FF">Gush of Wind (II)</FONT> (School level 14) - Produces a outgoing gush of wind that sends monsters away. -3. <FONT COLOR="#FF00FF">Horns of Ylmir(III)</FONT> (School level 20) - Produces an earth shaking sound. -4. <FONT COLOR="#FF00FF">Ambarkanta(IV)</FONT> (School level 25) - Produces a reality shaking sound that transports you to a nearly - identical reality. - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_nature.html b/lib/help/m_nature.html deleted file mode 100644 index 502fe55d..00000000 --- a/lib/help/m_nature.html +++ /dev/null @@ -1,63 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Nature School ===</FONT> - -The nature school of magic contains spells that interact with nature. There -are rumours of a "Tome of the Tree" which contains all the nature school -spells within its bindings. - -Worshipping the Goddess Yavanna Kementari also gives the ability to cast spells -from the nature school at a level of 1/2 of your prayer level. e.g. If the skill -"Spirituality: Prayer" is at level 10, you can cast up to level 5 nature school -spells. - -<FONT COLOR="#00FF00">Nature Spells</FONT> -There are five spells available for the nature school. These Spells are: -1. <FONT COLOR="#00FF00">Grow Trees</FONT> (dual school level 6) - Makes trees grow extremely quickly around you. -<FONT COLOR="#FF00FF"> Your Nature and Temporal skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 6 in order to cast this spell.</FONT> -2. <FONT COLOR="#00FF00">Healing</FONT> (school level 10) - Heals a percent of hitpoints. -3. <FONT COLOR="#00FF00">Recovery</FONT> (school level 15) - Reduces the length of time that you are poisoned. - At spell level 5 it cures poison and cuts. - At spell level 10 it restores drained stats. - At spell level 15 it restores lost experience. -4. <FONT COLOR="#00FF00">Regeneration</FONT> (school level 20) - Increases your body's regeneration rate. -5. <FONT COLOR="#00FF00">Summon Animal</FONT> (school level 25) - Summons a leveled animal to your aid. - - -<FONT COLOR="#00FF00">Air spells that can be cast with Nature skill</FONT> - -1. <FONT COLOR="#00FFFF">Thunderstorm</FONT> (dual school level 25) - Charges up the air around you with electricity. - Each turn it will throw a bolt of thunder at a random monster in sight. - This thunder does 3 types of damage: - one third of lightning - one third of sound - and one third of light. -<FONT COLOR="#FF00FF"> Your Nature and Air skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 25 in order to cast this spell.</FONT> - -<FONT COLOR="#00FF00">Udun spells that can be cast with Nature skill</FONT> - -1. <FONT COLOR="#404040">Genocide</FONT> (dual school level 25) - Genocides all monsters of a race on the level. - At level 10 it can genocide all monsters near you. -<FONT COLOR="#FF00FF"> Your Nature and Udun skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 25 in order to cast this spell.</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_necrom.html b/lib/help/m_necrom.html deleted file mode 100644 index d7e78ad7..00000000 --- a/lib/help/m_necrom.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Necromancy ===</FONT> -The art of Necromancy is the foul practice of manipulating the life -force of creatures. - -Necromancy powers are accessed using the 'm' key and then selecting -'Use Necromancy'; they are cast with Spell Points, like normal spells, -and do not need light to be performed. - -1. <FONT COLOR="#404040">Horrify</FONT> (Level 1) Cost:2 - Calls upon the dark forces and open a channel into the mind of a - monster, stunning and scaring it. - At level 21 it affects all monsters in a beam. - At level 36 it affects all monsters in a ball. - At level 46 it affects all monsters in sight. -2. <FONT COLOR="#404040">Raise Dead</FONT> (Level 5) Cost:6 - This power makes corpses in a small radius from the caster rise as an - undead ego monster at the service of the caster. The loyalty of those - monsters is not guaranteed, though. It also heals monsters within the - same radius. -3. <FONT COLOR="#404040">Necromantic Teeth</FONT> (Level 12) Cost:20 - This conjures up a temporary vampiric weapon. -4. <FONT COLOR="#404040">Absorb Soul</FONT> (Level 20) Cost:10 - This heals you by a good amount every time you kill a monster within - its duration. It is especially useful when your character is in - in <A HREF="ability.html#12">Undead Form</A>. -5. <FONT COLOR="#404040">Vampirism</FONT> (Level 30) Cost:15 - Drains part of the life-force from a nearby monster and gives it to you. -6. <FONT COLOR="#404040">Death</FONT> (Level 35) Cost:100 - Yes, the name is not nice. Neither are the effects: the target dies - immediately, but so does your character (note that death is not such a great - annoyance for necromancers) -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_symbio.html b/lib/help/m_symbio.html deleted file mode 100644 index f84d593b..00000000 --- a/lib/help/m_symbio.html +++ /dev/null @@ -1,58 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Symbiosis ===</FONT> - -Symbiosis is the art of joining body, fate and sometimes even mind with -creatures not capable of moving on their own. -While a humble student of the Craft of Slime (as it's sometimes called) -has very few options apart from asking the symbiote to help him in combat, -master practitioners have access to an incredible amount of tricks. - -Once hypnotised, the monster is placed onto the body, or "worn" in order to -initiate the symbiotic relationship. - -<FONT COLOR="#804000">Symbiotic Powers</FONT> -There are nine powers a symbiant can develop. They are: -1. <FONT COLOR="#804000">Hypnotize</FONT> (level 1) Cost:1 - The very basis of symbiosis itself, this asks a monster to lower its - natural defences so that it can be safely "worn". -2. <FONT COLOR="#804000">Release</FONT> (level 1) Cost:1 - Sometimes even life-long friends part. This power allows you to revert - a monster on the floor to its primal state, even if the shock of waking - up will lower it to 0 HP. -3. <FONT COLOR="#804000">Charm never-moving</FONT> (level 3) Cost:2 - A symbiant soon learns to communicate with molds and slimes. - This power allows him to gain the "friendship" of such a creature. -4. <FONT COLOR="#804000">Life share</FONT> (level 5) Cost:5 - The cells of the symbiant and the symbiote intermingle, spreading damage - evenly among the two organisms. -5. <FONT COLOR="#804000">Use minor powers</FONT> (level 10) Cost:10 - Allows you to tap into minor magic abilities provided by your symbiote - such as Blink or Slow -6. <FONT COLOR="#804000">Heal symbiote</FONT> (level 15) Cost:14 - Consciously altering the metabolism of your symbiote, you can urge its - bodily structure to repair itself almost instantaneously. -7. <FONT COLOR="#804000">Use major powers</FONT> (level 25) Cost:30 - Highly intelligent slimes such as Quylthulgs may be more than willing to - employ their summoning or teleporting powers on your behalf; this power - can also call upon the abilities normally invoked by "Use minor powers" -8. <FONT COLOR="#804000">Summon never-moving pet</FONT> (level 30) Cost:35 - By releasing certain chemicals in the air, a symbiant can attract the - attention of slimes and mold; the better specimens are found in deeper - dungeons, of course. -9. <FONT COLOR="#804000">Force symbiosis</FONT> (level 40) Cost:60 - An expert symbiant has such control over the cells of primitive - life-forms that he can temporarily "charm" part of them, thus forcing - their powers to manifest at his own advantage. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_tempo.html b/lib/help/m_tempo.html deleted file mode 100644 index abf700a9..00000000 --- a/lib/help/m_tempo.html +++ /dev/null @@ -1,50 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Temporal School ===</FONT> - -The temporal school of magic contains spells where magic is used to meddle -in the relationship between time and space. There are rumours of a "Tome of -the Time" which contains all the temporal school spells within it's bindings. - -Worshipping the Goddess Yavanna Kementari also gives the ability to cast spells -from the temporal school at a level of 1/6 of your prayer level. e.g. If the -skill "Spirituality: Prayer" is at level 12, you can cast up to level 2 -temporal school spells. - - -<FONT COLOR="#808080">Temporal Spells</FONT> -There are four spells available for the temporal school. These Spells are: -1. <FONT COLOR="#808080">Magelock</FONT> (school level 1) - Magically locks a door. - At spell level 30 it creates a glyph of warding. - At spell level 40 the glyph can be placed anywhere in the field of vision. -2. <FONT COLOR="#808080">Slow Monster</FONT> (school level 10) - Magically slows down the passing of time around a monster. - At level 20 it affects a zone. -3. <FONT COLOR="#808080">Essence of Speed</FONT> (school level 15) - Magically increases the passing of time around you. -4. <FONT COLOR="#808080">Banishment</FONT> (school level 30) - Disrupt the space/time continuum in your area and teleports all monsters - away. - At spell level 15 it also may lock them in a time bubble for some turns. -<FONT COLOR="#FF00FF"> Your Temporal and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 30 in order to cast this spell.</FONT> - -<FONT COLOR="#00FF00">Nature spells that can be cast with Temporal skill</FONT> - -1. <FONT COLOR="#00FF00">Grow Trees</FONT> (dual school level 6) - Makes trees grow extremely quickly around you. -<FONT COLOR="#FF00FF"> Your Nature and Temporal skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 6 in order to cast this spell.</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_thaum.html b/lib/help/m_thaum.html deleted file mode 100644 index d23be1ab..00000000 --- a/lib/help/m_thaum.html +++ /dev/null @@ -1,40 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Thaumaturgy ===</FONT> - -Thaumaturgy is a different type of magic where the spells learnt are not -restricted to one school, nor are they read out of spellbooks. Each time an -adventurer increases their thaumaturgy school they gain access to a few -*random* attack spells, each spell automatically "learnt" to a specific -casting level. Since they don't need spellbooks, they do not end up with -inventory slots being filled up so easily by the necessary items for safe -exploration of the dungeon, and can therefore collect more loot. - -The downside of this is that they have no ability to choose what spells they -learn, and no ability to improve the power of a learnt spell. So, a bolt -spell with damage 1d5 will remain at 1d5 damage for the whole game. And the -spells learnt are *all* attack spells of some sort (remembering that things -like light and stone-to-mud can damage some monsters) - so no teleporting, no -identify, no healing spells are learnt. At most, some wall creation. - -They use their magics through the 'm' key. They then select a general -group of spells, followed by a specific spell. - -Thaumaturgy spells can take the form of: -- a bolt, targeted at a single location; -- a beam, which hits all monsters in a line; -- a ball (either centred on the caster or targetable); -- an meteor strike (multiple balls in the vicinity of the caster); -- a spell that affects all monsters in line of sight. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_udun.html b/lib/help/m_udun.html deleted file mode 100644 index 5457243c..00000000 --- a/lib/help/m_udun.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Udun School ===</FONT> - -The Udun school of magic contains spells where the corrupted forces of Melkor -Bauglir are used to create the final spell effect. There are rumours of an -"Unholy Tome of the Hellflame" which contains all the Udun school spells within -it's bindings. - -The Udun school is available only to a worshipper of <A HREF="g_melkor.html">Melkor Bauglir</A>. They will also -need some proficiency in the magic schools of Mana, Nature, Conveyance, and Fire -(or alternatively Sorcery) to cast the Udun spells. On the other hand the spell -power of Udun spells is greatly increased by the level of the caster. - -<FONT COLOR="#404040">Udun Spells</FONT> -There are four spells available for the Udun school. These spells are: -1. <FONT COLOR="#404040">Drain</FONT> (dual school level 1) - Drains the mana contained in wands, staves and rods to increase yours. -<FONT COLOR="#FF00FF"> Your Udun and Mana skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 1 in order to cast this spell.</FONT> -2. <FONT COLOR="#404040">Genocide</FONT> (dual school level 25) - Genocides all monsters of a race on the level. - At level 10 it can genocide all monsters near you. -<FONT COLOR="#FF00FF"> Your Udun and Nature skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 25 in order to cast this spell.</FONT> -3. <FONT COLOR="#404040">Wraithform</FONT> (dual school level 30) - Turns you temporarily into an immaterial being. -<FONT COLOR="#FF00FF"> Your Udun and Conveyance skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 30 in order to cast this spell.</FONT> -4. <FONT COLOR="#404040">Flame of Udun</FONT> (dual school level 35) - Turns you temporarily into a powerful Balrog. -<FONT COLOR="#FF00FF"> Your Udun and Fire skills must have reached a combined average level </FONT> -<FONT COLOR="#FF00FF"> of 35 in order to cast this spell.</FONT> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/m_water.html b/lib/help/m_water.html deleted file mode 100644 index cfa607e3..00000000 --- a/lib/help/m_water.html +++ /dev/null @@ -1,43 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic - Water School ===</FONT> - -The water school of magic contains spells where the element of water is -used to create the final spell effect. There are rumours of a "Tome of the -Everrunning Wave" which contains all the water school spells within it's -bindings. - -Worshipping the Goddess Yavanna Kementari also gives the ability to cast spells -from the water school at a level of 1/2 of your prayer level. e.g. If the skill -"Spirituality: Prayer" is at level 10, you can cast up to level 5 water school -spells. - -<FONT COLOR="#0000FF">Water Spells</FONT> -There are four spells available for the water school. These Spells are: -1. <FONT COLOR="#0000FF">Geyser</FONT> (school level 1) - Shoots a geyser of water from your fingertips. - Sometimes it can blast through its first target -2. <FONT COLOR="#0000FF">Vapor</FONT> (school level 2) - Fills the air with toxic moisture to eradicate annoying creatures. -3. <FONT COLOR="#0000FF">Ent's Potion</FONT> (school level 6) - Fills up your stomach (i.e. satisfy hunger). - At spell level 5 it emboldens your heart (boldness). - At level 12 it make you heroic. -4. <FONT COLOR="#0000FF">Tidal Wave</FONT> (school level 16) - Summons a monstrous tidal wave that will expand and crush monsters under - it's mighty waves. -5. <FONT COLOR="#0000FF">Ice Storm</FONT> (school level 22) - Engulfs you in a storm of roaring cold that strikes your foes. - At spell level 10 it turns into shards of ice. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/macrofaq.html b/lib/help/macrofaq.html deleted file mode 100644 index 285cd23d..00000000 --- a/lib/help/macrofaq.html +++ /dev/null @@ -1,2345 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="43"></A><A NAME="44"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#00FFFF"> ToME Macro FAQ</FONT> - - Original Angband Macro FAQ by Jim Lyon - (jplyon@attglobal.net) - 09-Dec-2000 - Compiled from usenet postings to r.g.r.a - and Angband source & documentation - -<FONT COLOR="#00FFFF"> Edited by Dawnmist (angband@dawnmist.8m.com)</FONT> -<FONT COLOR="#00FFFF"> for PernAngband 5.x.x on 03-Aug-2001</FONT> -<FONT COLOR="#00FFFF"> with permission from Jim Lyon</FONT> -<A NAME="30"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">1. Introduction</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">1.1 About this FAQ</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -This FAQ is mean to be a companion to the standard ToME help files -for using inscriptions, macros, and keymaps. The ToME help files -which also describe them are listed in the "References" section. - -This documentation is for ToME, version 4.2.x. - -<FONT COLOR="#00FFFF">==================================</FONT> -<FONT COLOR="#00FFFF"> SPOILER ALERT</FONT> -<FONT COLOR="#00FFFF">==================================</FONT> - -This document gives some information on how the game does or doesn't -work that might be considered spoiling. -(Most players advanced enough to use macros probably won't notice.) - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">1.2 Table of contents</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - - <A HREF="macrofaq.html#30">1. Introduction</A> - <A HREF="macrofaq.html#5">2. Quick start tutorial</A> - <A HREF="macrofaq.html#32">3. Overview</A> - <A HREF="macrofaq.html#33">4. Common macros and techniques</A> - <A HREF="macrofaq.html#34">5. Common questions</A> - <A HREF="macrofaq.html#35">6. Common problems</A> - <A HREF="macrofaq.html#36">7. Inscriptions added by the game</A> - <A HREF="macrofaq.html#37">8. Keys and commands</A> - <A HREF="macrofaq.html#38">9. Pref files</A> -<A HREF="macrofaq.html#39">10. Macro editing commands</A> -<A HREF="macrofaq.html#20">11. Advanced macro techniques</A> -<A HREF="macrofaq.html#41">12. Problems</A> -<A HREF="macrofaq.html#42">13. Miscellaneous</A> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">1.3 Notation</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">Single Quotes (')</FONT> -These are generally used to delimit a single character to be typed in. -These shouldn't by typed in themselves. - -<FONT COLOR="#00FFFF">Double Quotes (")</FONT> -These are generally used to delimit a sequence of characters to be -typed in. These shouldn't by typed in themselves. - -<FONT COLOR="#00FFFF">Parentheses ( )</FONT> -These are generally used for single-key Angband commands. - -<FONT COLOR="#00FFFF">Braces { }</FONT> -These are used to enclose inscriptions. These aren't typed in as part -of inscribing an item. They are added by the interface. - -<FONT COLOR="#00FF00">= Special Keys =</FONT> -<FONT COLOR="#00FF00">-----------------------------------</FONT> -The following abbreviations are used in this document. These keys may -be named differently or missing on some keyboards. Some keys may be -duplicated. These abbreviations shouldn't be typed in literally. For -example, when F1 is encountered in a string of keys to press it means -to press the F1 function key, not 'F','1', unless otherwise stated. -Additional special keys may be listed later. - -Alt Alt -Ctrl Control -Del Delete -Esc Escape -Enter Enter / Return -F1 Function key F1, ... -Shift Shift - -<FONT COLOR="#00FF00">= System abbreviations =</FONT> -<FONT COLOR="#00FF00">-----------------------------------</FONT> -Each system that ToME compiles on has a semi-standard 3-letter -abbreviation. These are commonly referred to in the source and docs -using "xxx" as a "wildcard" standing for any one of them. In this -document "***" is used instead because there are actual generic files -not associated with any specific system that use "xxx". Sometimes this -refers to a feature instead of a specific system: "xxx" is used for a -generic / default file, and "new" is used for Adam Bolt's tiles. - -<A NAME="5"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">2. Quick Start Tutorial</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -This section is designed to get you quickly using the most common -keymaps and macros. Later sections explain the techniques used in more -detail. These examples may not be the "best" ones to use in real play. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">2.0 Definitions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -First, you should know some fundamental terms: - -Actions are sequences of keypresses that the game can recognise. They -can't be recorded by the game, but must be input manually. - -Macros and keymaps map a keypress to an action. They can be used to -customise the keyboard, reduce typing, and speed up game play. Macros -must be used when the trigger key doesn't have a system-independent -representation. Keymap actions can only contain underlying commands. -<FONT COLOR="#00FFFF">Most customisation should be done with keymaps instead of macros when</FONT> -<FONT COLOR="#00FFFF">there is a choice.</FONT> - -Inscriptions are "markings" which you can put on any game item. One -use is to label items in a way that doesn't depend on inventory -position. Another allows verifying the selection of an item. Under the -right conditions they can save your life. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">2.1 Swap weapons</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -First inscribe your main weapon: -(Press the following keys in sequence) - -1) { Inscribe an object -2) * Show inventory list -3) / Switch to equipment list -4) a Main weapon slot -5) @w0 Wield when object 0 is chosen -6) (Hit Enter) - -Now inscribe the second weapon: - -1) { Inscribe an object -2) * Show inventory list -3) (Choose letter of second weapon) -4) @w0 Wield when object 0 is chosen -5) (Hit Enter) - -Finally, ToME (unlike standard 'Vanilla' Angband) does -not have an automatic trigger key to swap items, so it must be -created. Select a key that is not being used for any other commands -('X' in the normal keyset is free - see <A HREF="command.html">command.txt</A>), and create -the following keymap: - -1) @ Interact with macros -2) 8 Create a keymap -3) X The trigger key for the keymap -4) w0 Wield object 0 -5) (Hit Enter) -6) (Hit Esc to exit the editor) - -Now to swap weapons, just press the trigger key 'X' which is bound to -the default keymap "w0". You may also press "w0" directly to swap. -<A NAME="45"></A><A NAME="46"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">2.2 Using the macro-recorder</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -You may find all the key-presses involved in ToME a long and time-consuming way -to play the game. There are ways to speed up repeated commands by assigning -them to a trigger key which can help. These are called macros or keymaps. - -The most obvious use for these in ToME is for mage-types, especially sorcerors, -who rely on their spells for just about everything. Typing mbaa*t in order to -fire a Manathrust is fine if you only have to do it once or twice, but can -quickly get annoying when you're doing every move. Far easier to assign that -sequence of keypresses to a single trigger key which you can then press as many -times as you need. (Until your SP run out of course!) - -The easiest way to assign a macro is to use the macro-recorder. Start this by -hitting the '$' key. You'll then receive a message telling you that the macro -recorder has now started and you will need to press the '$' key a second time -to stop the recorder. Preparation is all important here. It is best to be in a -situation where you really NEED to cast the spell before recording the macro, -so you use all the correct casting techniques and the game behaves as it would -in a real (combat) situation (if the spell is to be generally cast in combat). - -So assuming we're going to create a macro for manathrust. We've walked into a -room and there's a nasty small kobold. What do we do? - -1) $ Start macro recorder -2) *t target monster (or player if no monster in Line of sight) -3) m open skills menu -4) @ enters verbose mode -5) Cast a Spell selects skill to use - CASE SENSITIVE -6) @ enters verbose mode -7) Manathrust casts spell from any book/spell container - CASE SENSITIVE -8) $ end macro recorder -9) y confirms macro keystrokes<FONT COLOR="#00FFFF">*</FONT> -10) (choose trigger key) -11) @ opens macro saving/loading screen -12) 2 appends macros to a file -13) (choose a name for the file eg sorceror.prf) -14) (Hit Enter) -15) (Hit Esc to exit the editor) - -This will search for the spell in all your books and equipment. If it is found, -in either a book or a wielded item that contains a spell, then the spell is -cast at the targetted monster. - -This technique can be used for all the other skills as well (Use Mindcraft, -Forge Ammo) etc. - -<FONT COLOR="#00FFFF">*</FONT>If you answer no the recorder continues recording keypresses. If you know you have made a mistake, you need to answer yes, and then not save the macro! - -<A NAME="12"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">2.3 Prevent unwanted use of an item</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">Prevent "losing" an item by "accident":</FONT> - -1) { Inscribe an object -2) * Show inventory list -3) (Choose an item) -4) !d!k!v - !d - don't drop (d) - !k - don't destroy (k) - !v - don't throw (v) -5) (Hit Enter) - -This prevents dropping, destroying, or throwing the item. You will be -asked if you really want to do so. This is one of the most common -inscriptions used, and one of the most useful. - -<FONT COLOR="#00FFFF">Prevent "using" an item at all:</FONT> - -1) { Inscribe an object -2) * Show inventory list -3) (Choose an item) -4) !* Don't do anything with this item without verifying -5) (Hit Enter) - -This inscription is commonly used on Scrolls of Recall,... -<A NAME="8"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">2.4 Saving these macros and keymaps for reuse</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Save the macros and keymaps for reuse by the current character: - -1) @ Interact with macros -2) 2 Append macros to a file - (optionally enter a filename: e.g. dump.prf or dump.txt) - (Hit Enter to save the file with the filename shown) -3) 6 Append keymaps to a file - (Hit Enter to save the file with the filename shown) -4) (Hit Esc to exit the editor) - -This pref file will be automatically loaded any time a character with -a name, race, or class matching the filename is loaded. - -The "Append macros/keymaps to a file" commands will append ALL current -macros/keymaps to the given file. They will not overwrite the file. - -You should edit the file to remove macros that weren't added by you, -to reduce clutter and prevent errors. Unfortunately the best way to do -this is still "by hand". Open up the pref file in a text editor and -remove the duplicate macros and keymaps added. These will be added -after the headers "# Automatic macro dump" and "# Automatic keymap -dump". The ones you added will be the very last ones in the list. The -others are the entire set of keymaps and macros from all other prefs -loaded. (This step isn't necessary, but is very helpful) - -<A NAME="32"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">3. Overview</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">3.1 Inscriptions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Inscriptions are "markings" which you can inscribe on any game item. - -One common use is recording where you got one of your favorite items. -Example: The Broad Sword 'Glamdring' (2d5) (+10,+15) {icky thing, 50'!} - -Another is to note important resists or activations on an item to make -figuring out resist combinations easier. -Example: The Nice Shiny Armor (-3) [35,+25] {resDk,resDis,A:Geno} - -Inscriptions can "number" an item so that you don't have to know where -it is in your inventory. -Example: inscribing your spellbooks {@r1} lets you use '1' at the prompt -for which scroll to read, instead of having to use the inventory letter, -which can change unnoticed. - -Number inscriptions work together with macros to allow reproducible -labeling of items independent of inventory position. - -Note that the game produces "fake" inscriptions, which look like real -inscriptions, but are really just displayed the same way (e.g. "cursed"). - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">3.2 Macros</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Macros are mappings from a single "logical" keypress to a sequence of -keypresses, allowing you to use special keys on the keyboard, such as -function keys or keypad keys, possibly in conjunction with modifier -keys, to "automate" repetitive multi-key commands that you use a lot. - -<FONT COLOR="#00FFFF">For keys which don't have a system-independent representation, such as</FONT> -<FONT COLOR="#00FFFF">function keys, this is the only way to change their behavior.</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">3.3 Keymaps</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Keymaps are vaguely related to macros. A keymap maps a single keypress -to a series of keypresses, which bypass both other keymaps and any -macros. Angband uses keymaps to map the original and the roguelike -keysets to the underlying command set, and allows the user to modify or -add keymaps of their own. All keymap actions must be specified using -underlying commands. Keymaps and macros aren't expanded. The original -keyset is almost identical to the underlying keyset, except that -"numbers" are mapped to ";" plus a direction, "5" is mapped to ",", -and a few control-keys are mapped to various things. See <A HREF="command.html">command.txt</A> -for the full set of underlying commands. Keymaps also allow the -"disabling" of a command by mapping it to "\x00". - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">3.4 Pref files</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Preference files save commands such as macros and keymaps which are -used to customise the game. They are used to implement the "original" -and "roguelike" keysets. They provide default appearances for items. - -They also implement the default behaviors which make Angband look and -play the same (for the most part) on different systems. - -Pref files can be saved with the name of a player name, class, and -race, and anytime a player with a matching characteristic is loaded, -the appropriate pref file is loaded. This makes some customisations -transparent and automatic. - -Pref files let you do some things that could otherwise only reasonably -be done by changing the info files or source, such as changing the -appearance of a given terrain feature, or the symbol used for the -player. - -Pref files let you set up and save your favorite game options, and -have them available for new characters without having to redo them. - -<A NAME="33"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">4. Common macros and techniques</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> -<A NAME="13"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.1 Clearing the command buffer</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#FF00FF">++++++++++ This is one of the most important techniques! ++++++++++</FONT> - -Almost all action strings should begin with a sequence to clear the -buffer of existing commands and messages. These sequences are often -omitted in usenet postings and in this FAQ because they clutter the -description, but they should almost always be used. - -If an unfinished command is still waiting for input when you press the -trigger key of a macro or keymap, the characters of its action string -will be taken as input for the command. The command will ignore keys -it doesn't know how to handle until it finds one that it does. This -often leads to something completely unexpected, with embarrassing -results such as your death, or losing a really nifty item. - -If there are still messages waiting, the first characters in the -action will instead just clear the waiting messages. How this happens -depends on whether the <A HREF="option.html#1">option (quick_messages)</A> is set. Then the action -will start executing in the middle of its action string, with equally -dangerous results as in the above case. Note that some messages caused -by a command are quite rare, and others could be produced by a game -state change like becoming hungry that has nothing to do the command. - -These types of problems are more common when using an action such as -auto-firing where a trigger key is repeatedly pressed. - -<FONT COLOR="#00FFFF">"eee"</FONT> -Multiple escapes are used to clear the command buffer. Escape cancels -any command/input still being processed, and also clears a [single] -message whether/not the (quick_messages) option is set. This string -should be used to begin all action strings. It is also wise to put it -between actions in multi-action macros. Note that this technique can -also be dangerous, hiding warnings or important information. -Example: an action like "*tf1" would be changed to "\e\e\e*tf1". - -There are a few situations in which you do not want to use escapes. -For example, after the spell Detect Monsters, an escape will clear the -detection. Or if the action is part of a multi-part action or is meant -to wait for user input such as the firing action "f1" which will wait -for targeting information. - -<FONT COLOR="#00FFFF">"sss"</FONT> -Spaces are useful for clearing messages, but won't cancel a command -that is waiting for an item choice. Sometimes it is useful to split -an action into two parts and bind them to two separate trigger keys. -Prefixing spaces before the 2nd action will discard any remaining -messages without canceling unfinished commands from the 1st one. Some -players create a macro consisting of a large number of spaces to be -used to clear a flood of messages. - -See sections: -- <A HREF="macrofaq.html#1">"Messages and Questions"</A> for how to deal with them. -- <A HREF="macrofaq.html#2">"My macro outputs "e - Floating Eye"..."</A> for an example of a common - mistake using escape sequences. -- <A HREF="macrofaq.html#3">"My macro drops/takes off my main weapon!"</A> for an example of the - kind of thing that can go wrong when you fail to use them. -- <A HREF="macrofaq.html#4">"What just killed me?"</A> for an example of skipping over messages - *too* fast. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.2 Swap weapons</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -If you followed the <A HREF="macrofaq.html#5">Quick-Start Tutorial</A> in Section 2.1, the 'X' key has -the keymapping "w0", which will wield the first item inscribed as "@0" -or "@w0". This will swap between 2 weapons which are both inscribed with -{@0} or {@w0}. If there is more than one item in the inventory inscribed -as 0, it will use the first one. - -This will also work for other wieldable items. For example, if you -have a helm which gives telepathy, which can be a real pain when you -need to rest, it can be used to swap it with another helm. - -Inscribing weapons with {@w1@w0}, {@w2@w0} allows directly wielding a -specific one. If you don't want that ability, you can just inscribe -both with {w0}. These can also be inscribed as just {@1@0} and {@2@0} -if you don't inscribe any other items with numbers, although this is -not recommended. - - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.3 Resting</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Rest as needed =</FONT> -"R&\r" -R - rest -& - until 100% healthy -\r - return. - -Note that this isn't particularly dangerous, because the game will -break out of the resting command if you are disturbed by hunger, -sensing a monster, ... - -<FONT COLOR="#00FFFF">= Rest for a specific duration =</FONT> -"R100\r" -R - rest -100 - turn count -\r - return - -This version is useful if you are already healed up. For fighter -pseudo-id, for example. Also useful for recovering a fixed amount of -mana before/after a spell, waiting for a Recall spell to kick in,... - -Note that this is one of the few times when you can directly enter the -count after the command. Usually you need to enter the count before -the command, using the (0) count command. - -<FONT COLOR="#00FFFF">= Maximum Rest =</FONT> -"R9999\r" - -The maximum number of turns you can use as an argument. This can be -useful when waiting for shop inventory to change, etc. Be sure to take -off any non-permanent light source, and have plenty of food when you -rest for long periods of time. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.4 Activate the phial</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -"Am\s\s" -A - Activate -m - light source (the phial). -\s - skip message -\s - skip message - -"Am\s\sR50\r" -Activate the phial and rest for 50 turns. - -This can be bound to 'F' key since you won't need to refuel lanterns -much after you have the phial :). - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.5 Kill item(s) on floor</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -The need to destroy large numbers of items arises as one reaches -deeper levels of the dungeon. The auto-squelch feature only partially -reduces the need for this. The behavior of these actions is affected -by the option (quick_messages), and the possible presence of a pile of -items on the floor. - -<A HREF="option.html#1">(quick_messages)</A> allows any key to cancel a message. - -In ToME, multiple items on the floor are displayed in a list. -This allows the player to select an item from the floor by entering an -item index when there is a pile (more than one item). This generally -complicates writing these macros. - -Note that space '\s' is used to clear messages in the action strings, -but one could use escape '\e' just as well. - -Note: you cannot destroy artifacts, so these macros are safer and more -useful than they might first appear. The (k) Destroy item command will -fail when trying to destroy an artifact, leaving any following -characters in the action string, which may be interpreted differently -than anticipated. - -<FONT COLOR="#00FFFF">"k-yy"</FONT> -k - Kill item -- - Select item from floor -y - "yes" to query "Really destroy a <item>?" -y - skip the "you destroy the <item>" message. - -This version only works when (quick_messages) option is on. Here the -last 'y' key gets rid of the last message, since any key will. This -won't work for piles. The 'y' will be ignored as an invalid item choice. - -<FONT COLOR="#00FFFF">"k-ys"</FONT> -k - Kill item -- - Select item from floor -y - "yes" to query "Really destroy a <item>?" -\s - skip the "you destroy the <item>" message. - -This version works as above, but also when (quick_messages) is off. - -<FONT COLOR="#00FFFF">"0k-ys"</FONT> -0 - enter count (causes to skip prompt for how many to destroy) -k - Kill item -- - Select item from floor -\s - skip the "you destroy the <item>" message. - -Destroy a single item on floor below you. Doesn't prompt for a count. -This won't work for piles, which will prompt you for the item. Works -correctly when (quick_messages) is off, because there is no prompt -for how many to destroy. - -<FONT COLOR="#00FFFF">"0k-aye"</FONT> -0 - enter count (causes to skip prompt for how many to destroy) -k - Kill item -- - Select item from floor -a - either item 'a', or ignored -\e - escape (ignored), or cancel message - -Destroy a single item on floor below you. Doesn't ask to confirm. -<FONT COLOR="#FF00FF">WARNING:</FONT> This action can destroy the first item in your inventory if -there aren't any items on the floor below you! - -The leading '0' causes a prompt for a count to be skipped. If there is -a pile, the 'a' key will select the top item in the pile. If not, the -'a' will aim a wand, the following 'y' will be ignored, and the final -escape will cancel the aiming. - -<FONT COLOR="#00FFFF">"0k-yaye"</FONT> -0 - enter count (causes to skip prompt for how many to destroy) -k - Kill item -- - Select item from floor -y - "yes" to query "Really destroy a <item>?", or ignored. -a - top item (a) in a pile, or activate wand. -y - "yes" to query "Really destroy a <item>?" (for piles). -\e - skip the "you destroy the <item>" message. - -The above action will work in most cases. This version works correctly -for piles. If there is a pile, the 'y' is ignored and the 'a' selects -the top item. If there isn't a pile, then the 'y' will correctly answer -the yes/no question "Really destroy a <item>?", and the following "ay" -will aim a rod, and then ignore the 'y' key press, and the final escape -will cancel the aiming. Works correctly when (quick_messages) is off. -When (quick_messages) is on, and there is no pile, the 'a' will cancel -the message, and the following 'y' will be passed thru as an -unimplemented command, and the space will cancel the error message. - -Backspaces "\\" may be required to keep the 'y's from being -interpreted as keymaps in case 'y' has been assigned one. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.6 Fire missile at nearest target</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Each of these needs "\e\e\e\e" afterwards to cancel up to 4 possible -messages. The first message will always occur. Note that adding too -many escapes can cause you to miss the messages in which the monster -fights back. -- "You have NN <ammo> left. -more-" -- "The <ammo> hits the <monster>. -more-" -- "It was a <adj> hit! The monster ... -more-" -- "The <monster> dies/grunts with pain/..." - -<FONT COLOR="#00FFFF">"f*t"</FONT> -f - fire ammo from quiver slot -* - target -t - select first target - -Note that targeting is affected by the option (<A HREF="option.html#4">use_old_target</A>). If -this action is used with the (use_old_target) option set, the "f" -part will fire the missile before the targeting part "*t" is reached. -See section <A HREF="macrofaq.html#6">"My auto-firing macro shoots the wrong target!"</A>. - -<FONT COLOR="#00FFFF">"*tf"</FONT> -*t - select first target -f - fire ammo from quiver slot - -If (use_old_target) is on, this works correctly, by selecting the -target before firing. If the option is off, it will still prompt you -to select a target, even though you just selected one. - -<FONT COLOR="#00FFFF">"*tf*t"</FONT> -*t - select first target -f - fire ammo from quiver slot -*t - select first target - -This works correctly for (use_old_target) either on/off. If the option -is on, this works by selecting the target before firing. If the option -is off, the first target selection will be ignored, and firing will -wait on the second target selection. - -Note that if there are no valid targets, "*t" will select the player's -current position. Also, it is fairly easy to make safe assumptions -about the (use_old_target) option, since a player doesn't tend to -change back and forth. It is generally easier to make one set of -actions that work for (use_old_target) on, and another for it off. - -Note also that the swapping weapon macro can be very useful for swapping -the type of ammo in the quiver slot when you have two different sets of -ammo you use - your standard "fire at everyone normal" ammo (usually -not enchanted), and your big damage "Uniques and nasty monster" -enchanted ammo. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.7 Preventing actions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Prevent selling =</FONT> -{!d} -Prevent selling - use on main weapon, artifacts. - -<FONT COLOR="#00FFFF">= Prevent going up/down =</FONT> -{^<} -Verify before going up stairs. -{^>} -Inscribe boots to make confirm before going down stairs. -This can also be useful on Charisma boosting items that you wear -around town but don't want to take into the dungeon. -{^>^r^z^m^p} -Prevent leaving town with this item. Need to catch stairs, scrolls and -rods of Recall, and Mage and Priest Word of Recall spells. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.8 Warrior macros and inscriptions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Identify with list =</FONT> -Inscribe Identify scrolls {@r0}. -Then action "r0*" will cast Identify and bring up the inventory list. - -<FONT COLOR="#00FFFF">= Identify floor =</FONT> -"r0-" will Identify without showing the inventory. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.9 Verification techniques</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Verify All =</FONT> -{!*} -verify any attempt to use this item. Useful for some things such as -Scrolls/rods of Recall that you don't want to lose or use by accident. - -<FONT COLOR="#00FFFF">= Verify drop, destroy, throw =</FONT> -{!d!k!v} -don't drop, destroy, or throw this item. Prevents dropping your -favorite weapon,... This is one of the most useful inscriptions, as it -prevents the kind of typing accidents that can get you killed. - -<FONT COLOR="#00FFFF">= Verify selling =</FONT> -{!d} -Prevents selling as well as dropping. - -<FONT COLOR="#00FFFF">= Multiple verification =</FONT> -These inscriptions can be repeated. So {!*!*} will make you confirm -twice for any action using that item. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.10 Canceling targeting</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">"*es"</FONT> -* - start targeting -\e - cancel targeting. -\s - skip message "Target Aborted." - -OR - -<FONT COLOR="#00FFFF">"*qr"</FONT> -* - start targeting -q - cancels targeting. -\r - skip message "Target Aborted." - -This is useful before casting Stone to Mud, or a ball spell. For ball -spells you usually want to target the middle of a pack, or sometimes -to "miss" the creature in order to get the ball to detonate on a -nearby wall. - -Using a targeted action after this will cause the user to be prompted -for a target. - -Canceling targeting is made necessary by the existence of the option -(use_last_target), which causes an action which requires a target to -use the last target without prompting. See section -<A HREF="macrofaq.html#6">"My auto-firing macro shoots the wrong target!"</A> for more on this. -<A NAME="15"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.11 Automatically loading pref files</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Angband automatically loads pref files when a character is loaded or -born. Among the last ones loaded are: "<$RACE>.prf", "<$CLASS>.prf", -and "<$PLAYER>.prf", in that order. These are the best ones to use to -customise the game for individuals. The order is important because -pref files which load later will overwrite options and macros/keymaps -from previous ones. - -Here <$RACE> is the name of the character's race, <$CLASS> is the name -of its class, and <$PLAYER> is the character's name. Both <$RACE> and -<$CLASS> have a fixed number of choices. These are listed for ToME -in section <A HREF="macrofaq.html#7">"Pref file loading order"</A>. - -Your character's name is the one that appears during game play in the -upper left hand corner of the screen. If it isn't visible there, you -can use the (C) Character description command. Note that this name may -be different than the filename of the character's save file. - -Filenames for the save and pref files are built from a "base name", -which is the player name with all non-alphanumeric characters changed -to underscores (_). On Windows and DOS systems the base name will also -be truncated to 8 characters. This could lead to different characters -having the same (default) pref files. -Example: "Grog the Elder" and "Grog the Younger" would both try to -load the same pref file "Grog_the.prf". - -In recent versions of ToME "<$PLAYER>.prf" is the default filename -when saving your macros and keymaps from the (@) Interact with macros -screen. Just hit Enter to accept that name. - -On some systems you may encounter problems automatically loading this -file if your name is more than 8 characters, or if it contains spaces -or special characters. - -See section <A HREF="macrofaq.html#8">"Saving these macros and keymaps for reuse"</A> for how to -save your character's preferences. - -See section <A HREF="macrofaq.html#7">"Pref file loading order"</A> for the full list of pref files -loaded and their order. - -Note: for pref files to load automatically they must end in the file -extension "prf", which is the default when saving pref files. But it -is possible to save and load pref files with any or no file extension, -from the macros and visuals editor screens. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.12 Multiple macros bound to one trigger key</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Angband supports using modifier keys on trigger keys. One thing this -lets you do is easily choose between variants of an action. Another is -to minimise the amount of moving your hands have to do, speeding up -play and reducing stress on your wrists. - -<FONT COLOR="#00FFFF">You can bind multiple versions of the same macro to the same trigger</FONT> -<FONT COLOR="#00FFFF">key, using Alt, Control, Shift in different combinations</FONT> to choose -among the different versions. -Example: use <Alt> for targeted, and <Shift> for non-targeted. - -Another use is to heavily use modifiers on numeric keypad keys. The -standard version already comes with Shift-<digit> bound to running in -that direction. But by using various combinations of modifier keys, it -is possibly to play with the right hand almost always on the numeric -keypad, and the left on the modifier keys. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.13 Multi-part actions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Better to only do this when spells have ~0% failure. -Be careful of the order of commands. Commands that leave useful info -on the screen shouldn't be followed by ones that will clear it. -Be careful of commands that set or clear targets. -Use "\e\e\e\e" in-between commands to be safe. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.14 Easy running</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Bind Shift+<keypad dir> to running for each of the directions. -For example, running "North": - -1) @ Interact with macros -2) 4 Create a macro -3) Shift+8 (Trigger key for the macro) -4) \\. Run - 8 "North" -5) (Hit Enter) -6) (Hit Esc to exit the editor) - -Macros for the other directions are added similarly. Remember that the -original and roguelike keysets differ, but using the backslashes makes -sure that the "underlying" keyset gets used: - 7 8 9 - 4 6 - 1 2 3 - -These macros are already in the "pref-***.prf" files that ship with -the standard Angband distribution for some systems, but not all. -Systems "mac", "win", "x11" have them. If you aren't sure if you have -them, just try moving in any direction with the shift key down. - -<FONT COLOR="#00FFFF">These do have to be macros instead of keymaps</FONT>, because they rely on -keypad keys having different scan codes than the top-row number keys. - -There are also default macros for Ctrl+<dir> which applies the command -(+) Alter to that direction. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.15 Farming techniques</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#FF00FF">+++ NOTE: This is considered scumming! (cheating) +++</FONT> - -Farming is the practice of automatically "harvesting" large numbers of -weaker monsters for their experience value. This is usually done to -advance a lower level character. There are apparently several methods -that the "old timers" used to use. I don't know that farming is that -popular any more. Even then it was sort of a lark. - -Apparently a golf ball is just the right size and weight for many -keyboards to hold a key down and get it to auto repeat. Then you walk -away, and the next morning you have gained several levels. Ballpoint -pen caps are also supposed to be good at wedging a key down. - -Using a farming macro for long periods of time like this requires a -way of getting food, so it really needs to be employed by a magic user -who can create their own food. - -Use turn counts with attack (move) commands to move around the room, -mowing down creatures as you move. Periodically rest enough to -regenerate to full mana. This may not be necessary if it takes long -enough to kill the monsters as you move. - -This requires an effective macro and a room full of breeders which -can't attack for enough damage to kill you. Farming for short periods -of time with a fighter class is quite feasible. The limitation for -fighters is food. The limitation for spell casters is probably hit -points. You may also need to insert action sequences for healing if -the farmed monsters are capable of significantly damaging you. - -Note that red and green worm masses can knock down the doors of the -room you're in. Blues can destroy potions and flasks, so you will need -to stash your potions outside somewhere before farming. -<A NAME="10"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.16 Macros can contain their own trigger key</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -It is permissible to make a macro or keymap which contains its own key -in its action. It won't cause recursion, but there are a few wrinkles. - -Example: you can bind "*tf1" to the 'f' key, to cause it to auto-fire -at the nearest target. You can still use the 'f' key for Fire in other -macros or keymaps. - -If you bound 'f' as a keymap you will need to use "\\f" for Fire when -it is used in a macro action string. You don't need to do anything -special to use it in a keymap in its usual sense. Keymap and macro -expansion isn't done inside keymap action strings. - -If you bound 'f' as a macro, the problem will be in entering the new -macro or keymap in the editor. When you try to press an 'f' key for -the action, it will expand to "*tf1", even when you don't want it to. -You will first have to remove the macro bound to 'f', then add the -macro or keymap that uses 'f' in its action, and then reenter the 'f' -macro. You can also create the macro in a pref file and load it using -the "Load pref file" command in the (@) Interact with macros screen. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.17 Changing the player's color and character (ASCII text display)</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Using the Visuals Editor =</FONT> -1) % Interact with visuals. -2) 6 Change monster attr/chars -3) a (repeatedly) cycle thru colors (A moves backwards) -4) c (repeatedly) cycle thru characters (C moves backwards) -5) Esc accept changes -6) Esc exit the editor - -<FONT COLOR="#00FFFF">= Using the Enter User Pref command =</FONT> -1) " Enter user pref line -2) "R:0:<attr>:<char>" - The user pref line. - <attr> - the attr (color) specified as an integer index. - <char> - the (ASCII) character specified as an integer. -3) (Hit Enter) - -You can't directly use the Angband attr letters to specify colors, but -must instead use their index. Eg 4 is Red. These indexes can be found -from within the game using the (&) Interact with colors command. That -editor also allows you to change the colors used by the game. - -The <char> integer is generally the index of an (ASCII) character. -Non-ASCII characters may be available on some systems. Available -characters can found using the (%) Interact with visuals command. - -These integers can be specified in decimal, hexadecimal, or octal -notation. Decimal is the default, hexadecimal numbers are prefixed -with "0x", and octal numbers are prefixed with 0 (zero). Example: the -standard character for the player is '@'. This may be entered as "64", -"0x40", or "0100". Yellow may be entered as "11", "0x0B", or "013". - -This pref line can be added to any pref file to save the change for -future reuse. Changes made using the internal colors editor screen can -be dumped from that screen. Note that colors and characters saved in -pref dumps are in hexadecimal. - -After making a change, you must move the character or otherwise cause -a screen redraw for the change to be visible. - -If you make a mistake, you can use the (0) command in the editor to -reset the visuals to their original colors and characters. - -<FONT COLOR="#00FFFF">= Changing Using the Monster Info file =</FONT> -<FONT COLOR="#00FFFF">----------------------------------------</FONT> - -This may also be done by changing the entry for the player in the info -file "r_info.txt". The player data starts with line "N:0:Player". In -the following line G:<c>:<a> the character <c> is entered directly, -and the attr (color) is specified by letter. See the section "Message -color lines" for the list of standard colors. In many versions you -will have to delete the file "lib\data\r_info.raw" and restart the -game for this change to take effect. Note that that char/attr pair is -entered in the opposite order as for an R: user pref line. - -<FONT COLOR="#00FFFF">= Options which Change Player appearance =</FONT> -<FONT COLOR="#00FFFF">------------------------------------------</FONT> - -These are accessible through the (=) Set options command. - -<A HREF="option.html#2">(hilite_player)</A> -- causes the player's symbol to be drawn with the -"cursor" on it. It will be drawn with the same color as the character. - -<A HREF="option.html#3">(player_symbols)</A> -- for graphics mode only, and only works when option -(use_graphics) is also on. This apparently varies the player graphic -and its color based on class, race, and sex. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.18 Recharging a rod using a Recharge Item spell</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -(You can also recharge staffs and wands with this technique.) - -Inscribe the rod with {@m<d>}, where <d> is any decimal digit not -already used as a label. - -The trick is that we want to use a digit to label the rod so we can -refer to it using its label instead of its inventory letter, but we -have usually used up many of the digits for spell books. If we were to -label the rod with {@m1} and the first spellbook was also labeled with -{@m1}, then the spellbook will sort first in the inventory so it will -be found first when looking for item '1' to use with the (m) command. -So that would try to recharge the spellbook, which will fail. Angband -doesn't restrict itself to "appropriate" items when looking for a -labeled item. It simply finds the first one whose command letter and -digit match. - -You can't get around this by omitting the letter 'm', or using 'z' -instead. Using no command letter means it will still match. And if you -use a command letter it has to be 'm', because that is the built-in -trigger for the current command. - -Note that the digits used with different command triggers can be -different, so inscribing {@z1@m0} is perfectly legal. Use digit 1 -when zapping the rod, and 0 when referring to it during the casting -of a [mage] spell. - -You can also use this technique with scrolls. In that case you need to -use the inscription {@r<d>} since the item is being referred to while -processing the (r) Read scroll command. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.19 Disabling a built-in command</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -At times it may be useful to disable an underlying Angband command. -For example, a dangerous key may be too easy to press by accident. -The macro editor commands for removing macros and keymaps can't be -used in this situation. <FONT COLOR="#00FFFF">Instead bind the trigger key to the action</FONT> -<FONT COLOR="#00FFFF">string "x00"</FONT>. This special 'command' takes no "energy" and won't -generate an error message. It truly does "nothing". This will work for -both macros and keymaps. If possible you should use a keymap instead -of a macro to disable the key. A keymap will catch occurrences of the -key both in macros and by typing, and will still allow you to use the -key when it isn't being interpreted as a command. - -If you use the "Query a macro/keymap" on a trigger key bound to this -action, it will report having found it, but no action string will be -printed. - -Another technique is to use the action "\e\e\e". This is used in some -of the standard pref files. - -<FONT COLOR="#00FFFF">If you need to use the built-in command again you can use the '' key</FONT> -<FONT COLOR="#00FFFF">at any prompt to bypass its macro/keymap.</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">4.20 "Naming" an item (patch)</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= 'Fake artifact' name =</FONT> -# "Name" an item -This isn't an actual command in the interface, but a flag character -that alters the way an item description is generated. This isn't part -of standard Angband. It's added by Tom Morton's 'fake artifact' patch. - -Example: inscription {#Thumper} will cause a Club (+8,+8) to display -as Club 'Thumper' (+8,+8) in your inventory and messages. - -<A NAME="34"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">5. Common Questions</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.1 Why can't I add a keymap for a function key?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Because keymaps can only be created for keys with system-independent -representations. This leaves out function keys, and several other -special keys. The "Create a keymap" command will continue waiting for -a keypress until you press a valid keymap trigger. You can, however, -create a macro for a function key. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.2 How can I automatically inscribe items when I pick them up?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -You need to turn on the "Merge inscriptions when stacking" option. -If you are already carrying the same item with an inscription, a new -one will be added to the stack. Note that this WON'T merge discounts. -Although discounts display like inscriptions, they are different. - -1) = Options -2) 1 User interface options -3) "Merge inscriptions when stacking" (stack_force_notes) - move down to this line and change to "yes". - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.3 Can I use macros inside other macros?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -No. Macros don't expand macro triggers they contain in their actions, -in order to avoid recursion and other problems. However, keymap -substitution is done, so you can use keymaps to alter the behavior of -macros. This keymap expansion can be bypassed by preceding a trigger -with "\\" in the action. - -Keymaps don't expand macro or keymap triggers in their actions. - -Also see section <A HREF="macrofaq.html#9">"Can I create an infinite loop using a macro?"</A>. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.4 How do I find out what the standard commands are?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -1) ? Angband help -2) 6 <A HREF="command.html">Command Descriptions (command.txt)</A> - -Space - moves you down by a page -Minus - moves up by a page -2 - moves down by a line -8 - moves you up by a line - -Note that the original and roguelike command sets differ, and both are -different from the "underlying" command set. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.5 How can I tell if a key has a keymap/macro?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Query Macro/Keymap =</FONT> - -In ToME this is easy: -1) @ Interact with macros -2) 3 Query a macro -OR 7 Query a keymap -3) (Press the trigger key to test) -4) Esc (Exit macro editor when done) - -It will report "Found no macro" or "Found a macro" at the top of the -screen. The action it is bound to will be displayed at the bottom of -the screen, under the "Current action..." line. You must test for both -macros and keymaps, and keymaps will only show for the current "mode", -i.e. original/roguelike. - -<FONT COLOR="#00FFFF">= Notes =</FONT> - -Note: on some machines, there are duplicate keys such as left and right -Shift keys. These will generally produce different key codes and can -have different macros and keymaps. - -Note: just because a key doesn't have a macro doesn't mean there isn't -a command that uses that key. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.6 How can I tell if a key has a built-in command bound to it?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Er ... try pressing the key. If there is a command bound to that key -it should usually generate a message of some kind. If there isn't one, -it may respond: "Type '?' for help.". Some keys may not generate any -message at all. Function keys are a good example. - -In ToME, the game will also generate "silly" error messages -which may not look like error messages at first. After a few repeated -key presses it uses the standard "Type '?' for help." message. - -Failing that, look in <A HREF="command.html">"command.txt"</A>, which lists all -commands, and is up-to-date. There is no specific method for checking if -a key has a command bound to it from within the game. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.7 Can I inscribe multiple items with the same number?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -You can, but it can cause problems if you aren't careful. Use the -command letter in the inscriptions to minimise problems. For example, -it is safe to inscribe both rods with {@z1} and a spell book with -{@m1} because the command letter allows distinguishing the two. - -When the game looks for an item to use with a command, it tries the -first one it finds that matches. If the command fails on that item, it -doesn't continue looking. The search for a matching item also doesn't -know how to only check the right kind of item, so if you have a Spellbook -inscribed {@1} and scrolls inscribed {@1} or {@r1}, when you read a -scroll it will find the spellbook first, even though it doesn't make -sense to read it, and the command will fail. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.8 How do I convert a macro to a keymap?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -You can simply remove it and re-add it "by hand", but for more complex -actions there are faster, safer ways. - -<FONT COLOR="#00FFFF">= Directly modifying the pref file =</FONT> - -A macro with the following form in the pref file: - A:<action string> - P:<trigger>\r -Should be converted to the keymap form: - A:<action string> - C:0:<trigger> -The "\r" needs to be removed, and the 0 (zero) means standard keyset. -Use 1 for roguelike keyset. To make a keymap for both keysets: - A:<action string> - C:0:<trigger> - C:1:<trigger> - -<FONT COLOR="#00FF00">= Using the "Interact with Macros" editor =</FONT> - -1) @ Interact with Macros -2) 3 Query a macro - <k> The trigger key for the macro - (its action string will now become the current action) -3) 5 Remove a macro - <k> The trigger key for the macro -4) 8 Create a keymap - <k> The trigger key for the keymap -5) (Hit Enter to accept the current action) - (Hit Esc to clear the message "Added a keymap") - -This technique can also be used to move or copy actions between macros -or keymaps of the same kind. <FONT COLOR="#00FFFF">And old macro MUST be removed from a key</FONT> -<FONT COLOR="#00FFFF">before it can be used as the trigger key for a keymap</FONT>, otherwise the -macro action will expand when you press the trigger key in the editor. -Converting a keymap to a macro doesn't require removing the keymap -first. - -Note that not all macros can be converted to keymaps. Keymaps don't do -macro or keymap expansion on their action strings, so macros that rely -on this will no longer work. Also, keymaps can only be bound to a -trigger key with a printable internal representation. For example, a -function key can't be a trigger for a keymap. -<A NAME="9"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.9 Can I create an infinite loop using a macro?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -No. Well, okay, you can, but only if you work *really* hard at it and -abuse bugs in the macro handling code. This isn't something that will -happen by accident just by using the trigger key inside its action. - -You also can't create recursion. So don't worry about this. See the -section <A HREF="macrofaq.html#10">"Macros can contain their own trigger key"</A> for more info. -<A NAME="4"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">5.10 What just killed me?</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -When you are using lots of escapes and spaces in your macros to skip -over messages, you can miss important things happening. One of these -is dying. Usually when something goes wrong, you can just use the (^P) -Previous Messages command to see what happened. But if you died the -escapes can take you past the tombstone screen, your last chance to -examine the previous messages list. This also happens without macros. - -To examine your recall, load the savefile and start a new character. -You will then be able to use the message recall command to see the -last messages of that character's previous incarnation. - -<A NAME="35"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">6. Common Problems</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.1 My macro works all the time when I press its key!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Macros *do* work all the time. Every time you press a key, macro -expansion is done on it, and then keymap expansion. So if you use 'y' -as a trigger key for a macro, and then you try and answer a yes/no -prompt with 'y', instead you will get the macro's action string. - -The answer to this is to change your macro to a keymap. These can be -bound to keys which have a system-independent representation in the -game, which includes all keys that you would use when interacting with -the game interface. - -If you don't want to change it to a keymap, try changing the trigger -key to a "special" key, such as a function key. -<A NAME="6"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.2 My auto-firing macro shoots the wrong target!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Your macro is probably firing at the previous target. This will happen -if the option (<A HREF="option.html#4">use_old_target</A>) is set. Then a macro will like "f1*t" -or "m1a*t" will execute as: - -f Fire -1 Ammo inscribed 1 - (it will now fire at the last [wrong] target) -* Choose a [new] target -t Accept first target - -If there are no valid targets, the (t) targeting command will centre -on your position. If you move, the target will still be your old -square. The first time you use the "f1*t" macro it will fire at that -square, even if there is now a valid target (monster) nearby. - -One fix is to turn off the (use_old_taret) option, since the action -doesn't require it. This is done with the (=) Set Options command. - -Another is to change the action to choose the target before it fires. -Example: "*tf1". - -<FONT COLOR="#00FFFF">Note:</FONT> just because you can "see" a monster doesn't mean you can target -it. The code used for vision (line of sight) and firing (projection) -is slightly different. So when shooting near corners or pillars it may -happen that you can "see" a monster but not target it. If your action -kills messages at the end, you could keep hitting your auto-fire macro -and the only thing happening would be a large pile of missiles quietly -accumulating underneath you. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.3 I used to have items inscribed, and now they aren't!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -The game only knows about inscriptions that you are carrying. There is -no way to "store" them independently of a character's save file. So if -you lose all of an item that was inscribed, picking up another of that -kind won't automatically inscribe it. - -Normal inscriptions aren't affected by your player's "memory". - -Note that some items, when fully identified, could have their -descriptions grow so long that no inscription will show. In that case -you can use the (I) Identify command. It will display the full -description, even if nothing special is known about that item. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.4 I changed some macros in a pref file and nothing happened!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Settings loaded in later pref files will overwrite earlier ones. So if -you add macros for the same trigger key to files "<$CLASS>.prf" and -"<$PLAYER>.prf", the second one will get used because its file loads -later. This affects macros, keymaps, actions, attrs/colors, and other -info. See section <A HREF="macrofaq.html#11">"Pref lines summary"</A> for all the types of settings -that can be loaded. Also see section <A HREF="macrofaq.html#7">"Pref file loading order"</A>. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.5 I can't even FIND the macro editing commands!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Angband can be compiled without the ALLOW_MACROS symbol. This is done -on some systems to reduce executable size. Macros and keymaps are -still used by the game and loaded from files, but they can't be edited -or saved from within the game. The "Interact with macros" screen only -has the single option "Load a user pref file" in this case. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.6 It moves me when I try to use my bow/rod/wand!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Example: you type "f1" and it moves you in direction 1 (South West). -What is happening is that the 'f' key isn't being handled correctly. -It may be remapped to a bogus command, or one which doesn't take an -argument. So the 'f' command is skipped/dealt with, and the '1' key is -then treated as a direction. You can examine what is going on with the -'f' key using the (@) Interact with macros screen to check for any -macros or keymaps bound to that key. Use the appropriate "Remove ..." -command to restore the built-in Angband command. -<A NAME="3"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.7 My macro drops/takes off my main weapon!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -This is probably caused by an auto-fire macro like "*tm1a" for magic -missile. If you hold down the trigger key to repeatedly use it, and -some game event (possibly caused by the macro) creates a message, then -the action will be interpreted as: -* (cancel message) -t Take off item -m (ignored as invalid) -1 (ignored as invalid) -a Item a (main weapon) - -If there is room in your inventory, it will be put there. If not, your -inventory will overflow and it will be dropped on the ground. If this -happens during combat this is a very good way to die. This is just -another good reason to have {!d!k!v} on your main weapon. See the -section <A HREF="macrofaq.html#12">"Prevent unwanted use of an item"</A>. - -This can be fixed by using the escape sequence "\e\e\e" before and -after the action string to cancel any pending messages or commands. -See the section <A HREF="macrofaq.html#13">"Clearing the command buffer"</A>. -<A NAME="2"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">6.8 My macro outputs "e - Floating Eye" on the message line!</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -It is wise to add an escape sequence "\e\e\e" to the beginning and end -of all macros for which this doesn't destroy useful information. See -section <A HREF="macrofaq.html#13">"Clearing the command buffer"</A> for more information on this. - -But many players play on flavors of unix, which uses '/' as the path -separator for files, and automatically type a forward slash when they -mean to type a backslash. So many actions in macros/keymaps in usenet -posts have the wrong type of slash. Angband "gurus" are perhaps more -vulnerable to this than novices. - -The game sees this as: -/ Identify a character -e Character to be identified -And outputs "e - Floating Eye" on the message line. - -If this sequence gets expanded when you are trying to select an item, -it will lead to different behaviors. -Example: -/ Switch between inventory and equipment -e Select item e. -Or: -/ Switch between inventory and equipment -e (ignored because invalid) Select item e. -/ Switch between inventory and equipment -e Select item e. - -<A NAME="36"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">7. Inscriptions added by the game</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -Some inscriptions are added by the game itself. These can overwrite -your inscriptions. There are also "fake" and "special" inscriptions, -which "look" like real inscriptions to the player. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">7.1 Fake inscriptions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -These "fake" inscriptions are "covered up" by real inscriptions, but -will reappear if the real inscription is removed. - -"fake" inscriptions are unaffected by the uninscribe command (}). - -{cursed} - cursed item -{empty} - item out of charges -{tried} - a "flavored" item which the character - has used, but whose effects are unknown. -{N% off} - item bought on sale -{quest} - this item is a quest item. It may need to be taken to someone. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">7.2 Auto-inscriptions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -These added when your character gets a "feeling" about an item. -In ToME these are "special" inscriptions, like "fake" inscriptions -above, which don't overwrite user inscriptions. They just hide user -inscriptions, which are still there. - -{terrible} - cursed or broken artifact -{broken} - broken item -{cursed} - cursed item -{uncursed} - previously cursed item -{average} -{good} - good (magical) item -{excellent} - ego item -{special} - unique item -{on sale} - displayed only in the store - -<A NAME="37"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">8. Keys and commands</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -This section gives short descriptions of keys and commands used in -actions and trigger key representations. They are only listed in this -section if they aren't fully described elsewhere in this FAQ. Not all -of these keys are actually for "commands". See the normal Angband help -for a fuller description of these commands. The commands and keysets -are documented in <A HREF="command.html">"command.txt"</A>. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.1 Keysets</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -ToME supports two "keysets", which are fully customisable sets of -keymaps. The "original" command set is close to the built-in commands, -with some additions for ease of use such as number keys moving you in -that direction. The "roguelike" command set allows easy movement on a -keyboard without a numeric keypad. As a consequence its letter keys -are almost completely "full". These used to be hard-coded by the game, -but are now fully customisable. The default keymaps are in "pref.prf". - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.2 Item selection</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -(*) - gives list of choices -(-) - selects item on the floor -(/) - toggles between the inventory and equipment lists. - -(space) - shows list of choices. Pressing (space) again hides the list. -(lower) - selects the inventory item with that letter. -(upper) - selects the inventory item with that letter, and requires - confirmation. -(digit) - selects first item inscribed with "@#" or "@x#" where 'x' is - the command, and '#' is the digit. Only legal items are allowed. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.3 Directions and Movement</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Original keyset directions -7 8 9 -4 5 6 -1 2 3 - -Roguelike keyset directions -y k u -h 5 l -b j n - -<FONT COLOR="#00FFFF">= Underlying command keys =</FONT> - -;<dir> - walk (with pickup) -+<dir> - alter -.<dir> - run - -Digits AREN'T built-in movement commands in ToME. They are actually -keymaps found in the standard pref file "pref.prf". The digits are -direction arguments to the (;) Walk command. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.4 Escape sequences</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Many [non-printable] characters have a standard printable encoding -which uses an "escape" character to change the meaning of the -following character. The backslash character is used as in the C -language for many keys. The caret '^' is used for control keys. - -<FONT COLOR="#00FFFF">= Escape sequences =</FONT> -\b backspace -\e escape -\n newline -\r return -\s space -\t tab -\xNN hex ASCII char -\\ (literal) backslash -\^ (literal) caret - -<FONT COLOR="#00FFFF">= Backslash =</FONT> -In a macro, "\\" followed by a character uses the "underlying" command -for that character without translation. This is useful in macros to -avoid keymaps changing the behavior of the macro. In particular this -can be used to make macros which work for both original and roguelike -keysets. Keymaps don't have this problem. - -<FONT COLOR="#00FFFF">= Newline and Return =</FONT> -These two characters can be used interchangeably. - -<FONT COLOR="#00FFFF">= ASCII chars =</FONT> -Any ASCII character can be encoded in this way. So many keys will have -more than one representation. For example, [Enter] can be "\r", "^M", -and "\x09". The backslash representations are case sensitive, so "\t" -is [Tab], but "\T" will just be interpreted as "T". The hexadecimal -number must be exactly 2 digits. - -<FONT COLOR="#00FFFF">= Escape and Space =</FONT> -See section <A HREF="macrofaq.html#13">"Clearing the command buffer"</A> for their main uses. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.5 Repeats and Counts</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Auto repeat =</FONT> -Some commands will automatically repeat. These are: -(T) Tunnel -(B) Bash -(D) Disarm -(o) Open -(c) Close -(+) Alter - -<FONT COLOR="#00FFFF">= Number keys =</FONT> - -0 - starts a repeat count. Some commands take a repeat count argument. -They can be entered as "0<count><cmmd>". If the command is movement, -it can (must) be preceded by space(s) to separate the direction -(command) number from the count number. -<A NAME="1"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.6 Messages and Questions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Yes/No queries =</FONT> -Yes/No questions can be answered with 'y', 'n', or Esc. These are not -case sensitive. Only 'y' or 'Y' will respond Yes. 'n', 'N', and Esc -are No. If the option (quick_messages) is on, any other keypress is -also No. When the option is off, it will keep waiting for a valid key. - -<FONT COLOR="#00FFFF">= "-more-" message prompts =</FONT> -These may be cleared by Esc(\e), Space(\s), Enter(\r), or Newline(\n). -If the (quick_messages) option is on, they can be cleared by any key. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.7 Special keys</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Function keys =</FONT> -Function keys are free for reassignment, but only as macros. <FONT COLOR="#00FFFF">Function</FONT> -<FONT COLOR="#00FFFF">keys can be modified by Alt, Ctrl, Shift like other keys.</FONT> - -<FONT COLOR="#00FFFF">= Alt keys =</FONT> -Alt-modified keys are generally free for reassignment as either macros -or keymaps. - -<FONT COLOR="#00FFFF">= Control keys =</FONT> -Control keys can be entered in as "^x" where 'x' is the key. Note -that the case of 'x' is unimportant. This also allows typing control -keys which would be intercepted by the operating system, such as ^C. -You must type the caret '^' and the following key separately. Note -that some have special meanings, such as ^M for Return, and ^H for -backspace. Some also have special Operating System meanings, such as -"^Z" in un*x, and "^C" in DOS. Control keys can be trigger keys for -both macros and keymaps. - -<FONT COLOR="#00FFFF">= Interrupting the game =</FONT> -(^C) This will kill your character and quit the game, after verifying. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">8.8 Keys used in inscriptions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Confirm command =</FONT> -^ Confirm the following command. -This isn't an actual command, but a character with a special meaning -inside command strings. {^*} will confirm all actions for the item. - -<FONT COLOR="#00FFFF">{=g}</FONT> -This inscription will cause an item of the same kind to be picked up -from the floor without prompting. - -<A NAME="38"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">9. Pref files</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -All pref files are loaded from and saved to folder "\lib\user". The -folder "\lib\pref" is unused at this time! The location and name of -this folder can be configured. - -Warning: the directory "\lib\pref" is unused by the game. Pref files -moved there will never get used (unless the user has redirected the -folder locations). - -Integers can be in hex "0x10", decimal "16", or octal "020" formats. -These are converted using the C library fn strtol(), and are case -insensitive. - -Decimal numbers start with '1'-'9'. -Octal numbers must start with '0' (zero). -Hex numbers start with '0x' or '0X'. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.1 Standard Pref files</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Below "***" stands for the 3-letter system abbreviations, such as -"acn", "mac", "win", "x11", ... - -"font.prf" -Includes "font-***.prf" files. -This file defines special attr/char mappings for "text" mode. - -"graf.prf" -Includes "graf-***.prf" files. -This file defines special attr/char mappings for "graphics" mode. - -"pref.prf" -Includes "pref-***.prf" files. -This file defines "default" actions of various kinds. This includes -mapping the original and roguelike keysets to the underlying keyset. - -"user.prf" -Includes "user-***.prf" files. -This file defines "override" actions of various kinds. It includes the -pref files based on system, race, and class. - -"xtra-***.prf" -This file defines special attr/char mappings for "graphics" mode. -Currently this just maps the player icon based on race and class. -"new" refers to Adam Bolt's tiles. - -<FONT COLOR="#FF00FF">Warning:</FONT> you shouldn't edit the base pref files without a good reason, -and understanding what you are doing. Breaking these files can make -your game unusable. They are, however, the place to make changes that -should affect all users. -<A NAME="7"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.2 Pref file loading order</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -This loading order follows from the order of includes in "pref.prf". -Files which are "hard-coded" in the source are preceded with an index. -The rest are included by the other files. Files which come later will -overwrite settings from earlier files. - -(1) "pref.prf" - "message.prf" - "pref-***.prf" - -(2) "graf.prf" - "font-xxx.prf" - "graf-***.prf" - -(3) "font.prf" - "font-xxx.prf" - "font-***.prf" - -(4) "user.prf" - "user-***.prf" - "<$RACE>.prf" - "<$CLASS>.prf" - -(5) "<$PLAYER>.prf" - -(6) ".angband.prf" - - -= $RACE = -Can be one of any of the races in ToME. - -= $CLASS = -Can be one of any of the classes in ToME. - -= $PLAYER = -The name of the current player being loaded or born. See section -<A HREF="macrofaq.html#15">"Automatically loading pref files"</A> for more information. - -<FONT COLOR="#00FFFF">= Specific pref files =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> - -"user-mac.prf" -This is the only user pref file with example macros that ships with -ToME. A good set of examples. - -"pref-win.prf" -This is the same as (missing) "pref-dos.prf" and "pref-ibm.prf". - -"colours.prf" -Amiga only. Contains Amiga palette. - -".angband.prf" -Only on multi-user systems. This doesn't ship with the source. This -file must be located in the directory contained in environ variable -"HOME". -<A NAME="11"></A><FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.3 Pref lines summary</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Comment lines start with a '#' and extend to end of line. - -Note: integer values can be specified as decimal, as hexadecimal by -preceding with an "x", or as octal by using a leading "0" (zero). - -E:<tv>:<a> - attr/char values for inventory objects by index -F:<num>:<a>:<c> - attr/char values for features by index -K:<num>:<a>:<c> - attr/char values for objects by index -R:<num>:<a>:<c> - attr/char values for monsters by index -S:<num>:<a>:<c> - attr/char values for special things by index - -A:<str> - action line - An action line should be followed by a keymap trigger "C:" line - or a macro trigger "P:" line. There can be intervening comments - and lines. The same action will be [re]used by all keymap and - command lines which follow it until there is another action line. -P:<str> - macro line - <str> a macro encoding of a keypress. (system dependent) -C:<mode>:<str> - keymap line - <mode> 0 = "original, 1 = "roguelike". - <str> logical keypress, including backslash codes such as "\e" and - control codes such as "^K". (system independent) - Note that there are 2 independent sets of keymaps now. Changing a - keymap in one doesn't affect the other. - -V:<num>:<kv>:<rv>:<gv>:<bv> - specify visual information - <num> is the color index (0-255, only 0-15 used) - <kv> black (?) value -- unused - <rv> red value (0-255) - <gv> green value (0-255) - <bv> blue value (0-255) -W:<win>:<flag>:<value> - turn a window flag on/off. - <win> window number (1-7) - <flag> (0-31) - <value> 0 = off, 1 = on - -X:<str> - turn option off -Y:<str> - turn option on - <str> the name of an option in option_text[]. - These are the names displayed in the options screen (=). - -?: - conditional expression -%: - include another pref file - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.4 Option lines "X:" and "Y:"</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Options and their descriptions are listed in help file <A HREF="option.html">"option.txt"</A>. -These options are set within the game using the (=) Options command, -and the option names are the ones displayed within parentheses in the -options screen. - -<FONT COLOR="#00FFFF">= Common options =</FONT> -rogue_like_commands -use_old_target -always_pickup -depth_in_feet -alert_hitpoint -auto_haggle -auto_scum - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.5 Conditional expression lines "?:"</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -expressions are lisp-like prefix notation. -names (class, race, ...) aren't placed in quotes. -AND - logical AND -IOR - inclusive OR -EQU - (string) equals -NOT - logical negation -LEQ - (string) less than or equal to -GEQ - (string) greater than or equal to -[,] - group expressions -$CLASS - current class -$GRAF - 3-letter graphics abbr in "graf-***.prf" (old, new) -$PLAYER - current player name -$RACE - current race -$SYS - 3-letter system abbr in "pref-***.prf" (ami, mac, win,...) - -0 - false -1 - true (can't just be non-zero) - -If the conditional expression is false all pref file commands -encountered until the next conditional pref line are skipped. - -This isn't an actual command. It only works in pref files. - -The variables $CLASS, $GRAF, $PLAYER, $RACE, $PLAYER, $SYS and the -string values they take on are case sensitive. The values also can't -contain spaces. These constraints on the values hold when they are -used in a pref file, but might not when used as pref filenames. - -This can be "turned back on" using the pref line "?:1", which is -generally the last line in a file which contains conditional macros, -to make sure that any files loaded after it don't get ignored as well. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.6 Macro trigger lines "P:"</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -All "special" keys are translated by "main-***.c" into encoded "macro -triggers". These macro triggers have the encoded form "^_MMMxSS\r", -where the "modifier" flags are stored in "MMM", and the two digit -hexadecimal scan code of the keypress is stored in "SS". See source -file "main-ibm.c" and others for more info. Note that because these -scan codes are system-dependent, macro trigger encodings are as well. -Keymaps are used for system independent mapping of triggers to actions. - -<FONT COLOR="#00FFFF">Modifier flags</FONT> - -A - Alt -C - Control -S - Shift -O - Option key (Mac) - -<FONT COLOR="#00FFFF">IBM Scan codes</FONT> - -x47 - keypad 7 -x48 - keypad 8 -x49 - keypad 9 -x4A - keypad - -x4B - keypad 4 -x4C - keypad 5 -x4D - keypad 6 -x4E - keypad + -x4F - keypad 1 -x50 - keypad 2 -x51 - keypad 3 -x52 - keypad Ins / . -x53 - keypad Del / Enter -x45 - Pause - -Others can be found using the "Query a macro" feature. - -Note that scan codes can't be assumed to be "in order", even for keys -like function keys which "logically" should be! - -Note that you can't always just add a modifier to a known scan code -because that combination might not be recognised by the hardware or -the translation code in "main-***.c". - -Example: a Windows system will recognise function key F1, Shift-F1, -and Ctrl-F1, but not Ctrl-Shift-F1. Similarly Pause and Alt-Pause are -recognised, but not Ctrl-Pause, and Shift-Pause gives the same -encoding as Pause alone. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.7 Saving to a pref file</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Commands "Append macros to file" and "Append keymaps to file" don't -erase the previous macros or keymaps. Instead they are appended. Note -that this can produce *large* files after a while. Newer versions -append to "<$PLAYER>.prf" by default, whereas older versions appended -to "user.prf". The appended sections are preceded by headers of the -form "Automatic macro/keymap dump". Using a distinctive comment line -such as ###... after your entries can make editing the appended ones -easier. - -<FONT COLOR="#00FFFF">Note: macros and keymaps aren't saved in the character file, so they</FONT> -<FONT COLOR="#00FFFF">must be saved separately. All macros and keymaps entered by the user</FONT> -<FONT COLOR="#00FFFF">are lost when Angband terminates.</FONT> - -Note: keeping macros in the <$PLAYER>.prf files allows several users -to share the same installation without interfering with each other. -You can easily reuse or share preferences by moving them into a pref -file "<my-name>.prf" and using the pref line "%:<my-name>.prf" to -include them in "user.prf" for single user installations, or -<$PLAYER>.prf for multi-user installations. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">9.8 Editing pref files</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -This is still most easily done in a text editor. - -<A NAME="39"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">10. Macro editing commands</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">10.1 (") Enter a User Pref Command</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -This allows entering a single pref line. -Example: "X:auto_scum" turns auto-scum off. - -Example "A:<str>" sets the current action string. If you open the -"Interact with macros" screen this action will be the default used. -Then using the (") command again with "P:<key>" will create a macro -for the action <str> previously entered. - -Not all pref commands can be used here, or are meaningful. -The "pseudo" pref commands (?), (%) cannot be used here. - -See section <A HREF="macrofaq.html#20">"Advanced macro techniques"</A> for ways to [ab]use this. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">10.2 (@) Interact with macros</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Vanilla command set = (2.8.3 - 2.9.1)</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Load a user pref file -Append macros to a file -Query a macro action -Create a macro -Remove a macro -Append keymaps to a file -Query a keymap -Create a keymap -Remove a keymap -Enter a new action - -<FONT COLOR="#00FFFF">= Load a user pref file =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Loads a user pref file from "lib\user". Defaults to the name of the -current character. Macros/keymaps loaded will replace existing ones. - -<FONT COLOR="#00FFFF">= Append macros to a file =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Macros are dumped in macro list order. Newer ones are at the end. -Macros are *appended* to the file. The old one isn't overwritten. This -prevents you from accidentally wiping out your old pref file. However, -the file can grow very long without your noticing it. Placing a line -of ###'s at the end of your macros can help sort out what is what. -Macros are labeled with comment "# Macro 'NNN' ". These numbers are the -internal macro list numbers, and have no relation to key scan codes. -The filename must end in ".prf". It will save correctly without this -extension, or with a different one, but if you save as "<$NAME>" -instead of "<$NAME>.prf", it won't be automatically loaded when you -load the character with that name. - -<FONT COLOR="#00FFFF">= Query a macro =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Press the trigger key to test at the prompt. -This will show "Found a macro" on the message line if it found one, -and the line "Trigger: <trigger>". This will show "Found no macro" -on the message line if it didn't find a macro. Some keys such as -function keys won't be recognised by the prompt. It will wait until -you hit a key it recognises. - -This command doesn't alter any settings. It will return to the main -menu after you hit any key it recognises. - -<FONT COLOR="#00FFFF">= Create a macro =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -After choosing this command, press the trigger key for the macro. -The internal form will be shown after the "Trigger: " prompt. -Note that some keys may not be recognised for remapping, such as the -new Windows keys, as well as modifier keys such as Alt, Control, Shift -pressed by themselves. In this case it will continue to wait for a -valid trigger key. - -The current action (if any) will be shown *below* the "Trigger: " -prompt line. On the prompt line ("Action: ") will be shown the last -macro sequence entered. This is the action in the "action buffer". -This isn't necessarily the macro sequence currently bound to this key. -This is the action that will be bound to the current trigger key if -you hit Enter. - -You may type in an action string to replace the one after the prompt. -Hit Enter when you are finished. - -For ToME you can quit the command assignment by hitting -Esc. The new action entered won't be assigned, and the previous one -will remain unaltered. - -<FONT COLOR="#00FFFF">= Remove a macro =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Removes the macro from the trigger key by creating an identity macro -on that key for itself. So the macro isn't completely removed, just -overwritten. The new identity macro will be saved when the macros are -appended to a file. This is different from the "Remove a keymap" -command, which completely removes the keymap. - -<FONT COLOR="#00FFFF">----------------------------------------------------------------------</FONT> -The following "keymap" commands only apply to the current "mode" -(original/roguelike). Keymaps for the other mode will be unaffected. -Because keymaps can only be bound to trigger keys which have a system -independent representation, some key presses won't be recognised by -these editing commands. They will instead wait until you press a valid -trigger key. -<FONT COLOR="#00FFFF">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Append keymaps to a file =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Works just like "Append macros to a file". These are appended after a -header comment "# Automatic keymap dump". - -<FONT COLOR="#00FFFF">= Query a keymap =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Works just like "Query a macro". This will show "Found a keymap" on -the message line if it found one, and will display "Keypress: <map>". -This will show "Found no keymap" on the message line if it didn't -find a keymap. This command doesn't alter any settings. It will return -to the main menu after you hit any key it recognises. - -<FONT COLOR="#00FFFF">= Create a keymap =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Works just like the "Create a macro" command. Keymaps can only be -assigned to keys which have a system independent representation. Note -that creating a keymap will cause the behavior of any macro whose -action string contains that key to change. - -<FONT COLOR="#00FFFF">= Remove a keymap =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Removes the keymap completely from the trigger key. If the key had a -built-in command it can now be used again. Note that removing a keymap -will cause the behavior of any macro whose action string contained -that key to change. This behaves differently from the "Remove a macro" -command, which creates an identity macro. - -If the original "command" was itself a keymap, removing a user-entered -keymap won't restore it. Example: the key (n) is bound to the built-in -command "Repeat last action" in file "pref.prf" via a keymap. If you -add a keymap for (n) and then remove it, the "Repeat last command" -functionality won't be restored. You will have to add it back by hand, -or reload a pref file that contains that stored keymap. <FONT COLOR="#00FFFF">In particular</FONT> -<FONT COLOR="#00FFFF">almost all roguelike commands are now implemented as keymaps.</FONT> - -<FONT COLOR="#00FFFF">= Enter a new action =</FONT> -<FONT COLOR="#00FFFF">-----------------------------------</FONT> -Allows entering a new action. Actions are entered into a static buffer -which is shared by both macros and keymaps. The action string entered -will become the default action for creating a keymap or action, and -will only change when a keymap or macro is created with a different -action string, or when one is queried. Note that the same action can -be bound to multiple trigger keys by hitting Enter when using the -commands to create a keymap/macro. - -<A NAME="20"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">11. Advanced Macro Techniques</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -This section outlines advanced techniques not really required for game -play. But macros become addictive after a while ... - -Action strings in this section are enclosed in braces {} because many -use a double quote (") inside the action string. These are not -inscriptions. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">11.1 Set current action using (@) command in an action</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -{"@0<str>\r\e} -@ - Interact with macros -0 - Enter a new action -<str>- (action string) -\r - Enter the action -\e - Exit the macro editor - -This will work when bound to a macro. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">11.2 Set current action using (") command in an action</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -{"A:<action>\r} - sets the current action. -" - Enter pref line -A: - Action line -<str>- (action string) -\r - Enter the action - -This works in either a macro or keymap. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">11.3 Create a new keymap using (") command in an action</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -{"A:<act>\r"C:0:<key>\r} -Here <act> can't contain an '\r' or '\e'. - -Example {"A:z0\r"C:0:J\r} binds action "z0" to (standard) keymap 'J'. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">11.4 Create a new macro using (") command in an action</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -{"A:<act>\r"P:<key>\r} -Here <act> can't contain an '\r' or '\e'. -Here <key> is a standard key. (not a "special" one like F1, \b, or ^A) - -Example -{"A:<action1>\r"P:j\r} binds action <action1> to trigger 'j'. -{"A:<action2>\r"P:j\r} binds action <action2> to trigger 'j'. -If we bind these 2 macros to different trigger keys, the action that -is on key (j) can be swapped back and forth. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">11.5 Turning an option on/off in an action</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Turn an option on: -{"Y:<option_name>\r} - -Turn an option of: -{"Y:<option_name>\r} - -Example: Turn (quick_messages) on, do an action, and turn it back off: -{"Y:quick_messages\r<action>"X:quick_messages\r} - -This will work in either a macro or keymap. <option_name> is the name -of the option as it appears in the option editor accessed through the -(=) command. These are also listed in the help file <A HREF="option.html">"option.txt"</A>. Note -that option names contain underscores instead of spaces. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">11.6 Inscribe/Uninscribe an item in an action</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -(These action strings are enclosed in double quotes) - -Inscribe an item: -"{<item>\s<inscr>\r" - -Uninscribe an item: -"}<item>\r" - -<item> must be the inventory letter of the item, possibly preceded by -a '/' to switch to the equipment list. You can't use digit labels for -items with inscriptions that contain the command triggers '{' or '}', -but you can use "@<digit>". - -This will work in either a macro or keymap. - -<A NAME="41"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">12. Problems</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">12.1 Keys to avoid remapping</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -These don't really *need* to be avoided, but all carry dangers of one -kind or another. You should think through potential problems before -deciding to use them. You have been warned. - -<FONT COLOR="#00FFFF">= Navigation keys =</FONT> -Enter, Esc, Backspace, ... -These aren't a good choice unless you *really* need them. If you do it -is far better to use keymaps. If you bind a macro to the Enter key, -you will lose the ability to enter line-based commands like Inscribe. - -<FONT COLOR="#00FFFF">= Commands generated internally =</FONT> -(_) Enter store -This command is generated internally by the game when the player moves -onto the door of a store. In some versions, if this key has a keymap -bound to it, that will fire when you try to enter a store. - -<FONT COLOR="#00FFFF">= Keys with important Operating System meanings =</FONT> -^Z (un*x) Suspends the game and returns to the command shell. This - is an operating system command, not an Angband command. - Command "fg" returns to Angband. -^\, ^D, ^S - These are keys that shouldn't be bound to macros or have their - behavior altered. - -<FONT COLOR="#00FFFF">= Keys with dangerous ToME meanings =</FONT> -(Q) Quit (commit suicide), (k) destroy item, (^A) Enter Debug mode... -Using these as triggers is dangerous in case, for some reason, you -wind up in a situation where the macro hasn't loaded or is disabled. -You also don't want to get into a habit of typing these too fast. - -<FONT COLOR="#00FFFF">= Selection keys =</FONT> -(e) Equipment, (i) Inventory, (-) Floor item, (/) Switch inventory -lists. You should avoid binding these as macro triggers, to prevent -making inventory and choice management next to impossible. But even as -keymaps they hold some dangers. -Example: you bind keymap on '-' to destroy item on the floor. Now if -you try to do an action on a floor item, and it fails (such as using -rod to identify), then the '-' can be taken from the input stream and -used as a keymap, which would destroy the item you tried to identify. - -<FONT COLOR="#00FFFF">= Response keys =</FONT> -(y) yes, (n) no, (Esc) cancel, (Space) skip message,... -Binding macros to these is a <FONT COLOR="#FF00FF">Very Bad Idea.</FONT> Macro expansion will then -be done when you answer a question like "Are you sure you want to quit -the game without saving?". The expanded macro action string will be -used as the input, and may not lead to the answer you were trying for. -Keymaps don't have this problem. As a rule you should never use a -macro instead of a keymap unless necessary. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">12.2 Num lock</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Whether/not NumLock is on can make a difference for some macros. -For example, if NumLock is on under X11 the 'X' macro won't work. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">12.3 Recovering</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Restarting ToME clears all macros entered during the last session. - -You can use "Load a pref file" in the "Interact with macros" screen to -reload a good set of prefs, overwriting bad ones being used. This will -not "erase" a macro/keymap which doesn't have a corresponding saved -one in the pref file. So if you add a macro/keymap to a trigger key -which didn't have anything bound to it, reloading the pref file won't -restore the key to its original state. - -If you still have problems, restore or edit any modified *.prf files -that might be loaded. - -Try saving your macros, and examine them to see what went wrong. - -<FONT COLOR="#00FFFF">You can use the backspace '' key at the command prompt to use the</FONT> -<FONT COLOR="#00FFFF">original "underlying" command bound to that key. For example, if you</FONT> -<FONT COLOR="#00FFFF">bound the key '@' to a macro, you wouldn't be able to enter the macro</FONT> -<FONT COLOR="#00FFFF">editor to rebind it to itself.</FONT> Pressing '\' first, then '@' causes the -command handler to use the built-in command, which allows you to enter -the command editor. Note: when you use the backspace inside an action -string, you have to double it as "\\". Do not use just a single back- -slash, or it will be ignored, and possibly alter the meaning of the -character that follows it. - -You can remove a macro/keymap from an essential key (such as the Esc -key). Use the (@) "Interact with macros" command to access the remove -commands. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">12.4 Unrecognised keys</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<FONT COLOR="#00FFFF">= Un*x =</FONT> - -Function keys may not be recognised on some Un*x systems. - -<FONT COLOR="#00FFFF">= PC/Dos/Windows =</FONT> -Doesn't recognise the WINDOWS key (start menu) or the APPLICATION key -(context menu). - -On some systems, doesn't recognise modifier keys (Alt, Ctrl, Shift) on -keypad keys when NumLock is on. - -See special_key_list[] in "main-win.c" for list of "special" keys that -are recognised. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">12.5 Nonexistent commands</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Macros and keymaps can only be bound to keypresses. The game state -changing isn't a keypress, so you can't trigger an action when you -become hungry, blind, confused, slowed, pseudo-id an item, pick up an -item, gain a level, have a rod recharge, or any other event that isn't -directly triggered by a keypress. - -"Attacking" also isn't a command, but you can use commands (+) Alter -grid, (;) Walk, and (.) Run. - -So you don't really _attack_ Morgoth, you just _alter_ him. First he's -alive, then he's not. :) - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">12.6 File permissions</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -If you lack write permission to the pref file currently loaded by the -game, try saving to a file with a new name. The macros can be copied -over "by hand" later. - -<A NAME="42"></A><FONT COLOR="#FF0000">======================================================================</FONT> -<FONT COLOR="#FF0000">13. Miscellaneous</FONT> -<FONT COLOR="#FF0000">======================================================================</FONT> - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">13.1 References</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -<A HREF="command.html">"COMMAND.TXT"</A> -- lists standard and roguelike keys and commands. full descriptions. -- long description of command behavior. -- intro to macros and user pref files. - -<A HREF="dungeon.html#8">"DUNGEON.TXT"</A> -- look under "Objects Found in the Dungeon". - -<A HREF="option.html">"OPTION.TXT"</A> -- list of options and their descriptions. - -"INSCRIPTIONS.HTML" -- short intro by Julian Lighton. Available from -"http://www.fragment.com/~jl8e/angband/inscriptions.html". - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">13.2 Contributors</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -This FAQ was largely compiled from newsgroup postings to "r.g.r.a". -So thanks to the generous contributors to the newsgroup! Email -addresses have been removed to foil spam-bots. - -Ben Harrison -- maintainer: Angband 2.7.1 - 2.8.5, =Ben= in source. -Robert Ruehlman -- maintainer: Angband 2.9.0 - present. -DarkGod -- maintainer: PernAngband 2.9.9a - present - -Scott Bigham, DamonShawX, Jonathan Ellis, George W. Harris, Roger -Hoyle, Graham S. Johnson, Chris Kern, Matthias Kurzke, Steve Lamb, -Julian Lighton, Art Mruczek, Daniel Nash, Timo Pietil, Jack Wise, -Greg Wooledge, and others. - -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">13.3 Legalese</FONT> -<FONT COLOR="#00FF00">----------------------------------------------------------------------</FONT> - -Copyright 2000 Jim Lyon and others. Redistribution of unaltered copies -of this document is permitted without restriction. Distribution of -altered copies is permitted without restriction as long as the -alteration does not significantly alter the content. (For example, -translation and conversion to another format is permitted.) -Distribution of all other altered copies is permitted as long as credit -for previous authors is maintained, the contact information is -replaced with that of the alterer, and redistribution is not further -restricted. - -Edited for PernAngband V5.x.x by Dawnmist with permission from Jim Lyon -August 2001. All comments to angband@dawnmist.8m.com -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/magic.html b/lib/help/magic.html deleted file mode 100644 index 7a1cf711..00000000 --- a/lib/help/magic.html +++ /dev/null @@ -1,151 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="03"></A><FONT COLOR="#FF0000"> === ToME Magic system ===</FONT> - -<A HREF="magic.html#2">Wands and Staves</A> - -For the basics of how to use skills, please see <A HREF="skills.html">Using Skills</A>. - -In ToME you have a basic <A HREF="skills.html#21">Magic</A> skill. This skill is one of the most -important one for a spellcaster, since it is responsible for how much mana you -have. You can never have too much of it. If you like magical devices, the -Magical Device skill is also important, since it controls the Magical -Device ability of your character. This ability again dictates the fail rates -of use of wands/rods/staffs and activation of random-artifacts/artifacts, and -it will also increase the power of these items. -<A NAME="01"></A>ToME uses skills to define the various schools of magic. There are 11 primary -schools: - <A HREF="m_mana.html">Mana</A> <A HREF="m_fire.html">Fire</A> <A HREF="m_water.html">Water</A> - <A HREF="m_air.html">Air</A> <A HREF="m_earth.html">Earth</A> <A HREF="m_meta.html">Meta</A> - <A HREF="m_convey.html">Conveyance</A> <A HREF="m_divin.html">Divination</A> <A HREF="m_tempo.html">Temporal</A> - <A HREF="m_mind.html">Mind</A> <A HREF="m_nature.html">Nature</A> - -Other magical skills, generally being used primarily by characters of a specific -class are: - <A HREF="m_demono.html">Demonology</A> <A HREF="m_necrom.html">Necromancy</A> <A HREF="skills.html#36">Runecraft</A> - <A HREF="m_thaum.html">Thaumaturgy</A> <A HREF="skills.html#49">Alchemy</A> <A HREF="m_geoman.html">Geomancy</A> - -The <A HREF="m_demono.html">Demonology</A> skill is primarily used by <A HREF="c_demono.html">Demonologists</A> for their special -spells, whereas the <A HREF="m_necrom.html">Necromancy</A> skill is used by <A HREF="c_necro.html">Necromancers</A> for their own set -of special spells. -The same goes for <A HREF="skills.html#36">Runecraft</A>, which is used by <A HREF="c_runecr.html">Runecrafters</A> to allow use of more -difficult runes or rune-combinations. <A HREF="m_thaum.html">Thaumaturgy</A> gives you a randomly chosen -attack spell, and as such each game with it will be different. <A HREF="c_geoman.html">Geomancers</A> -harness the powers of the elements using <A HREF="m_geoman.html">Geomancy</A>. Lastly we have -<A HREF="skills.html#49">Alchemy</A>, which is used by <A HREF="c_alchem.html">Alchemists</A>. - -In addition to the schools of magic, you can get access to special sets of -spells if you worship a God. There are currently four good Gods, -<A HREF="g_eru.html">Eru Iluvatar</A>, <A HREF="g_manwe.html">Manwe Sulimo</A>, <A HREF="g_yavann.html">Yavanna Kementari</A> and <A HREF="g_tulkas.html">Tulkas</A>. There is also an evil -god, <A HREF="g_melkor.html">Melkor</A>. Each of them gives you access to different types of spells. - -<A HREF="c_pr_drk.html">Worshippers of Melkor</A> also have access to the special <A HREF="m_udun.html">Udun</A> school of magic, -whereas other <A HREF="c_priest.html">Priests</A> and <A HREF="c_mindcr.html">Mindcrafters</A> can use <A HREF="m_mindcr.html">Mindcrafting Powers</A>. - -<A HREF="c_symbia.html">Symbiants</A> have access to their own special brand of <A HREF="m_symbio.html">magic powers</A>, and <A HREF="c_bard.html">Bards</A> have -access to <A HREF="m_music.html">Songs</A>, which affect creatures in ways that can appear to be magical. - -The 11 different primary schools give you access to different spells of -variable usefulness. The way they work is that by adding skill points to a -specific school will enable you to get higher level spells for that specific -school. By level requirements for a specific spell you could actually say skill -requirement, since they correlate exactly. Let's take a simple example: -If you have the <A HREF="m_mana.html">Mana</A> school skill at level 24.000, it means you can use any -spell in the mana school up to and including those requiring level 24. <FONT COLOR="#00FFFF">There are</FONT> -<FONT COLOR="#00FFFF">also some spells requiring a certain skill level in two schools, and there is a</FONT> -<FONT COLOR="#00FFFF">possibility of spells requiring three or more. For these kind of spells the </FONT> -<FONT COLOR="#00FFFF">spell level is determined by taking an average of the necessary skills. </FONT> -When calculating spell level for spells which require more than one school, -sorcery (or god-granted access) can be used in place of the primary schools in -the normal way. Once the average has been calculated, any bonus from the -spell-power skill can also be applied as normal. If one of the schools required -is the Udun school, then the appropriate bonus from character level will be -applied. Lastly, if you look at a spell, and the spell level reads -2 or some -other negative value while it's also grayed out, that means you need to -increase the corresponding school's skill level by 3, since only 2 will have -it end up on spell level 0, where it still is unusable. If it reads n/a, you -currently have no skill points in that school. - -Another thing that should be explained about the skills and schools of magic -right now, is that the skill doesn't stop being useful only for gaining spells. -The higher the skill level, the higher the spell level will be, and the more -powerful your spells will be. For instance, say you have the <A HREF="m_mana.html">Mana</A> skill at -level 24. Now, the Manathrust spell is one of the spells for that school -that only requires skill level 1, but since you've got skill at level 24, the -power of the spell is increased as well. For comparison, a level 1 -Manathrust costs 1 mana and does 4d2 damage, while at level 24 it costs 12 -mana and does a whopping 27d10 damage. - -The <A HREF="skills.html#23">Sorcery</A> skill is a nice skill, since it gives you -access to all the 11 primary schools of magic, just as if you'd spend an equal -amount of skill points in all the skills. It's available to any mage character, -but only a <A HREF="c_sorcer.html">Sorceror</A> will be able to be proficient in it. Also, having this -skill at level 1 will give you a hitpoint-penalty of 1%, all the way up to -skill level 50, with a hitpoint-penalty of 50%. There is also a ToHit and a -ToDam penalty in here too. - -There is also the <A HREF="skills.html#22">Spell Power</A> skill. This skill is rather nice, since it -will augment the spells you already have access to. The distinction between this -and the others, is that it will not grant you new spells, but instead increases -the levels of spells. At level 50 it grants 20 extra spell levels. <FONT COLOR="#00FFFF">This skill </FONT> -<FONT COLOR="#00FFFF">only affects the 11 primary schools</FONT> (Mana, Earth, Air, Fire, Water, Meta, -Mind, Temporal, Conveyance, Divination and Nature) as well as Geomancy and the -spells granted by the Gods. - -There is also the Magic-Device skill which affects your ability to use wands, -staves, rods and to activate special objects. It also affects the spell-levels -of the staff and wand spells, as explained below. -<A NAME="02"></A><A NAME="04"></A><A NAME="05"></A><FONT COLOR="#00FF00">Wands and Staves</FONT> - -Wands and staves (sticks) operate in a similar fashion, and in fact most of -them use the same spells with the same effects. When you pick up a stick, you'll -see it has two numbers in the format [x|y] in addition to the number of charges -it holds. By increasing your magic-device skill you can increase the level (and -hence the power) of the spell in that stick. The x value are skill level -bonuses which the staff itself holds, and these are added onto your existing -magic-device skill for the purpose of using the staff. The y value is the -maximum possible skill level for that stick. Things are balanced by the use of a -"minimum magic-device skill level required to raise spell level". Here's an -example: -A Staff of Sense Hidden [1|10]. Your magic device skill is at 6. If you were to -identify the staff and then 'I'nspect it, you would see the following -information: - -<FONT COLOR="#FFFFFF"> Spell describtion: -<FONT COLOR="#FFFFFF"> Detects the traps in a certain radius around you -<FONT COLOR="#FFFFFF"> At level 15 it allows you to sense invisible for a while -<FONT COLOR="#FFFFFF"> Spell level: </FONT><FONT COLOR="#00FFFF">3 -<FONT COLOR="#FFFFFF"> Minimun Magic Device level to increase spell level: </FONT><FONT COLOR="#00FFFF">5 -<FONT COLOR="#FFFFFF"> Spell fail: </FONT><FONT COLOR="#008040">2</FONT><FONT COLOR="#008040">3 -<FONT COLOR="#FFFFFF"> Spell info: </FONT><FONT COLOR="#FFFF00">r</FONT><FONT COLOR="#FFFF00">a</FONT><FONT COLOR="#FFFF00">d</FONT><FONT COLOR="#FFFF00"> </FONT><FONT COLOR="#FFFF00">1</FONT><FONT COLOR="#FFFF00">3 - -The Spell level is the level at which the spell will actually be cast. -Spell fail is the spell fail percentage. The spell info may contain the radius -of effect, amount of damage, or duration the spell might last. -The Minimum Magic Device level to increase your spell level is just that. If -your magic device skill was less than this level, then the staff would be -casting the spell at level one. Our magic device skill is 6. Therefore we are -casting at level 2 (at skill level 5, we should be casting the spell at level -1). Then we add the bonus from the staff of 1, which gives us our spell level -of 3. If our magic device in this example had been 14, this would have given us -a spell level of 1 + (14 - 5 + 1) = 11. This is calculated from the formula: -spell level = staff bonus + (magic device - minimum magic device + 1)). -However given that the maximum spell level with this staff is 10, you'll be -casting with a spell level of 10. -As you get deeper into the dungeons, the bonuses and maximum spell levels -increase. - - Written by: vrak AKA Per-Arne Holtmon Akoe - Wands and Staves section added by fearoffours -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/newbie.html b/lib/help/newbie.html deleted file mode 100644 index 4be54dfc..00000000 --- a/lib/help/newbie.html +++ /dev/null @@ -1,28 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">Welcome to the ToME New Players Help System.</FONT> -<FONT COLOR="#FF0000">=============================================</FONT> - -Please choose one of the following help files: - - <A HREF="whattome.html">(a) What is ToME?</A> - <A HREF="birth.html">(b) Creating a character</A> Race, class, gods, stats + more - <A HREF="explore.html">(c) Exploring the town and dungeon</A> Dungeons, commands, features - <A HREF="experien.html">(d) Gaining experience</A> Skills and abilities - <A HREF="magic.html">(e) Using magic and magical items</A> Magic schools, the 'm' menu, wands etc - <A HREF="TANG.html">(f) The ToME newbie guide</A> - - <A HREF="help.html">(z) Main Help menu</A> - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/option.html b/lib/help/option.html deleted file mode 100644 index 14167029..00000000 --- a/lib/help/option.html +++ /dev/null @@ -1,698 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="05"></A><FONT COLOR="#FF0000">=== Options and Effects (ToME 2.1.x) ===</FONT> - -Most of the "options" are accessible through the '=' command, which provides -an interface to the various "sets" of options available to the player. - -In the descriptions below, each option is listed as the textual summary -which is shown on the "options" screen, plus the internal name of the -option in brackets, followed by a textual description of the option. - -Note that the internal name of the option can be used in user pref files -to force the option to a given setting, see <A HREF="command.html#105">"command.txt"</A> for more info. - -Various concepts are mentioned in the descriptions below, including "disturb", -(cancel any running, resting, or repeated commands, which are in progress), -"flush" (forget any keypresses waiting in the keypress queue, including any -macros in progress), "fresh" (dump any pending output to the screen). - -<A NAME="06"></A><FONT COLOR="#FF0000">=== Birth/Startup Options ===</FONT> - -The birth or startup options are only able to be changed during character -creation, and can be accessed by typing = during the creation process. They -can also be viewed from the option menu while playing, but not changed then. - -<FONT COLOR="#00FF00">Maximise stats [maximize]</FONT> - Maximise causes the "race" and "class" stat bonuses to be applied as - "equipment" bonuses. This usually makes the character harder at the - beginning of the game, but easier later on, since the stats are no longer - limited to a "natural" value of "18/100". - -<FONT COLOR="#00FF00">Preserve artifacts [preserve]</FONT> - Preserve artifacts cancels all level feelings of the "special" variety, - but allows "missed" artifacts to be "saved" by wandering monsters and - found again at a later time. This only works for non-identified artifacts. - -<FONT COLOR="#00FF00">Specify 'minimal' stats [autoroll]</FONT> - Uses the standard autoroller for character creation. This allows the player - to specify a series of minimum values for the stats, and the game will keep - rerolling until it achieves them (or 1 million rolls, whichever comes first). - Be warned however, that there is a maximum power permitted for a starting - character. Setting one stat to near maximum is easily achievable, 2 is - reasonable, but 3 would require the remaining 3 stats to be near their - minimum values. - -<FONT COLOR="#00FF00">Generate character using a point system [point_based]</FONT> - Allows the player to split a certain amount of points around their stats. It - results in the player being able to get one or two really high stats, at the - expense of other not-so-important stats. Unused points convert into starting - gold for the player. - -<FONT COLOR="#00FF00">Generate persistent dungeons [permanent_levels]</FONT> - Setting this option means that level 1 of the dungeon will always have - the same dungeon map each time you visit it (like the Nethack dungeon). - -<FONT COLOR="#00FF00">Always generate very unusual rooms [ironman_rooms]</FONT> - Tries to place a special room or vault on every dungeon level. Very fun, - but extremely deadly - imagine that GCV with Lokkak on dungeon level 1! - -<FONT COLOR="#00FF00">Allow notes to be written to a file [take_notes]</FONT> - Allows any player written notes (with the "|" command) to be written to - a file and kept (instead of being put in the message list). - -<FONT COLOR="#00FF00">Automatically note important events [auto_notes]</FONT> - Used in conjunction with the take_notes option, this option makes a note - each time you gain a level, kill a unique, find an artifact, etc. - -<FONT COLOR="#00FF00">Fast autoroller (NOT on multiuser systems) [fast_autoroller]</FONT> - The normal autoroller has a built in delay that help prevent it from - overloading a system. This option reduces that delay, allowing characters - to be rolled in a much shorter time, but should not be used on multiuser - systems. - -<FONT COLOR="#00FF00">Allow use of some 'joke' monsters [joke_monsters]</FONT> - Allows monsters flagged as being some of DarkGod's jokes to be generated. - -<FONT COLOR="#00FF00">Always make small levels [always_small_level]</FONT> - Overwrites the in-game option of small_levels, generating smaller levels - whenever possible. - -<FONT COLOR="#00FF00">You can receive fates, good or bad [fate_option]</FONT> - Allows the player to turn off ToME's <A HREF="fatespoi.html">fates</A> for that character. - -<A NAME="07"></A><FONT COLOR="#FF0000">IN GAME OPTIONS</FONT> -<FONT COLOR="#FF0000">===============</FONT> - -These options are available from within the game, and can be toggled on and -off at will during the course of the game. - -<A NAME="08"></A><FONT COLOR="#FF0000">=== Option Set 1 -- User Interface ===</FONT> - -<FONT COLOR="#00FF00">Rogue-like commands [rogue_like_commands]</FONT> - Selects the "roguelike" command set (see <A HREF="command.html">"command.txt"</A> for info). -<A NAME="1"></A><FONT COLOR="#00FF00">Activate quick messages [quick_messages]</FONT> - Allows the use of any keypress as a response to the "-more-" prompt - (useful for monster farming). Allows most keys to mean "no" to any - "[y/n]" prompt. - -<FONT COLOR="#00FF00">Prompt for various information [other_query_flag]</FONT> - No longer used. - -<FONT COLOR="#00FF00">Prompt before picking things up [carry_query_flag]</FONT> - Forces the game to ask you if you want to pick something up when you - do something that would normally cause the item to be picked up. -<A NAME="4"></A><FONT COLOR="#00FF00">Use old target by default [use_old_target]</FONT> - Forces all commands which normally ask for a "direction" to use the - current "target" if there is one. Use of this option can be dangerous - if you target locations on the ground, unless you clear them when done. - -<FONT COLOR="#00FF00">Pick things up by default [always_pickup]</FONT> - Tells the game that walking onto an item should attempt to pick it up. - Otherwise, you must use the "g" command, or the "-" command while walking. - Combined with "carry_query_flag" (Prompt before picking things up), allows - you to selectively pick up all items which you step on. - -<FONT COLOR="#00FF00">Prompt before picking up heavy objects [prompt_pickup_heavy]</FONT> - Generates a prompt whenever the character tries to pick up an item that - would slow them down. - -<FONT COLOR="#00FF00">Repeat obvious commands [always_repeat]</FONT> - Tells the game that when you attempt to "open" a door or chest, "bash" - a door, "tunnel" through walls, or "disarm" traps or chests, that you - wish to "repeat" the command 99 times (see <A HREF="command.html">"command.txt"</A>). - -<FONT COLOR="#00FF00">Show dungeon level in feet [depth_in_feet]</FONT> - Display the dungeon depth in "feet" instead of as an actual level (one - level is equivalent to 50'). This also affects the monster memory display. - -<FONT COLOR="#00FF00">Merge inscriptions when stacking [stack_force_notes]</FONT> - Force otherwise identical objects to merge, even if one has an empty - inscription and the other does not. The resulting stack keeps the - non-empty inscription. - -<FONT COLOR="#00FF00">Merge discounts when stacking [stack_force_costs]</FONT> - Force otherwise identical objects to merge, even if they have different - discounts. The resulting stack keeps the largest discount. This option - may cause you to lose "value", but will give you optimal pack usage. - -<FONT COLOR="#00FF00">Show labels in object lists [show_labels]</FONT> - Display the "labels" for objects in the "equipment" list, and in any - "special" window which is displaying the "equipment". These labels - indicate what the player is "using" the object for, such as "wielding" - or "wearing" (in a given location). After you have played for a while, - this information is no longer useful, and can be annoying. - Note that in ToME this option no longer controls the "plain - flavoured object descriptions": a separate option for them has been added - under "ToME Options". - -<FONT COLOR="#00FF00">Show weights in object lists [show_weights]</FONT> - Display the weights of objects in the "inventory" and "equipment" lists, - and in "stores", and in any "special" window which is displaying any of - these lists. - -<FONT COLOR="#00FF00">Show graphics in inventory list [show_inven_graph]</FONT> - Display the graphics of objects in the "inventory" list, and in any "special" - window which is displaying the "inventory" list. - -<FONT COLOR="#00FF00">Show graphics in equipment list [show_equip_graph]</FONT> - Display the graphics of objects in the "equipment" list, and in any "special" - window which is displaying the "equipment" list. - -<FONT COLOR="#00FF00">Show graphics in stores [show_store_graph]</FONT> - Display the graphics of objects in the "store" list. - -<FONT COLOR="#00FF00">Show choices in certain sub-windows [show_choices]</FONT> - Indicate legal choices in "special" windows which display lists. - -<FONT COLOR="#00FF00">Show details in certain sub-windows [show_details]</FONT> - Indicate extra details in "special" windows, currently used to activate - the display of "death counts" and "monster descriptions" when recalling - details about a monster. - -<FONT COLOR="#00FF00">Audible bell (on errors, etc) [ring_bell]</FONT> - Attempt to make a "bell" noise when various "errors" occur. - -<FONT COLOR="#00FF00">Use color if possible (slow) [use_color]</FONT> - This option enables the software support for "color". Since this makes - the game slower, you should always disable this option if you are using - a machine which is not capable of using color. - -<A NAME="09"></A><FONT COLOR="#FF0000">=== Option Set 2 -- Disturbance ===</FONT> - -<FONT COLOR="#00FF00">Run past stairs [find_ignore_stairs]</FONT> - Ignore stairs when running. - -<FONT COLOR="#00FF00">Run through open doors [find_ignore_doors]</FONT> - Ignore open doors when running. - -<FONT COLOR="#00FF00">Run past known corners [find_cut]</FONT> - Cut sharply around "known" corners when running. This will result in - "faster" running, but may cause you to run into a "lurking" monster. - -<FONT COLOR="#00FF00">Run into potential corners [find_examine]</FONT> - Fully explore "potential corners" in hallways. - -<FONT COLOR="#00FF00">Disturb whenever any monster moves [disturb_move]</FONT> - Disturb the player when any monster moves, appears, or disappears. - This includes monsters which are only visible due to telepathy, so - you should probably turn this option off if you want to "rest" near - such monsters. - -<FONT COLOR="#00FF00">Disturb whenever viewable monster moves [disturb_near]</FONT> - Disturb the player when any viewable monster moves, whenever any - monster becomes viewable for the first time, and also whenever any - viewable monster becomes no longer viewable. This option ignores - the existence of "telepathy" for the purpose of determining whether - a monster is "viewable". See also the "view_reduce_view" option. - -<FONT COLOR="#00FF00">Disturb whenever map panel changes [disturb_panel]</FONT> - This option causes you to be disturbed by the screen "scrolling", - as it does when you get close to the "edge" of the screen. - -<FONT COLOR="#00FF00">Disturb whenever leaving trap-detected area [disturb_detect]</FONT> - This option causes you to be disturbed whenever you are leaving - a trap-detected area. - -<FONT COLOR="#00FF00">Disturb whenever player state changes [disturb_state]</FONT> - This option causes you to be disturbed whenever the player state - changes, including changes in hunger, resistance, confusion, etc. - -<FONT COLOR="#00FF00">Disturb whenever boring things happen [disturb_minor]</FONT> - This option causes you to be disturbed by various boring things, - including monsters bashing down doors, inventory feelings, and - beginning to run out of fuel. - -<FONT COLOR="#00FF00">Disturb whenever random things happen [disturb_other]</FONT> - In ToME, uncursed teleporting items may teleport you around - sometimes, asking for your confirmation (and possibly disturbing - your rest). If you unset this option, they will stop asking you - and teleporting you randomly. Cursed items will neither ask for - confirmation nor stop teleporting you even if this option is - unset. - -<FONT COLOR="#00FF00">Alert user to critical hitpoints [alert_hitpoint]</FONT> - Produce a "bell" noise, and flushes all pending input, when your hitpoints - reach the "critical point" chosen elsewhere, preventing stupid deaths. - -<FONT COLOR="#00FF00">Alert user to various failures [alert_failure]</FONT> - Produce a "bell" noise, and flushes all pending input, when various - "failures" occur, as described above. - -<FONT COLOR="#00FF00">Get last words when the character dies [last_words]</FONT> - Display a random line from the "death.txt" file when your character - dies. If this option is not selected, the "You die." message is displayed - instead. - -<FONT COLOR="#00FF00">Allow shopkeepers and uniques to speak [speak_unique]</FONT> - If this option is in use, shopkeepers may sometimes whisper rumours to - you. Also certain monsters start boasting as they attack you, and, when - they die, they say their 'last words'. A speaking monster may also (if - the option is selected) be wanted by the law, in which case you get the - reward if you kill it. - -<FONT COLOR="#00FF00">No query to destroy known worthless items [auto_destroy]</FONT> - It can sometimes be annoying that the Destroy command asks for confirmation - when you are attempting to destroy a Broken sword {cursed}. If this option - is set, no confirmation will be asked if you attempt to destroy an object - which you know to be worthless. Of course, cursed artifacts cannot be - destroyed even if this option is set. - -<FONT COLOR="#00FF00">Confirm to wear/wield known cursed items [confirm_wear]</FONT> - Some players may occasionally, due to a typing mistake, find themselves - wearing an item which they knew was cursed. If this option is set, you - should be safe from such typing mistakes: you will be prompted if you - attempt to wear or wield an item if your character knows it is cursed. - -<FONT COLOR="#00FF00">Prompt before exiting a dungeon level [confirm_stairs]</FONT> - Some players (such as myself) often accidentally press the '<' key - and exit a Special feeling level. If this option is set, the program - asks for confirmation before you go up or down the stairs. Others may - find the prompt annoying, they should of course not set this option. :-) - -<FONT COLOR="#00FF00">Disturb when visible pets move [disturb_pets]</FONT> - The player may wish that some of the disturbance options do not apply - to pets: for example, it can be annoying if your rest is always disturbed - by a pet dog who pops in every now and then. By default, pets do not - disturb you even if full monster disturbance options are set. If you - want your pets to disturb you like normal monsters, set this option. - -<FONT COLOR="#00FF00">Automatically open doors [easy_open]</FONT> - Opens (and unlocks) doors by walking into them. - -<FONT COLOR="#00FF00">Automatically disarm traps [easy_disarm]</FONT> - Disarms traps by walking into/over them. - -<FONT COLOR="#00FF00">Automatically tunnel walls [easy_tunnel]</FONT> - Automatically tunnels into walls by walking into them. - -<A NAME="10"></A><FONT COLOR="#FF0000">=== Option Set 3 -- Game-play ===</FONT> - -<FONT COLOR="#00FF00">Auto-haggle in stores [auto_haggle]</FONT> - Disable "haggling" in stores, resulting in a ten percent sales tax - on items which you would have otherwise been forced to haggle for. - When this option is on, all prices listed in stores will be the - actual price that you pay for an item, as opposed to the price - that the shop-keeper will suggest. - -<FONT COLOR="#00FF00">Auto-scum for good levels [auto_scum]</FONT> - This is a hack but allows you to force the generation of "good" levels - in the dungeon. This option may be extremely slow on some machines, - especially deep in the dungeon. The minimum "goodness" of the level - is based on the dungeon level, so the deeper you go, the better the - level will be. A lot of people consider this option to be cheating. - -<FONT COLOR="#00FF00">Allow weapons and armor to stack [stack_allow_items]</FONT> - Allow identical weapons and armor to be combined into a stack. This - also allows unidentified, but identical, ammo to be combined, which - may result in the auto-identification of some of the ammo, but which - makes it a lot easier to actually use unidentified ammo. - -<FONT COLOR="#00FF00">Allow wands/staffs/rods to stack [stack_allow_wands]</FONT> - Allow identical wands/staffs/rods to be combined into a stack. This - may force the items to be "unstacked" to use them, which may result - in "overflow" of the stack. Also, the entire stack can be recharged - (and possibly destroyed) at the same time. - -<FONT COLOR="#00FF00">Expand the power of the look command [expand_look]</FONT> - Expand the "look" command to allow the user to "look" at grids which - are not actually in view of the player, allowing the examination of - objects/monsters which have only been detected by spells, or sensed - via telepathy. - -<FONT COLOR="#00FF00">Expand the power of the list commands [expand_list]</FONT> - Expand the "listing" commands so that they "wrap" at the "edges" of - the appropriate list. This allows the "look" and "target" commands - to "cycle" through all appropriate grids forever, and the "identify - symbol" to browse through all of the monsters of a given type. - -<FONT COLOR="#00FF00">Map remembers all perma-lit grids [view_perma_grids]</FONT> - Memorise all perma-lit floor grids which are seen by the player. - This option allows you to keep track of which explored floor grids - were perma-lit, but does not distinguish between dark floor grids, - unexplored floor grids, and unknown grids. Turning off this option - allows the player to always know which lit floor grids are in line - of sight, but this is better accomplished by the "view_bright_lite" - option. Note that any non-floor grids which is seen by the player - are always memorised, and "object" which is seen by the player is - memorised independently from the memorisation of the grid itself. - -<FONT COLOR="#00FF00">Map remembers all torch-lit grids [view_torch_grids]</FONT> - Memorize all (torch-lit) floor grids which are seen by the player. - This option not only allows you to keep track of which floor grids - have been explored, but also which ones are "dark", because the use - of this option activates a special "color scheme" for the display of - floor grids, in which "dark" grids are drawn in "dark gray", "lit" - grids are drawn in "white", and (if the "view_bright_lite" option is - set) "lit" grids which are also in line of sight are drawn in "orange". - Note that grids which are currently "torch-lit" are considered to be - "lit", and are thus drawn in "white", unless the "view_yellow_lite" - option is set, in which case they are drawn in "yellow". - -<FONT COLOR="#00FF00">Allow some monsters to carry light [monster_lite]</FONT> - This option allows some monsters to carry light sources around with them, - lighting up the space around them. It can also allow you to see when some - monsters are heading your way before they reach the bend in the corridor - that you are hiding behind . . . - -<FONT COLOR="#00FF00">Generate dungeons with aligned rooms [dungeon_align]</FONT> - Force all rooms to be "aligned" with the "panel" divisions. This results - in a much "prettier" dungeon, but may result in fewer greater vaults. - -<FONT COLOR="#00FF00">Generate dungeons with connected stairs [dungeon_stair]</FONT> - Always generate a staircase back to the level you came from, if you used - a staircase to get to the level. This is more "realistic", and "safer", - but less of a "challenge" for some people. - -<FONT COLOR="#00FF00">Monsters chase current location (v.slow) [flow_by_sound]</FONT> - Allow monsters to make paths to the player when they are nearby. This - option is extremely slow, but can produce viciously smart monsters. - -<FONT COLOR="#00FF00">Monsters chase recent locations (v.slow) [flow_by_smell]</FONT> - As above, but also allow monsters to take advantage of "old" trails - that you may have left in the dungeon. -<A NAME="3"></A><FONT COLOR="#00FF00">Use special symbols for the player char [player_symbols]</FONT> - If this option has been compiled in, it allows you to display your - character using race / class / sex dependent colours and graphical - symbols. Note that the support for this option may not have been - compiled in on all platforms. - -<FONT COLOR="#00FF00">Plain object descriptions [plain_descriptions]</FONT> - In ToME, this option disables "full" names for identified - 'flavored' objects, in other words, if this option is not in use, an - identified Potion of Speed could be listed (for example) as a - Blue Potion of Speed. If you prefer simpler, less verbose - descriptions, set this option. - -<FONT COLOR="#00FF00">Monsters learn from their mistakes [smart_learn]</FONT> - Allow monsters to learn what spell attacks you are resistant to, - and to use this information to choose the best attacks. - -<FONT COLOR="#00FF00">Monsters exploit players weaknesses [smart_cheat]</FONT> - Allow monsters to know what spell attacks you are resistant to, - and to use this information to choose the best attacks. - -<FONT COLOR="#00FF00">Monsters behave stupidly [stupid_monsters]</FONT> - ToME incorporates Keldon Jones' improved monster Artificial - Intelligence patch. While this patch most certainly makes monsters - behave more realistically, they will also be more deadly with the - improved AI. If you are a sissy, set this option to get the old, - really stupid monster AI. - Note that the new AI is a bit processing power expensive. If you have - an old computer (386sx) and ToME is running too slowly, you could - try turning stupid_monsters on. Or buying that Pentium II so you can - run ToME. :-) - -<FONT COLOR="#00FF00">Allow unusually small dungeon levels [small_levels]</FONT> - This option enables the creation of levels of varying sizes. Levels - that are as small as the town level (i.e. 1 'screen') are possible, - yet they can be dangerous, especially for a low level character. - Note that this option has the side effect of enabling / disabling - 'destroyed' levels (they are enabled if small levels are). - -<FONT COLOR="#00FF00">Allow empty 'arena' levels [empty_levels]</FONT> - Normal dungeon levels consist mostly of rock. If this option is in - use, levels which have empty floor instead of solid rock may also - be created (somewhat reminiscent of Nethack's "big-room" levels). - These levels can be extremely deadly, especially with breathing - monsters (since there are few obstructions to shield). Arena levels - may have vaults, nests and pits in them like normal levels. Some - arena levels are dark when they are created, but most are lit. - -<A NAME="11"></A><FONT COLOR="#FF0000">=== Option Set 4 -- Efficiency ===</FONT> - -<FONT COLOR="#00FF00">Reduce lite-radius when running [view_reduce_lite]</FONT> - Reduce the "radius" of the player's "lite" to that of a "torch" - when the player is "running", which makes running more "efficient", - but is extremely annoying. Certain older versions of Angband used - this behavior always, so "purists" should turn it on. - -<FONT COLOR="#00FF00">Reduce view-radius in town [view_reduce_view]</FONT> - No longer in use. - -<FONT COLOR="#00FF00">Avoid checking for user abort [avoid_abort]</FONT> - Avoid checking to see if the user has pressed a key during resting - or running or repeated commands. This not only makes the game much - more efficient (on many systems), but also allows the use of certain - obscure macro sequences, such as turning this option on, resting until - done, turning this option off, and casting a spell. Note that the use - of this option may be dangerous on certain "graphic" machines. Resting - for long periods of time with this option set is dangerous since the - resting may not stop until the user takes damage from starvation. - -<FONT COLOR="#00FF00">Avoid processing special colors [avoid_other]</FONT> - Avoid processing the "multi-hued" or "clear" attributes of monsters. - This will cause all "multi-hued" monsters to appear "violet" and all - "clear" monsters to appear "white", and will cause "trappers" and - "lurkers" to be visible on some machines, but it may greatly increase - efficiency especially when telepathy is active. Certain systems may - choose to set this option if they are unable to support the special - "color" processing, but if they handle graphics "correctly", by using - attr/char pairs with the "high bits" set, then not only will the game - correctly avoid using any "dangerous" color processing, but it will - allow such processing to occur when it is not dangerous. So if you - are using graphics, and you use a "normal" attr/char for the "floor" - grids, then you can use the "special lighting effects" for floors. - -<FONT COLOR="#00FF00">Flush input on various failures [flush_failure]</FONT> - This option forces the game to flush all pending input whenever various - "failures" occur, such as failure to cast a spell, failure to use a wand, - etc. This is very useful if you use macros which include "directional" - components with commands that can fail, since it will prevent you from - walking towards monsters when your spells fail. - -<FONT COLOR="#00FF00">Flush input whenever disturbed [flush_disturb]</FONT> - This option forces the game to flush all pending input whenever the - character is "disturbed". This is useful if you use macros which take - time, since it will prevent you from continuing your macro while being - attacked by a monster. - -<FONT COLOR="#00FF00">Flush input before every command [flush_command]</FONT> - This option forces the game to flush all pending input before every - command. This option is silly, unless you are very paranoid. - -<FONT COLOR="#00FF00">Flush output before every command [fresh_before]</FONT> - This option forces the game to flush all output before every command. - This will give you maximal information, but may slow down the game - somewhat. Note that this option is only useful when using macros, - resting, running, or repeating commands, since the output is always - flushed when the game is waiting for a keypress from the user. - -<FONT COLOR="#00FF00">Flush output after every command [fresh_after]</FONT> - This option forces the game to flush all output after not only every - player command, but also after every round of processing monsters and - objects, which will give you maximal information, but may slow down - the game a lot, especially on slower machines, and on faster machines - you normally do not have a chance to see the results anyway. - -<FONT COLOR="#00FF00">Flush output after every message [fresh_message]</FONT> - This option forces the game to flush all output after every message - displayed by the game. This will give you maximal information, but - may slow down the game somewhat. - -<FONT COLOR="#00FF00">Compress messages in savefiles [compress_savefile]</FONT> - Compress the savefile, by only saving the most recent "messages" that - the player has received. This can cut the size of the savefile by a - drastic amount, but will result in the loss of message information. -<A NAME="2"></A><FONT COLOR="#00FF00">Hilite the player with the cursor [hilite_player]</FONT> - Place the visible cursor on the player. This looks fine on some Unix - machines, but horrible on most graphics machines. Note that only some - machines are able to *not* show the cursor, but on those machines, hiding - the cursor often speeds up the game and looks better. - -<FONT COLOR="#00FF00">Use special colors for torch-lit grids [view_yellow_lite]</FONT> - This option causes special colors to be used for "torch-lit" grids in - certain situations (see "view_granite_lite" and "view_special_lite"). - Turning this option off will slightly improve game speed. - -<FONT COLOR="#00FF00">Use special colors for 'viewable' grids [view_bright_lite]</FONT> - This option causes special colors to be used for non "viewable" grids - in certain situations (see "view_granite_lite" and "view_special_lite"). - When this option is set, floor grids which are normally drawn in "white" - but which are not currently "viewable" by the player are instead drawn - in "dark gray". This makes the "viewable" grids to appear "brighter" - than the others, allowing the player to easily determine which floor - grids are in "line of sight". Turning this option off will probably - increase the speed of the game. - -<FONT COLOR="#00FF00">Use special colors for wall grids (slow) [view_granite_lite]</FONT> - This option activates a special color scheme for all "wall" grids which - are normally drawn in "white" (as walls and rubble normally are). When - the player is blind, we use "dark gray", else if the grid is torch-lit, - we use "yellow" (or "white") depending on the "view_yellow_lite" option, - else if the "view_bright_lite" option is set, and the grid is not in line - of sight, or the grid is dark, or the grid is only "partially" lit, then - we use "gray", otherwise we use the normal "white". Turning this option - off will probably increase the speed of the game. - -<FONT COLOR="#00FF00">Use special colors for floor grids (slow) [view_special_lite]</FONT> - This option activates a special color scheme for all "floor" grids which - are normally drawn in "white" (as they normally are). When the player is - blind, we use "dark gray", else if the grid is torch-lit, we use "yellow" - (or "white") depending on the "view_yellow_lite" option, else if the grid - is "dark", we use "dark gray", else if the "view_bright_lite" option is - set, and the grid is not in line of sight, we use "gray", otherwise we - use the normal "white". Turning this option off will probably increase - the speed of the game. - -<FONT COLOR="#00FF00">Centre the view on the player (very slow) [center_player]</FONT> - Keeps the player's character in the centre of the screen, and moves the - dungeon around the player. Can be useful to prevent off-screen breaths. - -<A NAME="12"></A><FONT COLOR="#FF0000">=== ToME Options ===</FONT> - -Features which are unique to ToME are collected in this menu. - -<FONT COLOR="#00FF00">Ingame contextual help [ingame_help]</FONT> - Setting this option allows the game to trigger a help message the first time - you come across an item or some other trigger. Very useful for new players, - more experienced players may wish to switch this option off. - -<FONT COLOR="#00FF00">Show the experience needed for the next level [exp_need]</FONT> - Setting this option to yes alters the display of experience on the left of - the main screen to the experience needed to reach the next character level, - instead of the character's current total experience. - -<FONT COLOR="#00FF00">Use the old(Z) coloring scheme(reload the game) [old_colors]</FONT> - Setting this option to yes toggles the ASCII game color display from the - standard Angband monster colors to the Z-based monster colors. Since this - alters the display and monster memory display, you need to reload the game - when you alter this setting before it will display the new colors. - -<FONT COLOR="#00FF00">Automatically clear '-more-' prompts [auto_more]</FONT> - Setting this option to yes automatically clears any messages from the top - of the window. Be warned that this could be dangerous - as you don't - actually get to see the messages unless you use ^P. - -<FONT COLOR="#00FF00">Player char represent his/her health [player_char_health]</FONT> - Setting this option to yes only affects the player character when playing - in ASCII. As the player becomes injured, their icon changes to a figure - representing the percentage of health remaining, for example if they are - down to 68% of their maximum hitpoints, their character will be a '6' - instead of a '@'. The character used only starts changing once the player - has lost at least 30% of their maximum hitpoints. - -<FONT COLOR="#00FF00">Stats are represented in a linear way [linear_stats]</FONT> - Setting this option to yes alters the display of character stats from - 3-18/220 to 3-38. - -<FONT COLOR="#00FF00">In option windows, just omit the select char [inventory_no_move]</FONT> - If this option is set, the equipment/inventory windows don't move items - around when a prompt ask for an item. - - -<FONT COLOR="#FF0000">=== Stacking Options ===</FONT> - -In ToME items are allowed to stack on floors and monsters are allowed to -maintain inventories. These features are enabled by default, and aren't -accessible through the option menu, but can still be disabled through -user pref files (see <A HREF="command.html#105">"command.txt"</A>). - -<FONT COLOR="#00FF00">Allow objects to stack on the floor [testing_stack]</FONT> - Allows a cave grid to hold more than one object (or one kind of - object). - -<FONT COLOR="#00FF00">Allow monsters to carry objects [testing_carry]</FONT> - If this option is set, monsters which "pick up" objects will drop - the objects they were carrying when you kill them. Note that monsters - which "crush" objects are not affected by this option. - -<A NAME="13"></A><FONT COLOR="#FF0000">=== Base Delay Factor ===</FONT> - -The "delay_factor" value, if non-zero, is used to "slow down" the game, which is -useful to allow you to "observe" the temporal effects of bolt, beam, and ball -attacks. The actual delay is equal to "delay_factor" cubed, in milliseconds. -Frequently used factors are 2 or 3. - -<A NAME="14"></A><FONT COLOR="#FF0000">=== Hitpoint Warning ===</FONT> - -The "hitpoint_warn" value, if non-zero, is the percentage of maximal hitpoints -at which the player is warned that he may die. It is also used as the cut-off -for using red to display both hitpoints and mana. It is entered as a value -between 0 and 9 (0% and 90%). - -<A NAME="15"></A><FONT COLOR="#FF0000">=== Autosave Options ===</FONT> - -Ideally, the game should be so stable that these options are not needed -at all. However, even if the game were 100% reliable (which it, to be frank, -probably is not), the user might forget to and his hardware could fail -him. For all of these reasons, you may want to use these options: - -<FONT COLOR="#00FF00">Autosave when entering new levels [autosave_l]</FONT> - If this option is set, the program will attempt to save your - character every time before creating a new dungeon level. Useful - if you experience any game or computer crashes (or your dog enjoys - kicking your power cords out of the wall like mine does!). - -<FONT COLOR="#00FF00">Timed autosave [autosave_t]</FONT> - If this option is set, the program will attempt to save your - character every n game turns, where n is the "frequency". - To set frequency press n: it will increase the frequency - to the next category (and from 25000 to 0), the categories - being every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and - 25000 turns. Note that the frequency must be higher than 0 - and the "Timed autosave" set to "yes" for timed autosaves - to take place. - -<A NAME="16"></A><FONT COLOR="#FF0000">=== The Automatizer ===</FONT> - -Allows you to set options for the game to automatically destroy or pick up -objects when you identify them, for example skeletons, essences, cursed -daggers, etc. Useful for reducing the clutter in the dungeon, and reducing the -amount of loot to have to sort through. This <A HREF="automat.html">Tutorial</A> may help you. - -<A NAME="17"></A><FONT COLOR="#FF0000">=== Window Flags ===</FONT> - -Selects what kind of information is displayed in which window. - -You can select a window to be able to toggle between 2 different -sets of information (e.g. Basic Character stats and monster recall) -by pressing the "y" key over the second display option. - -<A NAME="18"></A><FONT COLOR="#FF0000">=== Cheating Options ===</FONT> - -<FONT COLOR="#00FF00">Peek into object creation [cheat_peek]</FONT> - Cheaters never win. But they can peek at object creation. - -<FONT COLOR="#00FF00">Peek into monster creation [cheat_hear]</FONT> - Cheaters never win. But they can peek at monster creation. - -<FONT COLOR="#00FF00">Peek into dungeon creation [cheat_room]</FONT> - Cheaters never win. But they can peek at room creation. - -<FONT COLOR="#00FF00">Peek into something else [cheat_xtra]</FONT> - Cheaters never win. But they can see debugging messages. - -<FONT COLOR="#00FF00">Know complete monster info [cheat_know]</FONT> - Cheaters never win. But they can know all about monsters. - -<FONT COLOR="#00FF00">Allow player to avoid death [cheat_live]</FONT> - Cheaters never win. But they can cheat death. - -<A NAME="19"></A><FONT COLOR="#FF0000">=== Dump Options ===</FONT> - -Allows the player to save their options to a file (defaults to charname.prf) -so that they can reload them into other character files. - - -<FONT COLOR="#FF0000">=== Load Options ===</FONT> - -Allows the player to load a preference file saved through the "Dump Options" -command in another character file, hence saving all the initial time of having -to reset all the options every time you wish to play. - - -+++ Ben +++ (Updated by Dark God and Dawnmist for ToME) - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_beorn.html b/lib/help/r_beorn.html deleted file mode 100644 index 3ce8723c..00000000 --- a/lib/help/r_beorn.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Beornings ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Beornings are the descendants of Beorn, a powerful shapeshifter who -dwells near Mirkwood. They have all inherited his shapeshifting abilities -and can turn into powerful bears at will. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +4 -Intelligence -2 -Wisdom -2 -Dexterity -1 -Constitution +3 -Charisma -5 -Hit Dice Sides 12 -Exp Penalty +50% - -<FONT COLOR="#00FF00">Skill Bonuses (supplementary to existing skills)</FONT> - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 2.500 [0.000] - Archery 0.500 [0.000] - Bearform-combat 1.000 [1.000] -Sneakiness -0.100 [0.000] - Stealth -2.000 [0.000] - Disarming -0.600 [0.000] -Magic - Magic-Device -0.800 [0.000] -Spirituality -3.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_deathm.html b/lib/help/r_deathm.html deleted file mode 100644 index bb3840dd..00000000 --- a/lib/help/r_deathm.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== DeathMolds ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Death Molds are incredibly powerful creatures. However, they are also -molds. Lacking the ability to move as other creatures do, Death Molds have -the powers of Phase Door, targeted teleportation, telekinesis, and -controlled Teleport Level. They also intrinsically resist Nexus and Nether, -and are more skilled at Necromancy than other races. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +10 -Intelligence 0 -Wisdom +10 -Dexterity 0 -Constitution +10 -Charisma -15 -Hit Dice Sides 15 -Exp Penalty +150% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 2.500 [0.000] - Archery 2.500 [0.000] -Sneakiness - Stealth 25.000 [0.000] - Disarming 1.500 [0.000] -Magic - Magic-Device -0.500 [0.000] - Necromancy 0.000 [0.200] -Spirituality 7.500 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_drkelf.html b/lib/help/r_drkelf.html deleted file mode 100644 index 8fda36a7..00000000 --- a/lib/help/r_drkelf.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Dark Elves ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Another dark, cave-dwelling race, likewise unhampered by darkness attacks, -the Dark Elves have a long tradition and knowledge of magic. With their -intelligence they can become superb mages or priests, and they have an -inherent magic missile attack available to them at a low level. With their -keen sight, they also learn to see invisible things as their relatives -High-Elves do, but at a higher level. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -1 -Intelligence +3 -Wisdom +2 -Dexterity +2 -Constitution -2 -Charisma +1 -Hit Dice Sides 9 -Exp Penalty +50% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -0.500 [0.000] - Archery 1.000 [0.000] -Sneakiness 0.800 [0.000] - Stealth 3.000 [0.000] - Disarming 0.500 [0.000] -Magic 0.000 [0.200] - Magic-Device 1.500 [0.000] -Spirituality 10.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_dunad.html b/lib/help/r_dunad.html deleted file mode 100644 index fd1f8a31..00000000 --- a/lib/help/r_dunad.html +++ /dev/null @@ -1,44 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Dunedain ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Dunedain are a race of hardy men from the West. This elder race surpasses -human abilities in every field, especially constitution. However, being -men of the world, very little is new to them, and levels are very hard for -them to gain. They can play all classes. Their constitution cannot be -reduced and they regain hit points quickly. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +1 -Intelligence +2 -Wisdom +2 -Dexterity +2 -Constitution +3 -Charisma +2 -Hit Dice Sides 10 -Exp Penalty +80% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 1.500 [0.000] - Archery 1.000 [0.000] -Sneakiness 0.800 [0.000] - Stealth 2.000 [0.000] - Disarming 0.400 [0.000] -Magic - Magic-Device 0.500 [0.000] -Spirituality 2.500 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_dwarf.html b/lib/help/r_dwarf.html deleted file mode 100644 index d9df4e5b..00000000 --- a/lib/help/r_dwarf.html +++ /dev/null @@ -1,50 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Dwarves ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Dwarves are the headstrong miners and fighters of legend. Since dungeons -are the natural home of a dwarf, they are excellent choices for a warrior -or priest. Dwarves tend to be stronger and tougher but slower and less -intelligent than humans. Because they are so headstrong and are somewhat -wise, they resist spells which are cast on them. Dwarves also have very -good infra-vision because they live underground. They do have one big -drawback, though. Dwarves are loudmouthed and proud, singing in loud -voices, arguing with themselves for no good reason, and screaming out -challenges at nearby foes. In other words, dwarves have miserable -stealth. They can never be blinded and can also open secret passages. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +2 -Intelligence -2 -Wisdom +2 -Dexterity -2 -Constitution +2 -Charisma -3 -Hit Dice Sides 11 -Exp Penalty +25% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 1.500 [0.000] - Axe-mastery 0.000 [0.200] - Archery 0.500 [0.000] -Sneakiness 0.700 [0.000] - Stealth -1.000 [0.000] - Disarming 0.200 [0.000] -Magic - Magic-Device 0.900 [0.000] -Spirituality 5.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_elf.html b/lib/help/r_elf.html deleted file mode 100644 index 4552e9ce..00000000 --- a/lib/help/r_elf.html +++ /dev/null @@ -1,44 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Elves ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Elves are better magicians than humans, but not as good at fighting. They -tend to be smarter and faster than either humans or half-elves and also -have better wisdom. Elves are better at searching, disarming, perception, -stealth, bows, and magic, but they are not as good at hand weapons. -They resist light effects intrinsically. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -1 -Intelligence +2 -Wisdom +2 -Dexterity +1 -Constitution -2 -Charisma +2 -Hit Dice Sides 8 -Exp Penalty +20% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -5.000 [0.000] - Archery 1.500 [0.000] -Sneakiness 0.800 [0.000] - Stealth 2.000 [0.000] - Disarming 0.500 [0.000] -Magic - Magic-Device 0.600 [0.000] -Spirituality 3.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_ent.html b/lib/help/r_ent.html deleted file mode 100644 index 3fca06de..00000000 --- a/lib/help/r_ent.html +++ /dev/null @@ -1,51 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Ents ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Ents are a powerful race dating back to the beginning of the world and -are the eldest of all animals or plants that inhabit Arda. Spirits of the land, -they were summoned to guard the forests of Middle-earth. Being much like -trees they are very slow but strong, and very susceptible to fire. -As the Shepherds of the Trees, they have the innate ability to cause trees to -rise about them for protection. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +10 -Intelligence -3 -Wisdom +2 -Dexterity -5 -Constitution +11 -Charisma -3 -Hit Dice Sides 14 -Exp Penalty +110% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -0.300 [0.000] - Archery -0.200 [0.000] - Barehand-combat 0.000 [0.200] - Boulder-throwing 0.000 [0.600] -Sneakiness 0.500 [0.000] - Stealth -6.000 [0.000] - Disarming 0.500 [0.000] -Magic - Magic-Device 0.500 [0.000] -Spirituality 10.000 [0.000] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Tree-walking 1 -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_gnome.html b/lib/help/r_gnome.html deleted file mode 100644 index 18781a33..00000000 --- a/lib/help/r_gnome.html +++ /dev/null @@ -1,47 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Gnomes ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Gnomes are smaller than dwarves but larger than halflings. They, like the -hobbits, live in the earth in burrow-like homes. Gnomes make excellent -mages, and have very good saving throws. They are good at searching, -disarming, perception, and stealth. They have lower strength than humans -so they are not very good at fighting with hand weapons. Gnomes have fair -infra-vision, so they can detect warm-blooded creatures at a distance. Gnomes -are intrinsically protected against paralysis and some slowing effects. At -higher levels, Gnomes learn to teleport at will. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -1 -Intelligence +2 -Wisdom 0 -Dexterity +2 -Constitution +1 -Charisma -2 -Hit Dice Sides 8 -Exp Penalty +35% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -0.800 [0.000] - Archery 1.200 [0.000] -Sneakiness 0.600 [0.000] - Stealth 3.000 [0.000] - Disarming 1.000 [0.000] -Magic - Magic-Device 1.200 [0.000] -Spirituality 6.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_hafelf.html b/lib/help/r_hafelf.html deleted file mode 100644 index 16c3ff74..00000000 --- a/lib/help/r_hafelf.html +++ /dev/null @@ -1,43 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Half-Elves ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Half-elves tend to be smarter and faster than humans, but not as strong. -Half-elves are slightly better at searching, disarming, saving throws, -stealth, bows, and magic, but they are not as good at hand weapons. Half- -elves may choose any class and do not receive any intrinsic abilities. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength 0 -Intelligence +1 -Wisdom +1 -Dexterity +1 -Constitution -1 -Charisma +1 -Hit Dice Sides 9 -Exp Penalty +10% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -1.000 [0.000] - Archery 0.500 [0.000] -Sneakiness 0.600 [0.000] - Stealth 1.000 [0.000] - Disarming 0.200 [0.000] -Magic - Magic-Device 0.300 [0.000] -Spirituality 1.500 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_hafogr.html b/lib/help/r_hafogr.html deleted file mode 100644 index a6dd9fd7..00000000 --- a/lib/help/r_hafogr.html +++ /dev/null @@ -1,43 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Half-Ogres ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Half-Ogres are a crossbreed between a human and an ogre. They are big, bad, and -stupid. For warriors, they have all the necessary attributes, and they can even -become priests: after all, they are related to Ogre Magi, from whom they have -learned the skill of setting trapped runes once their level is high enough. Like -Orcs, they resist darkness, and like Trolls, they have their strength sustained. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +3 -Intelligence -1 -Wisdom -1 -Dexterity -1 -Constitution +3 -Charisma -3 -Hit Dice Sides 12 -Exp Penalty +30% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 2.000 [0.000] -Sneakiness -0.100 [0.000] - Stealth -2.000 [0.000] - Disarming -0.300 [0.000] -Magic - Magic-Device -0.500 [0.000] -Spirituality -2.500 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_hielf.html b/lib/help/r_hielf.html deleted file mode 100644 index fb23512b..00000000 --- a/lib/help/r_hielf.html +++ /dev/null @@ -1,46 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== High-Elves ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -High-elves are a race of immortal beings dating from the beginning of -time. They are masters of all skills, and are strong and intelligent. -They can play all classes except Rogues, and very well at that. -High-elves begin their lives able to see the unseen, and resist light -effects just like regular elves. However, there are few things that -they have not seen already, and experience is very hard for them to -gain. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +1 -Intelligence +3 -Wisdom +2 -Dexterity +3 -Constitution +1 -Charisma +5 -Hit Dice Sides 10 -Exp Penalty +100% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 1.000 [0.000] - Archery 2.500 [0.000] -Sneakiness 0.300 [0.000] - Stealth 4.000 [0.000] - Disarming 0.400 [0.000] -Magic - Magic-Device 2.000 [0.000] -Spirituality 10.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_hobbit.html b/lib/help/r_hobbit.html deleted file mode 100644 index 01698eaf..00000000 --- a/lib/help/r_hobbit.html +++ /dev/null @@ -1,50 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Hobbits ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Hobbits, or Halflings, are very good at ranged combat (especially with slings), -throwing, and have good saving throws. They also are very good at searching, -disarming, perception and stealth; so they make excellent rogues, but prefer -to be called burglars. They are much weaker than humans, and no good at melee -fighting. Halflings have fair infra-vision, so they can detect warm creatures at a -distance. Hobbits have their dexterity sustained and in time they learn to cook a -delicious meal from available ingredients. -Their sturdy constitutions also allow them to resist the insidious poison of the -ring-wraiths. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -2 -Intelligence +2 -Wisdom +1 -Dexterity +3 -Constitution +2 -Charisma +1 -Hit Dice Sides 7 -Exp Penalty +10% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -1.000 [0.000] - Archery 2.000 [0.000] - Sling-Mastery 0.000 [0.300] -Sneakiness 1.200 [0.000] - Stealth 5.000 [0.000] - Disarming 1.500 [0.000] -Magic - Magic-Device 1.800 [0.000] -Spirituality 9.000 [0.000] - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_human.html b/lib/help/r_human.html deleted file mode 100644 index 0eafccb3..00000000 --- a/lib/help/r_human.html +++ /dev/null @@ -1,26 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Humans ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Humans act as a baseline race -- All other races are compared to them. -Humans can choose any class and are average at everything. Humans tend to -go up levels faster than most other races because of their shorter life -spans. No racial adjustments or intrinsics occur to characters choosing -human. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -None - Humans are the base race. - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_kobold.html b/lib/help/r_kobold.html deleted file mode 100644 index 7b10131e..00000000 --- a/lib/help/r_kobold.html +++ /dev/null @@ -1,43 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Kobolds ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Kobolds are a weak goblin race. They love poisoned weapons, and can learn -to throw poisoned darts (of which they carry an unlimited supply). They -are also inherently resistant to poison, and can become adequate fighters, -although they are not one of the more powerful races. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +1 -Intelligence -1 -Wisdom 0 -Dexterity +1 -Constitution 0 -Charisma -4 -Hit Dice Sides 9 -Exp Penalty +25% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 1.000 [0.000] - Archery -0.800 [0.000] -Sneakiness 0.100 [0.000] - Stealth -1.000 [0.000] - Disarming -0.200 [0.000] -Magic - Magic-Device -0.300 [0.000] -Spirituality -1.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_maia.html b/lib/help/r_maia.html deleted file mode 100644 index fdf4826c..00000000 --- a/lib/help/r_maia.html +++ /dev/null @@ -1,37 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Maia ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -An old race, dating from before the creation of Arda, the Maiar were created by -Eru to help the Valar in their task. However, they can not worship a God, nor -is experience easy to remember for them. Due to their perceived advantages, -they are rather disliked by the denizens of the dungeon, and will find that most -creatures take an instant dislike for the Maia. However, when they do finally -manage to remember their encounters, they will find that their abilities will -increase as they gain in knowledge. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength 0 -Intelligence 0 -Wisdom 0 -Dexterity 0 -Constitution 0 -Charisma 0 -Hit Dice Sides 10 -Exp Penalty +0% - - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_orc.html b/lib/help/r_orc.html deleted file mode 100644 index 0b66a125..00000000 --- a/lib/help/r_orc.html +++ /dev/null @@ -1,47 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Orcs ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Orcs make excellent warriors and decent priests, but are terrible at -magic. They are as bad as dwarves at stealth, and horrible at searching, -disarming, and perception. Orcs are quite ugly, and tend to pay more -for goods in town. Orcs do make good warriors and rogues, for the -simple reason that Orcs tend to have great constitutions and lots of -hit points. Because of their preference to living underground to on the -surface, orcs resist darkness attacks. Upon reaching experience level -3, an orc learns to dispel any fear that may be upon him or her. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +2 -Intelligence -1 -Wisdom 0 -Dexterity +1 -Constitution +1 -Charisma -4 -Hit Dice Sides 10 -Exp Penalty +10% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 1.200 [0.000] - Archery -0.500 [0.000] -Sneakiness - Stealth -1.000 [0.000] - Disarming -0.300 [0.000] -Magic - Magic-Device -0.300 [0.000] -Spirituality -1.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_pettyd.html b/lib/help/r_pettyd.html deleted file mode 100644 index c8dffbc5..00000000 --- a/lib/help/r_pettyd.html +++ /dev/null @@ -1,41 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Petty Dwarves ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -A hated and persecuted race of nocturnal dwarves, these cave-dwellers are not -bothered much by darkness. Their natural inclination to magically enchanted -items has made them immune to effects which could drain away magical energy, -and, like ordinary dwarves, they can examine the dungeon to discover traps -and secret doors. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +1 -Intelligence -1 -Wisdom +2 -Dexterity 0 -Constitution +2 -Charisma -4 -Hit Dice Sides 11 -Exp Penalty +35% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Sneakiness 0.500 [0.000] - Stealth 1.000 [0.000] - Disarming 0.300 [0.000] -Magic - Magic-Device 0.500 [0.000] -Spirituality 5.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_rohank.html b/lib/help/r_rohank.html deleted file mode 100644 index 3ab36ba8..00000000 --- a/lib/help/r_rohank.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== RohanKnights ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Knights of the Riddermark, these warriors are mounted upon swift steeds. -Thus they receive a bonus to speed from the beginning and gain in speed -as they become more experienced in riding. Wise through their prolonged -contact with the Dunedain, their wrath may be seen in auras of war that -drive their foes to confusion, and in a ray of light when jumping at light -speed. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +4 -Intelligence -2 -Wisdom +3 -Dexterity +1 -Constitution +4 -Charisma +2 -Hit Dice Sides 10 -Exp Penalty +120% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 0.100 [0.200] - Archery 0.500 [0.000] -Sneakiness 0.100 [0.000] - Stealth -8.000 [0.000] - Disarming 1.000 [0.000] -Magic - Magic-Device 0.500 [0.000] -Spirituality 2.500 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_thlord.html b/lib/help/r_thlord.html deleted file mode 100644 index 7ccea423..00000000 --- a/lib/help/r_thlord.html +++ /dev/null @@ -1,44 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Thunderlords ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The Thunderlords are supremely powerful spirits created by Manwe Sulimo, -each riding a Great Eagle. They have the ability to conjure powerful -thunderbolts, they are telepathic, and gain the ability to use the -Straight Road, which can carry them to any location they have previously been. -Due to their special clothing, they can resist elemental damage. -However, they take a very long time to gain levels as both rider and eagle must -accumulate experience. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +6 -Intelligence +2 -Wisdom +1 -Dexterity +1 -Constitution +3 -Charisma +8 -Hit Dice Sides 12 -Exp Penalty +300% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 1.500 [0.000] - Archery 0.500 [0.000] -Sneakiness 3.000 [0.000] - Stealth -16.000 [0.000] - Disarming 0.600 [0.000] -Spirituality 5.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_troll.html b/lib/help/r_troll.html deleted file mode 100644 index 5b13415c..00000000 --- a/lib/help/r_troll.html +++ /dev/null @@ -1,45 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Trolls ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Trolls are incredibly strong, and have more hit points than most other character -races, so they make great warriors. They are also very stupid and slow. They are -bad at searching, disarming, perception, and stealth. They are so ugly that an -Orc grimaces in their presence. They also happen to be fun to play... -Trolls always have their strength sustained. At higher levels, Trolls learn to -enter a berserk fury, and regenerate wounds automatically. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +4 -Intelligence -4 -Wisdom -2 -Dexterity -4 -Constitution +3 -Charisma -6 -Hit Dice Sides 12 -Exp Penalty +37% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 2.000 [0.000] - Archery -1.000 [0.000] -Sneakiness -0.100 [0.000] - Stealth -2.000 [0.000] - Disarming -0.500 [0.000] -Magic - Magic-Device -0.800 [0.000] -Spirituality -4.000 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_wodelf.html b/lib/help/r_wodelf.html deleted file mode 100644 index 242e1e4e..00000000 --- a/lib/help/r_wodelf.html +++ /dev/null @@ -1,49 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Wood Elves ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -The first love of Wood Elves is hunting. As such, their skill with the bow -is unparalleled. They train tirelessly with their bows, to the point of -neglecting even melee skills. They resist light as with other elves, and -do extra damage with a ranged weapon. They are almost custom made for the -archer class, but also make interesting warriors. Even Wood Elf Mages -are feasible, using the bow to attack and saving their magic for defence. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -3 -Intelligence +2 -Wisdom +1 -Dexterity +5 -Constitution -4 -Charisma +1 -Hit Dice Sides 7 -Exp Penalty +30% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -2.500 [0.000] - Archery 4.000 [0.000] -Sneakiness 0.800 [0.000] - Stealth 5.000 [0.000] - Disarming 0.500 [0.000] -Magic - Magic-Device 0.600 [0.000] -Spirituality 4.000 [0.000] - -<FONT COLOR="#00FF00">Innate Abilities:</FONT> -<FONT COLOR="#00FFFF">Ability Character level</FONT> -Tree-walking 1 -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/r_yeek.html b/lib/help/r_yeek.html deleted file mode 100644 index 0021154a..00000000 --- a/lib/help/r_yeek.html +++ /dev/null @@ -1,42 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Yeeks ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Yeeks are the least powerful of all the races. They suffer disadvantages -in nearly all skills and attributes but to compensate they learn (and thus -gain levels) extremely quickly. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -5 -Intelligence -5 -Wisdom -5 -Dexterity -5 -Constitution -5 -Charisma -5 -Hit Dice Sides 6 -Exp Penalty -75% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -0.500 [0.000] - Archery -0.500 [0.000] -Sneakiness -0.500 [0.000] - Stealth -5.000 [0.000] - Disarming -0.500 [0.000] -Magic - Magic-Device -0.500 [0.000] -Spirituality -2.500 [0.000] -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_barb.html b/lib/help/rm_barb.html deleted file mode 100644 index 8ece0f6c..00000000 --- a/lib/help/rm_barb.html +++ /dev/null @@ -1,50 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Barbarian Race ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Barbarians are hardy members of their race. They are fierce in combat, and -their wrath is feared throughout the world. Combat is their life: they learn -to feel no fear. Barbarians are, however, suspicious of magic, which makes -magic devices fairly hard for them to use, and also makes it impossible for -them to play Mages. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +2 -Intelligence -3 -Wisdom -2 -Dexterity +1 -Constitution +1 -Charisma -3 -Hit Dice +1 side -Exp Penalty +25% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 1.200 [0.000] - Archery 0.500 [0.000] -Sneakiness - Stealth -2.000 [0.000] - Disarming -0.200 [0.000] -Magic - Magic-Device -1.000 [0.000] -Spirituality 0.200 [0.000] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A barbarian character begins the game with: - Some rations - Some torches - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_class.html b/lib/help/rm_class.html deleted file mode 100644 index 9caf55f5..00000000 --- a/lib/help/rm_class.html +++ /dev/null @@ -1,28 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Classical Race ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -This is the normal, classical character of your chosen race. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -No changes to stats. - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A classical character begins the game with: - Some rations - Some torches - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_herm.html b/lib/help/rm_herm.html deleted file mode 100644 index c9028162..00000000 --- a/lib/help/rm_herm.html +++ /dev/null @@ -1,48 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Hermit Race ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Hermits live retired from the world. Spending long hours studying, they -weaken their physical side while they strengthen their spiritual powers. -Thus they get higher mana reserves but are much worse at physical combat. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -3 -Intelligence +1 -Wisdom +1 -Dexterity -3 -Constitution -3 -Charisma +1 -Hit Dice -3 sides -Exp Penalty +20% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -0.500 [0.000] - Archery -0.500 [0.000] -Sneakiness 0.400 [0.000] - Stealth 3.000 [0.000] - Disarming 0.500 [0.000] -Magic - Magic-Device 1.000 [0.000] -Spirituality 0.500 [0.000] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A hermit begins the game with: - Some rations - Some torches - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_lsoul.html b/lib/help/rm_lsoul.html deleted file mode 100644 index 0ccba4c7..00000000 --- a/lib/help/rm_lsoul.html +++ /dev/null @@ -1,38 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== LostSoul ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> - -<FONT COLOR="#FF0000">This is a difficult modifier. Your character will almost always die quickly.</FONT> -<FONT COLOR="#FF0000">It's probably best only to play it after you have some experience with normal</FONT> -<FONT COLOR="#FF0000">characters.</FONT> - -There are haunting whispers of souls that have come back from the Halls of -Mandos, for purposes unknown. These are called Lost Souls, for it is presumed -that their real body died off long ago, leaving only a soul to wander forever... -or until killed again. -Lost Souls start at level 98 of the Halls of Mandos. Very few ever make it out -again. Those that do can continue as a fairly normal character, but with the -advantage of any treasure and experience gained. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -No changes to stats. - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A Lost Soul starts the game with: - Some torches. - Over thirty scrolls of Identify. - Over twenty scrolls of Satisfy Hunger. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_skel.html b/lib/help/rm_skel.html deleted file mode 100644 index f936dfb9..00000000 --- a/lib/help/rm_skel.html +++ /dev/null @@ -1,52 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Skeletal Race ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -As undead beings, skeletons need to worry very little about poison or -attacks that can drain life. They do not really use eyes for perceiving -things, and are thus not fooled by invisibility. Their bones are resistant -to sharp shrapnels (not much to cut there), and they will quickly become -resistant to cold. It is very hard for skeletons to eat food or drink potions. -Although the magical effects of these will affect the skeleton even without -entering the skeleton's (non-existent) belly, the potion / food itself will -fall through the skeleton's jaws, giving no nutritional benefit. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength 0 -Intelligence -2 -Wisdom -2 -Dexterity 0 -Constitution +1 -Charisma -4 -Hit Dice +0 sides -Exp Penalty +45% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 0.800 [0.000] -Sneakiness -0.100 [0.000] - Stealth -1.000 [0.000] - Disarming -0.500 [0.000] -Magic - Magic-Device -0.500 [0.000] -Spirituality 0.500 [0.000] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A skeletal character begins the game with: - Some scrolls of satisfy hunger - Some torches - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_spec.html b/lib/help/rm_spec.html deleted file mode 100644 index b01d43e1..00000000 --- a/lib/help/rm_spec.html +++ /dev/null @@ -1,55 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Spectral Race ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> - -Another powerful undead creature: the spectre is a ghastly apparition, -surrounded by an unearthly glow. They exist only partially on our -plane of existence: half-corporeal, they can pass through walls, though -this requires a sacrifice of some of their life-force. As a result -they cannot rest whilst passing through a wall. -As undead, they have a firm hold on their life force, see invisible, and -resist poison and cold. They also resist nether. Spectres make superb -spellcasters, but their physical form is very weak. Like Zombies, -Spectres gain almost no nutrition from ordinary food. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength -5 -Intelligence +4 -Wisdom +4 -Dexterity +2 -Constitution -3 -Charisma -6 -Hit Dice -3 sides -Exp Penalty +80% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery -0.500 [0.000] - Archery -0.200 [0.000] -Sneakiness 0.200 [0.000] - Stealth 2.000 [0.000] - Disarming 0.200 [0.000] -Magic - Magic-Device 0.800 [0.000] -Spirituality 0.700 [0.000] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A spectral character begins the game with: - Some scrolls of satisfy hunger - Some torches - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_vamp.html b/lib/help/rm_vamp.html deleted file mode 100644 index d0e535b5..00000000 --- a/lib/help/rm_vamp.html +++ /dev/null @@ -1,42 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Vampire ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -One of the mightier undead creatures, the Vampire is an awe-inspiring -sight. Yet this mighty creature has a serious weakness: the bright rays of -sun are its bane, and it will need to flee the surface to the deep -recesses of the earth until the sun finally sets. Darkness, on the other -hand, only makes the Vampire stronger. As undead, the Vampire has a firm -hold on its life force, and resists nether attacks. The Vampire also -resists cold and poison based attacks. It is, however, susceptible to its -perpetual hunger for fresh blood, which can only be satiated by sucking -the blood from a nearby monster, which is the Vampire's special power. It -should be noted that the vampires are so sensitive to daylight that even -certain artifact light items which are filled with daylight will hurt them -if they try to wield the items. Fortunately, the vampires do not really -need these items, since they radiate an aura of 'dark light' of their own. -Light resistance will, in any case, protect the vampire from the adverse -effects of sunlight. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +3 -Intelligence +2 -Wisdom -3 -Dexterity -2 -Constitution +1 -Charisma -4 -Hit Dice +1 side -Exp penalty +100% -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/rm_zomb.html b/lib/help/rm_zomb.html deleted file mode 100644 index 918a102e..00000000 --- a/lib/help/rm_zomb.html +++ /dev/null @@ -1,50 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Zombie Race ===</FONT> - -<FONT COLOR="#00FF00">Description</FONT> -Much like Skeletons, Zombies too are undead horrors: they are resistant to -life-draining attacks, they become resistant to cold-based attacks (actually -earlier than skeletons), resist poison and can see invisible, while being still -vulnerable to cuts (unlike skeletons). They also gain very little nutrition from -the food of mortals. However, Zombies are, as the name implies, practically -mindless. - -<FONT COLOR="#00FF00">Stat Modifiers</FONT> -Strength +2 -Intelligence -6 -Wisdom -6 -Dexterity +1 -Constitution +4 -Charisma -5 -Hit Dice +3 sides -Exp Penalty +45% - -<FONT COLOR="#00FF00">Racial Skill Modifiers:</FONT> -<FONT COLOR="#00FFFF">Skill Start Mod Skill Point Gains Mod</FONT> -Combat - Weaponmastery 0.500 [0.000] -Sneakiness -0.100 [0.000] - Stealth -1.000 [0.000] - Disarming -0.200 [0.000] -Magic - Magic-Device -0.200 [0.000] -Spirituality 0.500 [0.000] - -<FONT COLOR="#00FF00">Starting Equipment</FONT> -A zombie character begins the game with: - Some scrolls of satisfy hunger - Some torches - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/skills.html b/lib/help/skills.html Binary files differdeleted file mode 100644 index c3258078..00000000 --- a/lib/help/skills.html +++ /dev/null diff --git a/lib/help/spoil_faq.html b/lib/help/spoil_faq.html deleted file mode 100644 index bbeceae6..00000000 --- a/lib/help/spoil_faq.html +++ /dev/null @@ -1,75 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> ToME Spoiler FAQ</FONT> -<FONT COLOR="#FF0000"> Updated for version 2.2.x</FONT> - -<FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> - -This page contains significant spoilers. Don;t browse it unless you want some -parts of the game ruined, but don't expect the spoilers to spoil you completely! - -<A NAME="06"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I'm in the Maze, but I cannot find Merton!</FONT> - -A: Merton appears on a *random* level between dungeon level 26 (1300') and -36 (1800'). Each maze level is one panel by one panel in size, but *full* of -passageways - so you may have to do quite a bit of tunnelling to search the -whole level. - -<FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I've found Merton, now what?</FONT> - -A: There is a new command that has been added to ToME that allows you to pass -objects to creatures. What would you try and do if you had a broken leg and -needed to get back to the town? -<A NAME="07"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I'm trying to find the Poisoned water quest at Lothlorien, but cannot</FONT> -<FONT COLOR="#00FF00"> find the quest entrance!</FONT> - -A: This quest is located in the wilderness. To the west of Lothlorien is 4 -water squares in an upside down L shape. One of these squares will contain the -quest. (Viewed from the Wilderness map). -<A NAME="20"></A><A NAME="23"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I've been given directions to a temple by my God but can't find the </FONT> -<FONT COLOR="#00FF00"> temple anywhere!</FONT> - -A: It <FONT COLOR="#00FFFF">IS</FONT> there. However, your god's idea of compass directions that are -not directly on the 4 main axes are probably slightly less acurate than your -idea. In other words, if your god says it is South-East, s/he means it is -somewhere in the quadrant that is between the south and east axes. -<A NAME="21"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Where is the relic by god was talking about? I've looked in the lost </FONT> -<FONT COLOR="#00FF00"> temple and can't find it anywhere!</FONT> - -A: It <FONT COLOR="#00FFFF">IS</FONT> there. However, when your god told you to look for it VERY -carefully, s/he meant it. Regardless of your game settings, the relic will only -be created once in the temple, at a random place. If you have searched the -whole temple once over, and not located it, someone else has found it before -you, and it is lost forever. -<A NAME="22"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Apparently my god has lost another piece of his relic and wants me to go </FONT> -<FONT COLOR="#00FF00"> find it again. How many of these are there? </FONT> - -A: You can receive up to five god quests, with the final piece yielding an -extra reward. However you will only receive extra quests if you have -sucessfully completed all the previous ones. -<A NAME="19"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: How do I complete the special no-teleport level quests with a Deathmold?</FONT> - -A: You will need either some morphic oils, some mimicry skill, or the ring of -Flare. Deathmolds are marked as experimental for a reason you know. Morphic -oils can also help if you're having trouble communictaing with monsters. A very -beautiful Elf springs to mind as possibly causing some problems if you are in -Deathmold form. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/spoiler.html b/lib/help/spoiler.html deleted file mode 100644 index 51361c1b..00000000 --- a/lib/help/spoiler.html +++ /dev/null @@ -1,30 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">Welcome to the Angband Online Spoiler System.</FONT> -<FONT COLOR="#FF0000">=============================================</FONT> - -Please choose one of the following online spoiler files: - - <A HREF="corspoil.html">(a) Corruptions</A> - <A HREF="dunspoil.html">(b) Dungeons</A> - <A HREF="essences.html">(c) Essence Spoiler</A> - <A HREF="inscrip.html">(d) Floor Inscriptions</A> - <A HREF="luckspoi.html">(e) Luck</A> - <A HREF="fatespoi.html">(f) Fates</A> - <A HREF="wishing.html">(g) Wishing</A> - <A HREF="spoil_faq.html">(h) Spoiled FAQ</A> - - - <A HREF="help.html">(z) Main Help menu</A> -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/tome_faq.html b/lib/help/tome_faq.html deleted file mode 100644 index e1c1b475..00000000 --- a/lib/help/tome_faq.html +++ /dev/null @@ -1,355 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000"> ToME FAQ</FONT> -<FONT COLOR="#FF0000"> Updated for version 2.2.x</FONT> - -<FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> - -<FONT COLOR="#FF0000">=== Differences Between ToME and Vanilla Angband ===</FONT> - -The first main difference a new player to ToME will need to be aware of -is that it has implemented a skills based system where instead of the -adventurer automatically improving in their abilities as they become more -experienced, they get 5 skill points to spend on their character's abilities -and can therefore customise what type of character they play. See the <A HREF="skills.html">skills</A> -help file for details - -A second major difference is that the main dungeon from Angband has been split -into 4 "dungeons", each of which cover a different portion of the dungeon's -levels. Each of these 4 dungeons are located either in or near one of the four -main towns so that the character can keep stocked up on supplies. As the -adventurer advances in ability, they will need to travel overland to the next -town/dungeon, which is most easily carried out using the wilderness map ("<" -from town level). As well as these main places, there are a number of -additional dungeons which the character may or may not choose to enter, which -can have guardians, contain specific artifacts, or just be used as an -alternative place to enjoy gaining experience. Note that not all of the places -are actually "dungeons" - some are caves, forests, etc. - -ToME also offers the player the ability to undertake a series of quests. -Random quests can be specified during start-up, and involve rescuing a princess -from a group of monsters within the dungeon. If you do not wish to play with -random quests, simply specify "0" when asked how many you want during character -generation. Other "fixed" quests are also available from the towns (whether -random quests are enabled or not), usually given by the town leaders upon the -request of the adventurer. It is not required for any adventurer to undertake -the fixed quests, but they can result in some nice rewards. - -The third main difference between Vanilla Angband and ToME is the difference -in character classes and races, as well as a very different magic system. -See the help files on <A HREF="birth.html">Creating a character</A> and the <A HREF="magic.html">magic</A> system. -Class abilities (generally referred to as skills) are generally accessed -through the 'm' command. Most racial abilities, or corruptions, are accessed -through the "U" command. - -To balance the expansion in things like player abilities and customisation, the -list of both monsters and items has also been expanded. Be warned that items -which were by default safe in Vanilla are not necessarily safe in ToME (a -certain early artifact comes to mind here ...), and picking on defenceless -creatures is frowned upon.... - -Happy adventuring! -<A NAME="03"></A><A NAME="04"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: How do I use the altars (the 'O's) I see in the dungeon?</FONT> - -A: ToME introduces a new system of gods. - -You can find altars only in Lothlorien and in the dungeon. -The ones on the surface are dedicated to the good Valar (Eru, Manwe, Tulkas and -Yavanna), while altars found in the dungeons are "sacred" for Melkor. -You can use altars to convert yourself to a certain Vala by the "O" -command while standing on them. Beware, this works only if you don't already -have a God and as a new convert, your God won't like you that much. -Melkor also uses his altars as a mean of collecting sacrifices from his devotees; -this function is likewise accomplished by the "O" command. - -Read <A HREF="gods.html">gods.txt</A> for more information about Gods. -<A NAME="05"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: How do I use the fountains (the '_'s) I see in the dungeon?</FONT> - -A: Fountains in ToME act like potions, but can only be identified by -drinking from them. Each one can hold between 3 and 12 doses of the potion. -Quaffing from a fountain can be done by using the 'H' command (in the standard -keyset) and answering 'Q' at the prompt. - -You can also fill empty bottles at a fountain (enabling you to identify the -potion and hence the type of fountain) by using the 'H' command and answering -'F' at the prompt. The game will then ask you to choose bottles and how many -bottles you want to fill. You can find empty bottles on the dungeon and -drinking pints of fine ale/wine will give you emtpy bottles; if you are -trained in the Alchemy, you can reuse bottles after quaffing potions as well. - -<FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I got killed by a Great Wyrm of Power at 50'!!! What happened?</FONT> - -A: You killed a defenceless creature. I told you that it was frowned upon! -<A NAME="18"></A><A NAME="17"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I've found some strange items like a Red Tome, a Voodoo Doll, ...</FONT> -<FONT COLOR="#00FF00"> What can I do with them?</FONT> - -A: You've found an unusual artifact that cannot be wielded, but always -has a sometimes-useful activation. It will not be listed in the known -artifact list and its activation is chosen randomly. It would probably be -wise for this kind of artifact be *identified* before use, as the -activation can be something very nasty... - -To activate it, use the normal Activation command, but when prompted for which -item to activate change to the backpack instead of wielded equipment. -<A NAME="10"></A><A NAME="11"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I keep coming across "essences" and "runes". What are they? </FONT> - -Essences are the <A HREF="c_alchem.html">Alchemists</A> friend, and you can only use them if you have -access to the <A HREF="skills.html#49">alchemy</A> skill. -Runes are used to cast and store spells of varying types. <A HREF="c_runecr.html">Runecrafters</A> are the -class who are most proficient at using these. You can only use them if you -have access to the <A HREF="skills.html#36">Runecrafting</A> skill -<A NAME="12"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Where can I store all my equipment? Theere's not enough room in my</FONT> -<FONT COLOR="#00FF00">inventory? And what happened to the thieves quest in Bree?</FONT> - -And nor is there supposed to be enough room in your backpack. It's not -bottomless you know! If you go talk to the Mayor in Bree, he might let you know -about a slight problem that there's been in town. If you can clear up the -problem, you may find yourself with someone extra to keep your stuff. I've -heard tell that there are other similiar problems in other towns in -Middle-Earth. -<A NAME="13"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I spent 500 gp at the Prophet but she said nothing. Is that a bug ?</FONT> - -A: No. Nor is it because Prophets are swindlers. She said nothing -because you have no fate at this moment. You gain fate while playing, and -will be warned by a message such as "You feel your fate has changed". A fate -can be useless like finding a broken skull at level 30, deadly like dying at -level 56, or really useful like to never die by the hand of a mortal. -<A NAME="14"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Who is Mathilde, the Science Student whom I see every so often in the</FONT> -<FONT COLOR="#00FF00"> town?</FONT> - -A: Most of the time she laughs and giggles, she has no loot on her, and -she's never done you any harm. So leave her be - even if she should -happen to shout "Drop dead, creep!". -<A NAME="15"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: My wrists hurt a lot when playing the game. Should I take precautions?</FONT> - -A: Yes, you should. Repetitive strain on wrists (which results from a badly -placed keyboard, for example) can lead to serious injury of the wrist ligaments -called Carpal Tunnel Syndrome. If you feel your wrists are strained, here is -an exercise posted by Jason Maskell in rec.games.roguelike.angband which might -help: - -Hold your arms out horizontally, make a fist, and then point the fist towards -the floor, as much as you can. This will stretch one side's tendons. Hold for -5 seconds. Then make a flat hand and hold it level with your arm, hold for 5 -seconds. Now splay your fingers and attempt to make your hand point toward the -ceiling (this one is hard, so don't push it too much). You should feel your -tendons stretching. Repeat this a few times. Take frequent breaks and do this -if it starts to hurt a little bit. I was sliding very fast towards CTS and this -corrected it. -<A NAME="16"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: When I stand on void jumpgates I'm never teleported away, what's wrong?</FONT> - -A: Void jumpgates are not automatic. You must press '>' while standing -on one to activate it. - -<FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: When it panic saves it reloads an old savefile !!</FONT> - -A: Now the panic saves use a different file to save, savefile.pnc -This file will be loaded first, if present, when the game is started. -If it loads successfully, save the game immediately. Otherwise, delete -the panic save, and your old (non-panic) savefile should be safe. - -<A NAME="08"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Farmer Maggot / Melinda Proudfoot keep shouting at me, and I cannot</FONT> -<FONT COLOR="#00FF00"> kill them.</FONT> - -A: Both these people need to talk to you about something. Have a chat to them -(check the file <A HREF="command.html#96">command.txt</A> for how to chat). -<A NAME="09"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I have found a sentient weapon, it says it has access to the realms </FONT> -<FONT COLOR="#00FF00"> of Earth and Fire. How do I use these realms?</FONT> - -A: You don't actually 'use' them as such. If a weapon is sentient it means it -gains experience itself as it delivers killing blows. As it levels up it has -the chance to gain pluses to hit and to damage, and also powers from any of the -available 'realms'. For instance, the realm of fire gives the chance to gain -resistance to fire, or fire branding on your weapon. The realm of earth has a -chance to confer extra attacks or the power of causing earthquakes and so on. -<A NAME="24"></A><A NAME="25"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: What or who is Fumblefingers? How do I get his quests?</FONT> - -A: FF is short for Fumblefingers, the name that some players give to the adventurer -who keeps having his sword stolen by monsters and asking you to find it for -him. So named because he often seems to lose it to molds and other creatures -you wouldn't expect to be able to pickpocket! -During birth you'll be asked to specify a number of random quests you would like -to attempt to complete. Some of these quests will take the form of princess quests, -others will be fumble-finger quests. If you complete the task he sets you -sucessfully, he'll offer to join you as a companion. If you do not want him to -join you, he'll offer to teach you some new skills. Quite handy. -<A NAME="26"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Where has the option gone to set the number of random quests?</FONT> -<FONT COLOR="#00FF00"> Why aren't there any after the Barrow-downs?</FONT> - -A: Turning on either of the options "Allow permanent dungeon levels" or "Always -create special rooms" will disable random quests. -Random quests can only be found in the four main dungeons (Barrowdowns, Mirkwood, -Mordor and Angband). - -<A NAME="27"></A><A NAME="28"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: How do I get the dots to show up on floor tiles in Windows XP? I've tried </FONT> -<FONT COLOR="#00FF00"> changing the tile character to the brighter dot. Toggling 'Bizarre Display' </FONT> -<FONT COLOR="#00FF00"> mode helped with the trailing @@@@@@@@@@@@@@@@@ problem. Any suggestions? I </FONT> -<FONT COLOR="#00FF00"> gave up a long time ago and play with graphics tiles now, but I'd like to be </FONT> -<FONT COLOR="#00FF00"> able to fix this.</FONT> - -A: In the file ./lib/pref/font_win.prf, either remove or comment out with # the -lines that end in /0x1F, e.g. -# open floor -# F:1:0x01/0x1F -Another possibility is to manually change the symbols used with the '%' -command, but the previous solution is faster. -<A NAME="29"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Many things are written in a dark grey color which is next to impossible to </FONT> -<FONT COLOR="#00FF00"> read against a black background. Also, some monsters appear in dark grey and </FONT> -<FONT COLOR="#00FF00"> are easy to miss! What can I do to fix this?</FONT> - -A: Fix the gamma control of your display. If your display software does not -include such a tool, access the 'Interact with Colors' screen in ToME via -shift+7, type '4', and modify the gamma correction there. -<A NAME="30"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Why don't you make X class less powerful or Y class more powerful?</FONT> - -A: ToME the player determines how hard the game is. Classes, races, and -subraces are neither meant nor desired to be equal in game difficulty. So no, -we won't make Axemasters more powerful just to "balance them out", nor will we -make Sorcerors weaker. -<A NAME="31"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Why do I always start in a terribly difficult, very deep dungeon instead of </FONT> -<FONT COLOR="#00FF00"> a town? Is the game really this hard?</FONT> - -A: You have chosen a "Lost soul" character subrace. That's where Lost souls -start. They tend to die very quickly, so don't choose them if you're new to ToME. -<A NAME="32"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: My character is invisible. That's great, but how do I know where she is if </FONT> -<FONT COLOR="#00FF00"> I can't see her?!</FONT> - -A: You could seek for a way to see invisible things. -You could go to game options: - 1. Type = (game options) - 2. Type 4 (efficiency options) - 3. Arrow down to 'hilite the player with the cursor' - 4. Type y to toggle the option to 'yes' -<A NAME="33"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I'm standing on a pile of items. How do I see what's in the pile without </FONT> -<FONT COLOR="#00FF00"> picking it all up, moving it, or destroying it all?</FONT> -A: - 1. Stand on the pile in question - 2. Type shift + i (examine) - 3. Type - (examine items on floor) - 4. Type * (expand list of items on floor) - 5. (as needed) Type letter associated with item to look at it more closely. - -<FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: If I'm standing on a pile of items. Is there a command to see if there is a </FONT> -<FONT COLOR="#00FF00"> stairway or jumpgate beneath the pile?</FONT> - -A: Stairs/jumpgates obscured by clutter do still function. You are advised to -take a good hard look at your surroundings before creating lots of dungeon -clutter. - 1. You can pick up, move, or eliminate the pile. - 2. Press l (look), then select the square you wish to inquire about. Press -<enter>; it will scroll through everything on the ground, and eventually it -ends with "It is in a Void Jumpgate", or whatever. -<A NAME="34"></A><A NAME="36"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: What is a good starting character?</FONT> - -A: Make sure to read the parchment you start the game with! - -If you're new to ToME, understand that your characters are going to die a lot. -Be prepared for that. In fact, take advantage of it by using the various -characters you run to experiment and learn the game's various facets. - -Try a warrior. A Dunadan Swordmaster is an excellent combination of race and class. - -Try a priest. A Rohan Knight Paladin gives you some magic to go with strong -combat, but your terrible stealth will give you a tougher time in some respects. - -Try an archer. A Wood-elf Archer will have fewer hitpoints than you're used to, -but lets you use excellent ranged combat instead. Also note how your higher -stealth wakes up fewer monsters, letting you fight them more on your own terms. - -Try a mage. A Dark-elf Mage lets you keep using weapons, while getting a taste -of the various magic schools. You have even fewer hitpoints, though, so beware. - -Try another mage. A Hobbit Sorceror is a fun character, but the hitpoint -penalties make you need to be very careful. You get high-powered magic, though, -to more than make up for it. - -I would just add that for those who get frustrated in the early levels and want -to run a more powerful character that I think the three easiest combinations -are probably the Zombie Rohan Knight Unbeliever, the Thunderlord (or Vampire -Half-Ogre) Sorceror, and the High-Elf (or Deathmold if you can figure it out) -Possessor. Also, you might want to try a priest of Eru or Tulkas. Most of these -have low stealth, but should be pretty easy to play up to around level 30, and -they offer an attractive range of experiences for the new player. -<A NAME="35"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: I'm getting killed a lot. Can you recommend some starting options to </FONT> -<FONT COLOR="#00FF00"> make my chances a little better?</FONT> - -A: Realize that getting killed a lot is to be expected. Having said that, try this: -At character creation: - 1. Turn off "always generate very unusual rooms". - 2. Turn off joke monsters. - 3. Turn off "always make small levels". - 4. Regarding the number of random quests: See the Q/A below. - 5. Do not choose a Lost Soul character. - -Later, set these options: - 1. Turn on "expand the power of the look command". - 2. Turn on "allow some monsters to carry light". - 3. Turn on "map remembers all perma-lit grids". - 4. Turn on "map remembers all torch-lit grids". - 5. Turn off "monsters learn from their mistakes". - 6. Turn off "monsters exploit player weaknesses". - 7. Turn on "monsters behave stupidly". - 8. Turn off "allow unusually small dungeon levels". - 9. Turn off "allow empty 'arena' levels". - -<A NAME="36"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: How many random quests should I choose?</FONT> - -A: One big question a beginner is faced with is: How many (random) optional -quests to choose? - -I think this is another area where the beginner should mix it up. The early -items from princesses are a great benefit to beginners, but coming to rely on -those can be a problem when it comes time to enter deep dungeons and the real nasty -quests begin. - -Also, high counts, especially, 98 quests can be very frustrating for a beginner -when it puts an especially difficult quest on dungeon level 1 or 2. - -<A NAME="37"></A><FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: Are Amulets of Anti-magic and the Anti-magic skill related?</FONT> - -A: No. The Anti-magic shell of the Amulet of Anti-magic has nothing to do with -the Anti-magic field given off by the skill and Dark Swords. -<FONT COLOR="#00FF00">------------------------------------------------------------------------------</FONT> -<FONT COLOR="#00FF00">Q: The game is so slow...</FONT> - -A: Yeah :( -Try disabling the various options marked as (slow) - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/version.html b/lib/help/version.html deleted file mode 100644 index 75039eb9..00000000 --- a/lib/help/version.html +++ /dev/null @@ -1,364 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><A HREF="version.html#1">The origins of ToME</A> -<A HREF="version.html#2">Zangband History and Information</A> -<A HREF="version.html#3">Brief Version History (of standard Angband)</A> -<A HREF="version.html#4">A Posting from the Original Author (of Moria)</A> -<A HREF="version.html#5">Previous Versions (outdated)</A> - - -<FONT COLOR="#FF0000">====== ToME Brief History =======</FONT> - -When Zangband came to it 2.2.0 version I (DarkGod) was an Angband winner and -I had been a C programmer for a long time, so I decided to take the sources -and to try to code my own variant. At this time I was reading the Pern -novels from Anne McCaffrey and I found them *VERY* good, so I decided to -include some elements of them into my variant from which it takes the name, -PernAngband. - -One hard thing to decide was on which Angband to base it. Although I didn't -like Zangband because of the Zelazny universe, which I found to be not very -Tolkienish, I chose it because of all the good things it had (especially -the race powers that I wasn't able to code at the time). So I removed -much of the Zelazny stuff and replaced it with Tolkien and Pernish stuff. -And so the history of PernAngband began with the version 2.9.9a. - -Now, in PernAngband 5.x.x, PernAngband is a thriving Angband variant -with plenty of unique features. - -Then came some legal problems with Anne McCaffrey estate and ubisoft and -I had to remove the Pern stuff, so the game got rename to ToME, -the Troubles of Middle Earth. -<A NAME="02"></A><FONT COLOR="#FF0000">=== Zangband History and Information ===</FONT> - -The seeds of Zangband lie in an obsolete and long ago vanished PC variant -(somewhat misleadingly) dubbed Angband--. The variant was written by a -hopeless Angband addict (previously Moria veteran and winner) who got -bored with the standard monsters and wanted to introduce some new -monsters. Angband-- was based on the PC Angband 1.31 sources, and -it was set in Roger Zelazny's 'Amber' universe. - -Later this individual got a better computer and learned to code, and -produced the PC Zangband, and most Angband-- monsters survived into -PC Zangband 1.0. PC Zangband 1.0 was the first PC Angband to introduce -(simple, font-based) graphics, which were also used in the graphical -PC Angband 1.40. - -Yet this individual was still not cured of his addiction... his almost -as strong addiction to the Civilization style fantasy strategy game -'Master of Magic' inspired him to write a new magic system. The current -version of Zangband (2.*) incorporates this magic system, as well as -the best features from Angband-- and PC Zangband 1.0. It is based on -the Angband 2.8.1 sources (by Ben Harrison), and is therefore portable -to other systems (unlike the earlier versions which were for DOS-PC's -only). - -Incidentally, this person (me, Topi Ylinen) also thought that the -standard Angband monsters were too easy, which led him to introduce -such monsters as Death swords, Cyberdemons and Great Wyrms of Power... - -Special thanks -- The current version of Zangband might not have come into -existence without the significant help from these excellent Angband -programmers: - - Ben Harrison, for obvious reasons. - - Greg Wooledge, who pointed out a bug in the dos compiler, - which was preventing my progress with the first 2.* version - of Zangband and for various patches. - - Julian Lighton, who must have sent me more ideas, patches, and - bug reports than all the others together. - - Robert Ruehlmann, whose nice new main-dos.c enables SVGA - graphics and even windows in MS-DOS. - - Paul Sexton, who is responsible for about 50% of the new code - in 2.1.0. - - Heino Vander Sanden, who created the quest-code and - Dean Anderson, whose patch showed me the quickest way to - implement the quests. - - Adam Bolt, who created the new ZAngband tiles. - - Scott Bigham, for the S-Lang patch. - - Jeff Duprey for the new mutations. - - Leigh Silas Hanrihan for the new items. - - Benny S. Hofmann, Aram Harrow, Greg Harvey, Keldon Jones, - Graham Murray, Remco Gerlich, Tim Baker and many others - for bugreports, patches, bugfixes, and ideas. - - -ZAngband 2.1.0c was Topi's last version, he has got a job and and -doesn't have enough time anymore to continue work on ZAngband. -He asked for a new maintainer and I was the one to take over the task. -May I introduce myself, my name is Robert Ruehlmann, I'm the creator -of the graphical Angband versions for DOS and webmaster of -"Thangorodrim - The Angband Page" ("http://www.thangorodrim.net"). -<A NAME="03"></A><FONT COLOR="#FF0000">=== Brief Version History (of standard Angband) ===</FONT> - -First came "VMS Moria", by Robert Alan Koeneke (1985). - -Then came "Umoria" (Unix Moria), by James E. Wilson (1989). - -In 1990, Alex Cutler and Andy Astrand, with the help of other students -at the University of Warwick, created Angband 1.0, based on the existing -code for Umoria 5.2.1. They wanted to expand the game, keeping or even -strengthening the grounding in Tolkien lore, while adding more monsters -and items, including unique monsters and artifact items, plus activation, -pseudo-sensing, level feelings, and special dungeon rooms. - -Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked on -the source, releasing a copy known as "Angband 2.4.frog_knows" at some -point, which ran only on Unix systems, but which was ported by various -people to various other systems. - -Then Charles Swiger (cs4w+@andrew.cmu.edu) attempted to clean up the mess, -resulting in several versions, starting sometime around November, 1993, with -Angband 2.5.1 (more or less) and leading up to Angband 2.6.2 in late 1994. -Several people ported (the primarily Unix/NeXT centered) Angband 2.6.1 to -other platforms, including Keith Randall, who made a Macintosh port that -added support for color usage. Some of the changes during this period were -based on suggestions from the "net", PC Angband 1.40, UMoria 5.5, and some -of the Angband "variations", such as FAngband. - -Finally, I (Ben Harrison) took over in late 1994 when Charles Swiger left. -Initially my intention was simply to clean up what had become, after ten -years, a rather unholy mess, but the deeper I delved into the code, the -more it became apparent that drastic changes were needed, so, starting -with MacAngband 2.6.1, I began a more or less total rewrite, resulting, -eventually, in Angband 2.7.0, released around January first, 1995. - -Angband 2.7.0 was a very clean (but very buggy) rewrite that, among other -things, allowed extremely simple porting to multiple platforms, starting -with Unix and Macintosh, and by the time most of the bugs were cleaned up, -in Angband 2.7.2, including X11, and various IBM machines. Angband 2.7.4 -was released to the "ftp.cis.ksu.edu" site, and quickly gained acceptance, -perhaps helped by the OS2 and Windows and Amiga and Linux ports. Angband -2.7.5 and 2.7.6 added important capabilities such as macros and user pref -files, and continued to clean up the source. Angband 2.7.8 was designed -to supply another "stable" version that we can all give to our friends, -with new "help files" and "spoiler files" for the "online help", plus a -variety of minor tweaks and some new features. Angband 2.7.9 optimized -a few things, and tweaked a few other things, and cleaned up a few other -things, and introduced a few minor semantic changes. - -It is very hard to pin down, along the way from 2.6.2 to 2.7.0, and thence -to 2.7.8, exactly what was added exactly when. Most of these steps involved -so many changes as to make "diff files" not very useful, since often the diff -files were as long as the code itself. Most of the changes, with the notable -exception of the creation of the new "main-xxx.c" files for the various new -platforms, and a few other exceptions generally noted in the source, were -written by myself, either spontaneously, or, more commonly, as the result of -a suggestion or comment by an Angband player. So if you have any problems -with anything that you do not recognize from older versions, you can blame -them on me. And if you like the new features and such, you can send me a -brief little "thank you" email (to benh@phial.com) or something... - -The Official Angband Home Page ("http://www.phial.com/") -was created along with Angband 2.7.9 to serve as an up to date description -of any bugs found in various versions, and to list all of the people whose -email addresses I kept having to look up. - -<A NAME="04"></A><FONT COLOR="#FF0000">=== A Posting from the Original Author ===</FONT> - -From: koeneke@ionet.net (Robert Alan Koeneke) -Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria -Subject: Early history of Moria -Date: Wed, 21 Feb 1996 04:20:51 GMT - -I had some email show up asking about the origin of Moria, and its -relation to Rogue. So I thought I would just post some text on the -early days of Moria. - -First of all, yes, I really am the Robert Koeneke who wrote the first -Moria. I had a lot of mail accussing me of pulling their leg and -such. I just recently connected to Internet (yes, I work for a -company in the dark ages where Internet is concerned) and -was real surprised to find Moria in the news groups... Angband was an -even bigger surprise, since I have never seen it. I probably spoke to -its originator though... I have given permission to lots of people -through the years to enhance, modify, or whatever as long as they -freely distributed the results. I have always been a proponent of -sharing games, not selling them. - -Anyway... - -Around 1980 or 81 I was enrolled in engineering courses at the -University of Oklahoma. The engineering lab ran on a PDP 1170 under -an early version of UNIX. I was always good at computers, so it was -natural for me to get to know the system administrators. They invited -me one night to stay and play some games, an early startrek game, The -Colossal Cave Adventure (later just 'Adventure'), and late one night, -a new dungeon game called 'Rogue'. - -So yes, I was exposed to Rogue before Moria was even a gleam in my -eye. In fact, Rogue was directly responsible for millions of hours of -play time wasted on Moria and its descendents... - -Soon after playing Rogue (and man, was I HOOKED), I got a job in a -different department as a student assistant in computers. I worked on -one of the early VAX 11/780's running VMS, and no games were available -for it at that time. The engineering lab got a real geek of an -administrator who thought the only purpose of a computer was WORK! -Imagine... Soooo, no more games, and no more rogue! - -This was intolerable! So I decided to write my own rogue game, Moria -Beta 1.0. I had three languages available on my VMS system. Fortran -IV, PASCAL V1.?, and BASIC. Since most of the game was string -manipulation, I wrote the first attempt at Moria in VMS BASIC, and it -looked a LOT like Rogue, at least what I could remember of it. Then I -began getting ideas of how to improve it, how it should work -differently, and I pretty much didn't touch it for about a year. - -Around 1983, two things happened that caused Moria to be born in its -recognizable form. I was engaged to be married, and the only cure for -THAT is to work so hard you can't think about it; and I was enrolled -for fall to take an operating systems class in PASCAL. - -So, I investigated the new version of VMS PASCAL and found out it had -a new feature. Variable length strings! Wow... - -That summer I finished Moria 1.0 in VMS PASCAL. I learned more about -data structures, optimization, and just plain programming that summer -then in all of my years in school. I soon drew a crowd of devoted -Moria players... All at OU. - -I asked Jimmey Todd, a good friend of mine, to write a better -character generator for the game, and so the skills and history were -born. Jimmey helped out on many of the functions in the game as well. -This would have been about Moria 2.0 - -In the following two years, I listened a lot to my players and kept -making enhancements to the game to fix problems, to challenge them, -and to keep them going. If anyone managed to win, I immediately found -out how, and 'enhanced' the game to make it harder. I once vowed it -was 'unbeatable', and a week later a friend of mine beat it! His -character, 'Iggy', was placed into the game as 'The Evil Iggy', and -immortalized... And of course, I went in and plugged up the trick he -used to win... - -Around 1985 I started sending out source to other universities. Just -before a OU / Texas football clash, I was asked to send a copy to the -Univeristy of Texas... I couldn't resist... I modified it so that -the begger on the town level was 'An OU football fan' and they moved -at maximum rate. They also multiplied at maximum rate... So the -first step you took and woke one up, it crossed the floor increasing -to hundreds of them and pounded you into oblivion... I soon received -a call and provided instructions on how to 'de-enhance' the game! - -Around 1986 - 87 I released Moria 4.7, my last official release. I -was working on a Moria 5.0 when I left OU to go to work for American -Airlines (and yes, I still work there). Moria 5.0 was a complete -rewrite, and contained many neat enhancements, features, you name it. -It had water, streams, lakes, pools, with water monsters. It had -'mysterious orbs' which could be carried like torches for light but -also gave off magical aura's (like protection from fire, or aggrivate -monster...). It had new weapons and treasures... I left it with the -student assistants at OU to be finished, but I guess it soon died on -the vine. As far as I know, that source was lost... - -I gave permission to anyone who asked to work on the game. Several -people asked if they could convert it to 'C', and I said fine as long -as a complete credit history was maintained, and that it could NEVER -be sold, only given. So I guess one or more of them succeeded in -their efforts to rewrite it in 'C'. - -I have since received thousands of letters from all over the world -from players telling about their exploits, and from administrators -cursing the day I was born... I received mail from behind the iron -curtain (while it was still standing) talking about the game on VAX's -(which supposedly couldn't be there due to export laws). I used to -have a map with pins for every letter I received, but I gave up on -that! - -I am very happy to learn my creation keeps on going... I plan to -download it and Angband and play them... Maybe something has been -added that will surprise me! That would be nice... I never got to -play Moria and be surprised... - -Robert Alan Koeneke -koeneke@ionet.net - -<A NAME="05"></A><FONT COLOR="#FF0000">=== Previous Versions (outdated) ===</FONT> - - - VMS Moria Version 4.8 -Version 0.1 : 03/25/83 -Version 1.0 : 05/01/84 -Version 2.0 : 07/10/84 -Version 3.0 : 11/20/84 -Version 4.0 : 01/20/85 - -Modules : - V1.0 Dungeon Generator - RAK - Character Generator - RAK & JWT - Moria Module - RAK - Miscellaneous - RAK & JWT - V2.0 Town Level & Misc - RAK - V3.0 Internal Help & Misc - RAK - V4.0 Source Release Version - RAK - -Robert Alan Koeneke Jimmey Wayne Todd Jr. -Student/University of Oklahoma Student/University of Oklahoma - - - Umoria Version 5.2 (formerly UNIX Moria) -Version 4.83 : 5/14/87 -Version 4.85 : 10/26/87 -Version 4.87 : 5/27/88 -Version 5.0 : 11/2/89 -Version 5.2 : 5/9/90 - -James E. Wilson, U.C. Berkeley - wilson@ernie.Berkeley.EDU - ...!ucbvax!ucbernie!wilson - -Other contributors: -D. G. Kneller - MS-DOS Moria port -Christopher J. Stuart - recall, options, inventory, and running code -Curtis McCauley - Macintosh Moria port -Stephen A. Jacobs - Atari ST Moria port -William Setzer - object naming code -David J. Grabiner - numerous bug reports, and consistency checking -Dan Bernstein - UNIX hangup signal fix, many bug fixes -and many others... - - - - -Copyright (c) 1989 James E. Wilson, Robert A. Keoneke - This software may be copied and distributed for educational, research, and - not for profit purposes provided that this copyright and statement are - included in all such copies. - -Umoria Version 5.2, patch level 1 - -Angband Version 2.0 Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill, - Charles Teague. - -Angband Version 2.4 : 5/09/93 - -Angband Version 2.5 : 12/05/93 Charles Swiger. - -Angband Version 2.6 : 9/04/94 - -Angband Version 2.7 : 1/1/95 Ben Harrison - - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/whattome.html b/lib/help/whattome.html deleted file mode 100644 index 0acedc51..00000000 --- a/lib/help/whattome.html +++ /dev/null @@ -1,42 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < What is ToME? ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - - Tales of Middle Earth (ToME) is a fantasy adventure game, based on the works -of Tolkien. Focussing on game-play rather than fancy graphics that get boring -after a week, ToME will keep you playing for years. - -Explore dozens of different dungeons including hundreds of randomly generated -levels filled with multitudes of different items and treasures. Fight off -hundreds of monsters and uniques from the stories in a complex fighting system. -Gain experience and learn skills dependent from the dozens of races and classes -chosen by the player, cast spells from simple teleportation spells to advanced -spells that can wipe out a whole army at once. The only game where you can burn -spell books from trudging in lava (unless you have gained immunity from some -armour), dry up rivers to cast mighty spells, strike at orcs with blades -attuned to slay them specifically, summon armies from a simple totem, and even -enter a symbiotic relationship with a mold! - -Explore dungeons, gain power, and save Middle-earth! - -The player will begin his adventure on the town level where he may acquire -supplies, weapons, armour, and magical devices by bartering with various shop -owners. After preparing for his adventure, the player can descend into the -dungeon near Bree where fantastic adventures await his coming! - -Make sure you read the parchment you are given when you start the game, and -read the in-game documentation. -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/help/wishing.html b/lib/help/wishing.html deleted file mode 100644 index 818b98cf..00000000 --- a/lib/help/wishing.html +++ /dev/null @@ -1,38 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="01"></A><FONT COLOR="#FF0000">=== Wishes ===</FONT> - -Some items in ToME will grant the user the ability to "wish" for an -object that they are interested in. As such, these are generally very rare -and very powerful objects. - -<FONT COLOR="#00FF00">Rules for Wishes</FONT> -Due to the powerful nature of wishes, there are some rules that govern -what is able to be wished for. These rules are as follows: -1. You cannot wish for a wish, or any other item which would grant more - wishes. -2. A wish will always generate *one* object. So, never put a number, "a" - or "an" in front of the object you are wishing for. -3. It is not possible to wish for the magical +'s to the object (i.e. you - cannot wish for "gloves of slaying (+10,+10)", but you can wish for - "gloves of slaying"). -4. You cannot wish for artifacts, but you *can* wish for excellent (ego) - items. -5. You can wish for monsters and ego monsters (e.g. "cave orc", "rogue cave - orc"). -6. You cannot wish for unique monsters. -7. You can wish the monster to have a specific flag - a pet, or a foe. - Possible flags include: enemy, neutral, friendly, pet, companion - -</TT></PRE> -</FONT> -</body> -</html> diff --git a/lib/module.lua b/lib/module.lua index 1bb87be2..571c1905 100644 --- a/lib/module.lua +++ b/lib/module.lua @@ -1,7 +1,7 @@ add_module { ["name"] = "ToME", - ["version"] = { 2, 3, 0 }, + ["version"] = { 2, 3, 1 }, ["author"] = { "DarkGod", "darkgod@t-o-m-e.net" }, ["desc"] = { "The Tales of Middle-earth, the standard and official game.", diff --git a/src/loadsave.c b/src/loadsave.c index d754d09e..060650a2 100644 --- a/src/loadsave.c +++ b/src/loadsave.c @@ -426,7 +426,7 @@ static bool do_extra(int flag) if (i < old_max_s_idx) { do_u32b(&s_info[i].value, flag); - do_u16b(&s_info[i].mod, flag); + do_u32b(&s_info[i].mod, flag); do_byte(&s_info[i].dev, flag); do_byte(&s_info[i].hidden, flag); do_u32b(&s_info[i].uses, flag); @@ -461,10 +461,10 @@ static bool do_extra(int flag) Converted it to be the alchemist's known artifact flags. Note that the ego flags and the gained levels - record are recorded here too, but we use the + record are recorded here too, but we use the _ver_ format to protect save file compatablity. Note that the other alchemist knowledge (item types known) - is stored in do_aux, and is a bit flag in a previously + is stored in do_aux, and is a bit flag in a previously unused bit. */ for (i = 0; i < 6 ; ++i) @@ -1137,7 +1137,7 @@ bool load_player(void) /* Verify the existance of the savefile */ if ((!file_exist(savefile)) -#ifdef SAFER_PANICS +#ifdef SAFER_PANICS && (!file_exist(panic_fname)) #endif /* SAFER_PANICS */ ) @@ -1458,7 +1458,7 @@ bool load_player(void) /* * Size-aware read/write routines for the savefile, do all their - * work through sf_get and sf_put. + * work through sf_get and sf_put. */ static void do_byte(byte *v, int flag) @@ -2758,6 +2758,7 @@ static bool do_dungeon(int flag) /*** Objects ***/ if (flag == LS_SAVE) compact_objects(0); + if (flag == LS_SAVE) compact_monsters(0); if (flag == LS_SAVE) { tmp16b = o_max; @@ -2835,7 +2836,6 @@ static bool do_dungeon(int flag) /*** Monsters ***/ - if (flag == LS_SAVE) compact_monsters(0); if (flag == LS_SAVE) tmp16b = m_max; /* Read the monster count */ do_u16b(&tmp16b, flag); diff --git a/src/makefile.my b/src/makefile.my deleted file mode 100644 index 287f7ac5..00000000 --- a/src/makefile.my +++ /dev/null @@ -1,558 +0,0 @@ -# File: Makefile - -# This is not a very "nice" Makefile, but it usually works. - -# -# Note that you may have to make modifications below according -# to your machine, available libraries, compilation options, -# and your "visual module" of choice. This Makefile is intended -# for use with Unix machines running X11, Curses, Ncurses, or Vt100, -# or possibly for "Atari" or "Amiga" computers with "Curses" ports, -# see below for more information. -# -# Note that "main-mac.c" and "main-crb.c", the visual modules for -# the Macintosh, must be compiled in a special way, see elsewhere. -# -# Note that "main-win.c", the visual module for Windows, -# must be compiled in a special way, see elsewhere. -# -# Note that "main-ibm.c" and "main-emx.c", the visual modules -# for various types of IBM-PC computers, must be compiled with -# special Makefiles, see elsewhere. -# -# Note that "main-lsl.c", the visual module for Linux-SVGALIB -# must be compiled with "Makefile.lsl", see elsewhere. -# -# Note that "main-acn.c", the visual module for Risc Acorn, -# must be compiled with "Makefile.acn", see elsewhere. -# -# Note that "Makefile.wat" is a slight variation on "Makefile.ibm", -# which allow the use of "main-ibm.c" with special compiler -# (might be out-of-date). -# -# If you are able to construct "main-xxx.c" and/or "Makefile.xxx" -# files for a currently unsupported system, please send them to me -# (rr9@angband.org) for inclusion in future versions. -# - -## -## Before you type "make depend; make", please follow these three steps. -## -## 1. Support for Lua scripting, builtin IRC client support and -## GNU Make ifdef's -## -## The ifdef ... endif struct may not be supported by 'make' -## you are using. GNU make does and Berkeley make doesn't, for example. -## If it doesn't, you can still manually enable/disable them with minimum -## amount of effort: -## -## If you are using Berkeley make, substitute .ifdef for ifdef -## and .endif for endif -## -## If your make doesn't seem to understand such construct, then -## (1) Search for lines containing ifdef and endif -## (2) Comment these lines out -## (3-optional) Comment out lines surrounded by these if you are -## *not* going to compile the game with Lua scripting enabled. -## - -# Comment out this line if you don't want Lua scripting -LUA=TRUE - -# Comment out this line if you don't want the IRC support -IRC=TRUE - -## -## 2. Installation locations and such -## -## LIBDIR, BINDIR and OWNER should be set appropriately for -## multiuser installations. -## -## If you want to keep it private or don't have root privilege -## required by "make install", set LIBDIR to ./lib/ or an absolute -## path pointing to your lib directory, and don't run "make install". -## -## NOTE: If LIBDIR is set to ./lib/ , you have to cd to parent directory -## of lib before you start the game. -## - -# Where lib/ files goes -#LIBDIR = /usr/lib/games/tome/ -# Sysadmins of commercial Unix and/or BSD might prefer this -#LIBDIR = /usr/local/lib/tome/ -# If you like the old default, use this one -LIBDIR = ./lib/ -# Another example: single user installation using absolute path -#LIBDIR = /home/myloginname/lib/tome/ - - -# Where ToME binary goes -BINDIR = /usr/local/games -# Another common location -#BINDIR = /usr/local/bin - -# The game will run suid to this user -OWNER = games - -# Ignore this if you're not making a package -DESTDIR= - -## -## 3. Some "system" definitions -## -## No changes are needed to compile a version that will run on both -## X11 and Curses, in debugging mode, with maximal warnings, on many -## normal Unix machines of the Sun OS variety (non-solaris). -## -## To use an "alternative" definition, simply "modify" (or "replace") -## the definition below with one that you like. For example, you can -## change the compiler to "cc", or remove the "debugging" options, or -## remove the X11 or Curses support, etc, as desired. -## -## See also "config.h" and "h-config.h" for important information. -## -## Some "examples" are given below, they can be used by simply -## removing the FIRST column of "#" signs from the "block" of lines -## you wish to use, and commenting out "standard" block below. -## -## This is not intended to be a "good" Makefile, just a "simple" one. -## - - -# -# This is my compiler of choice, it seems to work most everywhere -# -CC = gcc - -# Profiling options -# PROFILECOPTS = -pg -# PROFILELDFLAGS = -pg - -# -# Standard version (see main-x11.c and main-gcu.c) -# -# This version supports both "X11" and "curses" in a single executable. -# -# You may have to add various X11 include/library directories to the -# "INCLUDES", if your machine places files in a weird location -# (e.g. -I/usr/X11R6/include, as is almost always the case with -# linux and *BSD). Since we have seen many linux users -- arguably -# the largest unix population -- confused by this, and adding this -# usually doesn't hurt, the default rule has been changed to search -# for /usr/X11R6/include. -# -# You may be able to remove "-ltermcap" on some machines (ex: Solaris). -# -# You may have to replace "-lcurses" with "-lncurses" to use the -# "new curses" library instead of the "old curses" library, and -# you may have to add "-I/usr/include/ncurses" to the "INCLUDES", -# and/or "-DUSE_NCURSES" to "DEFINES". -# -# See "main-gcu.c" and "config.h" for some optional "curses" defines, -# including "USE_GETCH" and "USE_CURS_SET". Note that "config.h" will -# attempt to "guess" at many of these flags based on your system. -# -# -DNO_HOME_TOME -SDL_CONFIG ?= sdl-config -COPTS = -Wall -O1 -pipe -g -INCLUDES = -I/usr/X11R6/include `$(SDL_CONFIG) --cflags` -DEFINES = -DUSE_X11 -DUSE_SDL -DUSE_GCU \ - -DUSE_EGO_GRAPHICS -DUSE_TRANSPARENCY -DSUPPORT_GAMMA \ - -DUSE_PRECISE_CMOVIE -DUSE_UNIXSOCK -LIBS = -lX11 -L/usr/X11R6/lib -lncurses `$(SDL_CONFIG) --libs` -lSDL_image -lSDL_ttf -lcurses - - - -## -## Variation -- Only support "main-gtk.c" (not "main-gcu.c, main-x11.c") -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = `gtk-config --cflags` -#DEFINES = -DUSE_GTK -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = `gtk-config --libs` - -# -# Variation -- Only support "main-x11.c" (not "main-gcu.c") -# -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -I/usr/X11R6/include -#DEFINES = -DUSE_X11 -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -L/usr/X11R6/lib - - -## -## Variation -- Only support "main-gcu.c" (not "main-x11.c") -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -#DEFINES = -DUSE_GCU -#LIBS = -lcurses -ltermcap - - -## -## Variation -- Use "main-xaw.c" instead of "main-x11.c" -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -I/usr/X11R6/include -#DEFINES = -DUSE_XAW -DUSE_GCU \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lXaw -lXmu -lXt -lX11 -lcurses -ltermcap -L/usr/X11R6/lib - -## -## Variation -- Use "main-sdl.c" instead of "main-x11.c" -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = `sdl-config --cflags` -#DEFINES = -DUSE_SDL -DUSE_GCU \ -# -DUSE_EGO_GRAPHICS -DUSE_TRANSPARENCY \ -# -DUSE_PRECISE_CMOVIE -DUSE_UNIXSOCK -DSUPPORT_GAMMA -#LIBS = `sdl-config --libs` -lSDL_image -lcurses - -## -## Variation -- Use "main-cap.c" instead of "main-gcu.c" -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -I/usr/X11R6/include -#DEFINES = -DUSE_X11 -DUSE_CAP \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -ltermcap - - -## -## Variation -- Only work on simple vt100 terminals -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -#DEFINES = -DUSE_CAP -DUSE_HARDCODE - - -## -## Variation -- this might work for Linux 1.1.93 using ncurses-1.8.7. -## -#COPTS = -Wall -O2 -fomit-frame-pointer -m486 -#INCLUDES = -I/usr/X11R6/include -I/usr/include/ncurses -#DEFINES = -DUSE_X11 -DUSE_GCU \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -lncurses -L/usr/X11R6/lib - - -## -## Variation -- this might work better than the suggestion above -## -#COPTS = -Wall -O2 -fomit-frame-pointer -#INCLUDES = -I/usr/X11R6/include -I/usr/include/ncurses -#DEFINES = -DUSE_X11 -DUSE_GCU -DUSE_TPOSIX -DUSE_CURS_SET \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -lncurses -L/usr/X11R6/lib -#LDFLAGS = -s - - -## -## Variation -- compile for FreeBSD with ncurses -## -- BSD curses gives you B&W display. -## -#COPTS = -Wall -O2 -fomit-frame-pointer -m486 -#INCLUDES = -I/usr/X11R6/include -#DEFINES = -DUSE_X11 -DUSE_GCU -DUSE_NCURSES \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -lncurses -L/usr/X11R6/lib - - -## -## Variation -- compile for Solaris -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -#DEFINES = -DUSE_X11 -DUSE_GCU -DSOLARIS \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -lsocket -lcurses - - -## -## Variation -- compile for SGI Indigo runnig Irix -## The SGI has hardware gamma correction. -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -#DEFINES = -DUSE_X11 -DUSE_GCU -DSGI \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -#LIBS = -lX11 -lcurses -ltermcap -lsun - - - -## -## Variation -- compile for Dec ALPHA OSF/1 v2.0 -## -#CC = cc -##COPTS = -std -O -g3 -Olimit 4000 -#COPTS = -std -g -#INCLUDES = -#DEFINES = -DUSE_X11 -DUSE_GCU \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -lcurses -ltermcap -lrpcsvc - - -## -## Variation -- compile for Interactive Unix (ISC) systems -## -#COPTS = -Wall -O1 -pipe -g -#INCLUDES = -#DEFINES = -DUSE_X11 -DUSE_GCU -DISC \ -# -DUSE_TRANSPARENCY -DUSE_EGO_GRAPHICS -DSUPPORT_GAMMA -#LIBS = -lX11 -lcurses -lnsl_s -linet -lcposix - - -## -## Variation -- Support fat binaries under NEXTSTEP -## -#COPTS = -Wall -O1 -pipe -g -arch m68k -arch i386 -#INCLUDES = -#DEFINES = -DUSE_GCU -#LIBS = -lcurses -ltermcap - - -### End of configurable section ### - -# -# The "source" and "object" files. -# - -BASESRCS = \ - main-gtk.c main-gcu.c main-x11.c main-xaw.c main-sdl.c main-dmy.c \ - z-rand.c z-util.c z-form.c z-virt.c z-term.c z-sock.c \ - variable.c tables.c plots.c util.c cave.c dungeon.c \ - melee1.c melee2.c modules.c \ - object1.c object2.c randart.c squeltch.c traps.c \ - monster1.c monster2.c monster3.c ghost.c \ - xtra1.c xtra2.c skills.c powers.c gods.c \ - spells1.c spells2.c \ - status.c files.c notes.c loadsave.c \ - cmd1.c cmd2.c cmd3.c cmd4.c cmd5.c cmd6.c cmd7.c \ - help.c \ - generate.c gen_maze.c gen_evol.c wild.c levels.c store.c bldg.c \ - cmovie.c irc.c \ - wizard2.c init2.c birth.c wizard1.c init1.c main.c - -BASEOBJS = \ - main-gtk.o main-gcu.o main-x11.o main-xaw.o main-sdl.o main-dmy.o \ - z-rand.o z-util.o z-form.o z-virt.o z-term.o z-sock.o \ - variable.o tables.o plots.o util.o cave.o dungeon.o \ - melee1.o melee2.o modules.o \ - object1.o object2.o randart.o squeltch.o traps.o \ - monster1.o monster2.o monster3.o ghost.o \ - xtra1.o xtra2.o skills.o powers.o gods.o \ - spells1.o spells2.o \ - status.o files.o notes.o loadsave.o \ - cmd1.o cmd2.o cmd3.o cmd4.o cmd5.o cmd6.o cmd7.o \ - help.o \ - generate.o gen_maze.o gen_evol.o wild.o levels.o store.o bldg.o \ - cmovie.o irc.o \ - wizard2.o init2.o birth.o wizard1.o init1.o main.o - -LUASRCS = \ - script.c lua_bind.c \ - w_util.c w_player.c w_z_pack.c w_obj.c w_mnster.c w_spells.c w_quest.c w_play_c.c w_dun.c - -TOLUASRCS = \ - lua/lapi.c lua/lcode.c lua/ldebug.c lua/ldo.c lua/lfunc.c lua/lgc.c \ - lua/llex.c lua/lmem.c lua/lobject.c lua/lparser.c lua/lstate.c lua/lstring.c \ - lua/ltable.c lua/ltests.c lua/ltm.c lua/lundump.c lua/lvm.c lua/lzio.c \ - lua/lauxlib.c lua/lbaselib.c lua/ldblib.c lua/liolib.c lua/lstrlib.c \ - lua/tolua_lb.c lua/tolua_rg.c lua/tolua_tt.c lua/tolua_tm.c lua/tolua_gp.c \ - lua/tolua_eh.c lua/tolua_bd.c - -LUAOBJS = \ - script.o lua_bind.o \ - w_util.o w_player.o w_z_pack.o w_obj.o w_mnster.o w_spells.o w_quest.o w_play_c.o w_dun.o - -TOLUAOBJS = \ - lua/lapi.o lua/lcode.o lua/ldebug.o lua/ldo.o lua/lfunc.o lua/lgc.o \ - lua/llex.o lua/lmem.o lua/lobject.o lua/lparser.o lua/lstate.o lua/lstring.o \ - lua/ltable.o lua/ltests.o lua/ltm.o lua/lundump.o lua/lvm.o lua/lzio.o \ - lua/lauxlib.o lua/lbaselib.o lua/ldblib.o lua/liolib.o lua/lstrlib.o \ - lua/tolua_lb.o lua/tolua_rg.o lua/tolua_tt.o lua/tolua_tm.o lua/tolua_gp.o \ - lua/tolua_eh.o lua/tolua_bd.o - -# -# Base sources and objects -# - -SRCS = $(BASESRCS) -OBJS = $(BASEOBJS) - - -# -# Compiler options -# - -CFLAGS = $(COPTS) $(PROFILECOPTS) $(INCLUDES) $(DEFINES) -DDEFAULT_PATH=\"$(LIBDIR)\" - - -# -# Lua support -# - -ifdef LUA - -INCLUDES += -Ilua -I. -DEFINES += -DUSE_LUA -SRCS = $(LUASRCS) $(TOLUASRCS) $(BASESRCS) -OBJS = $(LUAOBJS) $(TOLUAOBJS) $(BASEOBJS) - -# Force recreation of stub files when lua source files are updated -# To be included in dependency rules -TOLUADEP = $(TOLUASRCS) lua/tolua.c lua/tolualua.c - -endif - - -# -# IRC support -# - -ifdef IRC - -IRC_SERVER=irc.worldirc.org -IRC_PORT=6667 -IRC_CHANNEL=\#tome - -DEFINES += \ - -DIRC_SERVER=\"$(IRC_SERVER)\" \ - -DIRC_PORT=\"$(IRC_PORT)\" \ - -DIRC_CHANNEL=\"$(IRC_CHANNEL)\" - -endif - - -# Build the binary. The new base target. -# - -TARGET = tome - -ifdef LUA -TOLUA = ./tolua -endif - -default: $(TOLUA) $(TARGET) - @echo "*** Note: In order to use the install rule, which now actually" - @echo "*** handles the installation of the library dir, you need to edit" - @echo "*** this makefile, going to the top and making sure LIBDIR suits" - @echo "*** your desired install dir properly. The LIBRARY_DIR you used" - @echo "*** to set in config.h is now ignored and obsolete with respect" - @echo "*** to this makefile. Note that if you edit this makefile, you may" - @echo "*** need to recompile so all the files that reference those defines" - @echo "*** notice the changes." - -$(TARGET): $(OBJS) - $(CC) $(PROFILELDFLAGS) $(LDFLAGS) -o $@ $(OBJS) $(LIBS) - -$(TOLUA): $(TOLUAOBJS) lua/tolua.c lua/tolualua.c - $(CC) $(CFLAGS) $(PROFILELDFLAGS) $(LDFLAGS) -o $@ $(TOLUAOBJS) lua/tolua.c lua/tolualua.c $(LIBS) - -# -# An install rule. -# -mini_install: default - cp -f $(TARGET) .. - -install: default - [ -d $(DESTDIR)$(LIBDIR) ] || mkdir -p $(DESTDIR)$(LIBDIR) - [ -d $(DESTDIR)$(BINDIR) ] || mkdir -p $(DESTDIR)$(BINDIR) - cp -r ../lib/* $(DESTDIR)$(LIBDIR) - chown -R $(OWNER) $(DESTDIR)$(LIBDIR) - cp -f $(TARGET) $(DESTDIR)$(BINDIR)/$(TARGET) - chown $(OWNER) $(DESTDIR)$(BINDIR)/$(TARGET) - chmod 4755 $(DESTDIR)$(BINDIR)/$(TARGET) - -# old-install: $(TARGET) -# cp $(TARGET) .. - - -# -# Clean up old junk -# - -clean: - rm -f *~ *.bak *.o lua/*.o iso/*.o tome tolua - - -# Make a src dist -TARGET_VERSION=`fgrep '[V]' ../changes.txt | sed 's/\[V\]-\s*T.o.M.E \(.\).\(.\).\(.\) .*/\1\2\3/g'` -DIST_TARGET_VERSION=../dist/tome-$(TARGET_VERSION)-src -DIST_TARGET=../dist/tome-xxx-src -dist: clean - mkdir -p $(DIST_TARGET) - cp -r ../lib $(DIST_TARGET) - cp -r ../src $(DIST_TARGET) - ../tome -c ../changes.txt $(DIST_TARGET)/changes.txt - cp ../changes.old $(DIST_TARGET) - cp ../credits.txt $(DIST_TARGET) - cp ../tome.ini $(DIST_TARGET) - cp ../angdos.cfg $(DIST_TARGET) - find $(DIST_TARGET) -name '*~' -exec rm {} \; - find $(DIST_TARGET)/lib/data/ -name '*.raw' -exec rm {} \; - find $(DIST_TARGET)/lib/xtra/graf/ -name '*.gif' -exec rm {} \; - find $(DIST_TARGET)/lib/xtra/font/ -name '*.hex' -exec rm {} \; - rm -rf `find $(DIST_TARGET) -name 'CVS'` - rm -rf `find $(DIST_TARGET)/lib/mods/ -mindepth 1 -maxdepth 1 -type d` - sed -i 's/(CVS)//' $(DIST_TARGET)/src/defines.h - mv $(DIST_TARGET) $(DIST_TARGET_VERSION) - cd ../dist; tar -cvjf tome-$(TARGET_VERSION)-src.tar.bz2 tome-$(TARGET_VERSION)-src - -# -# Generate dependancies automatically -# - -depend: - makedepend $(INCLUDES) $(DEFINES) -D__MAKEDEPEND__ $(SRCS) - -.c.o: - $(CC) $(CFLAGS) -c -o $*.o $*.c - - -# -# Quests -# -plots.o: q_rand.c q_main.c q_one.c q_ultrag.c q_ultrae.c \ - q_thief.c q_hobbit.c q_nazgul.c q_troll.c q_wight.c \ - q_spider.c q_poison.c \ - q_eol.c q_nirna.c q_invas.c \ - q_betwen.c \ - q_narsil.c q_shroom.c q_thrain.c q_wolves.c q_dragons.c q_haunted.c q_evil.c - -# -# Lua library compilation rules -# - -ifdef LUA - -w_mnster.c: monster.pkg $(TOLUADEP) - $(TOLUA) -n monster -o w_mnster.c monster.pkg - -w_player.c: player.pkg $(TOLUADEP) - $(TOLUA) -n player -o w_player.c player.pkg - -w_play_c.c: player_c.pkg $(TOLUADEP) - $(TOLUA) -n player_c -o w_play_c.c player_c.pkg - -w_z_pack.c: z_pack.pkg $(TOLUADEP) - $(TOLUA) -n z_pack -o w_z_pack.c z_pack.pkg - -w_obj.c: object.pkg $(TOLUADEP) - $(TOLUA) -n object -o w_obj.c object.pkg - -w_util.c: util.pkg $(TOLUADEP) - $(TOLUA) -n util -o w_util.c util.pkg - -w_spells.c: spells.pkg $(TOLUADEP) - $(TOLUA) -n spells -o w_spells.c spells.pkg - -w_quest.c: quest.pkg $(TOLUADEP) - $(TOLUA) -n quest -o w_quest.c quest.pkg - -w_dun.c: dungeon.pkg $(TOLUA) - $(TOLUA) -n dungeon -o w_dun.c dungeon.pkg - -endif - -# DO NOT DELETE THIS LINE - make depend depends on it. diff --git a/src/makefile.std b/src/makefile.std index 6315ff61..e51f15c3 100644 --- a/src/makefile.std +++ b/src/makefile.std @@ -447,6 +447,7 @@ dist: clean cp ../credits.txt $(DIST_TARGET) cp ../tome.ini $(DIST_TARGET) cp ../angdos.cfg $(DIST_TARGET) + rm -f $(DIST_TARGET)/src/tome $(DIST_TARGET)/src/tolua find $(DIST_TARGET) -name '*~' -exec rm {} \; find $(DIST_TARGET)/lib/data/ -name '*.raw' -exec rm {} \; find $(DIST_TARGET)/lib/xtra/graf/ -name '*.gif' -exec rm {} \; diff --git a/src/skills.c b/src/skills.c index 0c99bea4..551b883a 100644 --- a/src/skills.c +++ b/src/skills.c @@ -388,9 +388,6 @@ void recalc_skills_theory(s16b *invest, s32b *base_val, s32b *base_mod, s32b *bo /* It cannot exceed SKILL_MAX */ if (s_info[i].value > SKILL_MAX) s_info[i].value = SKILL_MAX; - - /* It cannot go below 0 */ - if (s_info[i].value < 0) s_info[i].value = 0; } /* Then we modify related skills */ @@ -416,9 +413,6 @@ void recalc_skills_theory(s16b *invest, s32b *base_val, s32b *base_mod, s32b *bo /* Increase / decrease with a % */ s32b val = s_info[j].value + (invest[i] * s_info[j].mod * s_info[i].action[j] / 100); - /* Skill value cannot be negative */ - if (val < 0) val = 0; - /* It cannot exceed SKILL_MAX */ if (val > SKILL_MAX) val = SKILL_MAX; @@ -636,7 +630,7 @@ s16b get_melee_skills() for (i = 0; i < MAX_MELEE; i++) { - if (s_info[melee_skills[i]].value && (!s_info[melee_skills[i]].hidden)) + if ((s_info[melee_skills[i]].value > 0) && (!s_info[melee_skills[i]].hidden)) { melee_bool[i] = TRUE; j++; diff --git a/src/t.txt b/src/t.txt deleted file mode 100644 index b320a82f..00000000 --- a/src/t.txt +++ /dev/null @@ -1,178 +0,0 @@ -T.o.M.E 2.3.0 aka "The Most Dangerous Wish" changes - -Gameplay changes: -- Added the new Mimic shapes and updated the old ones -- masmarangio -- Destroying items manually now takes no time -- neil -- Added the spell Sterilize and Staves of Sterilization from ToME 3.0.0. -- Added the spell Inertia Control from ToME 3.0.0 -- masmarangio - -Object changes: -- Removed portable holes as have been useless for as long as merchants have - been removed from game. --fearoffours -- k_info.txt: Changed comments and descriptions of the items, mostly from - the wiki (Bug # 176) and added missing descriptions (IdeaArchive) - Added article (&) in the name of armours (Bug # 81), - The spelling of some item names was changed: Scroll of Enchant Armour, - *Enchant Armour*, Curse Armour, Summon Monsters, Basilard - Added COULD2H to the Claymore and MUST2H to the Espadon. -- ra_info.txt: Added a STR-increasing part without combat bonuses for diggers -- e_info.txt: Diggers cannot be of Earthquakes anymore (there are combat boni - involved) - perhaps an own ego type should be added... -- masmarangio -- No more blessed boomerangs -- neil - -Player changes: -- Class no longer influences the internal Angband 'skills' of Disarming, - Magic Devices, Saving Throw, Stealth, Searching, Perception, Hand-to-Hand - combat, Missile Combat, and Throwing. ToME skills instead have the same - effect for all classes. -- neil -- Water Bite no longer has a damage cap -- neil -- Except for infravision, all innate class or racial effects on skills are - gone. All skills have equal effect for all classes, and races now give - starting skill bonuses. -- Neil -- Mages are more geared toward a mix of Magic and Combat, while Sorcerors - have more options than pure Sorcery -- Neil -- Priests disarm as well as Warriors do now -- neil - -Misc changes: -- a_info.txt: Updated names of artifacts in the comments -- masmarangio -- object.pkg: Added psychometry() for easier mindcraft testing. -- birth.txt, index.txt : Corrected and added abbreviations - gen_idx.lua: removed non-existent file and sorted file list -- Updated luckspoiler -- masmarangio -- Typo in s_fire.lua, from the wiki -- masmarangio -- rm_skeleton.txt, rm_zombie.txt: They cannot restore life force, and zombies - are not resistant to nether -- masmarangio -- Helpfile updates for all character classes. -- masmarangio -- util.pkg: Added lite_spot() and note_spot() for modules -- masmarangio -- g_melkor.txt: Added fire resistance for worshippers of Melkor -- p_info.txt: Removed the useless skill Prayer for Maiar -- masmarangio -- help file documentation restructuring, copying appropriate rewrites from - wiki. -- fearoffours -- Various minor changes to helpfiles, reflecting current changes to - documentaiton on the wiki. --fearoffours -- k_info.txt: Fixed name of the commented out portable holes -- masmarangio -- Fixed some typographical errors, mostly from the wiki: - cmd1.c: [The monster] fall -> falls, deleted space (Bug # 80 from the wiki) - k_info.txt: Added & for Climbing sets (Bug # 81 from the wiki) - q_one.c: You felt -> You fell (Bug # 94 from the wiki) - monster2.c: It tries to breed but he fails: he -> it (Bug # 98 from the wiki) - bldg.c: Changed wording of the soothsayer (Bug # 106 from the wiki) - tables.c: Minor changes in the One Ring quest (Bug # 117 from the wiki) - q_invas.c: jumps out of the between -> appears, deleted spaces, - added single quotes in direct speech (Bug # 119 from the wiki) - q_between.c: Deleted space, changed comments -- masmarangio -- book-4.txt: Capitalised 'Ring' (Bug # 135 from the wiki) -- masmarangio -- options.txt: Also removed the options from the help file -- masmarangio -- cmd6.c: replaced the recall activation code by recall_player -- masmarangio -- monster1.c: missing spaces in description (Bug # 169) -- masmarangio -- Modules need to define three new variables to control the chance or - random artifact generation. random_artifact_weapon_chance, - random_artifact_armor_chance, random_artifact_jewelry_chance control - the chance for different types of items. -- neil -- mods_aux.lua: Added default values for random artifact generation; - updated the skill values -- masmarangio -- cmd6.c: protect evil -> protection from evil, s_stick.lua: town -> surface - q_betwen.c, q_invas.c: speak -> speaks (from the forum) -- masmarangio -- tr_info.txt: Spelling of Lite (Bug # 182), Armor, Paralyzing -- masmarangio -- The (Ctrl-Q) Quest screen now shows which number god quest you have been given - and an additional line in your character dump shows how many have been - successfully completed. -- fearoffours -- Help updates from the wiki - lots of it Maylith's work, esp FAQ updates. - -- fearoffours -- Corrected the description of the Disarm, Call the Elements and Channel - Elements spells (without changing the code) (Bug # 175) -- masmarangio -- tome-faq.txt, index.txt: Typo (Bug # 196) -- masmarangio -- s_info.txt: Antimagic: generates -> generate (Bug # 198) -- masmarangio -- powers.c: replaced the recall power code by recall_player - q_troll.c: Fixed typos from the wiki (Bug # 208) -- masmarangio -- tables.c: Removed harpers and some other small changes (Bug # 212) - cmd6.c: Added "and" in the description of ACT_ROHAN (Bug # 213) - -- masmarangio -- m_demono.txt, s_demon.lua: armor -> armour class (Bug # 217) -- dun3.18: description of DimGates: fills -> fill (Bug # 223) - -- masmarangio -- init1.c: The parser adds missing spaces at the end of the - description of artifacts, like it did for objects. -- masmarangio -- Race, class and race modifier help files updates to reflect changes - in skill bonuses. -- fearoffours - Some changes to random artifact and scrolls of artifact creation - (See Bugs # 206, 222, 226 on the wiki): -- externs.h: Moved some functions listed under spells2.c to proper sections -- k_info.txt: Added "mundane" to the description of the scroll -- q_ultrag.c: Quest texts changed as reported in Bug # 210 -- masmarangio -- spells.lua: Sorted the Conveyance spells by level (Bug # 233) - -- masmarangio -- Helpfiles reflect changes to skills (priest disarming and racial - spirituality update). -- fearoffours -- library.lua: Added OBJ_FOUND_REWARD to the tome (Bug # 237) -- masmarangio - -Dungeon changes: -- Added the first new special level from ToME 3.0.0, Galleon in Helcaraxe - -- masmarangio -- Added the special level Factory in the Illusory Castle -- masmarangio -- dungeon.c: Level of the Death dungeon is the minimum level from d_info.txt - -Bug fixes: -- dungeon.c: Light should consume fuel at a rate of 1 / turn -- masmarangio -- A store (e.g. the mathom house) can contain up to 255 items (in defines.h - STORE_INVEN_MAX limited the number of items to 24) (Note: the limit is - stored in a byte in loadsaves.c) -- masmarangio -- s_meta.lua: Inertia controlled spells are not casted in wilderness mode. - s_mana.lua: Inertia level of Disruption Shield is 9 (needed spell level 45) - m_meta.txt: Added a list of controllable spells -- masmarangio -- p_info.txt: Archers and Rangers gain the missing Spirituality skill - p_info.txt: Removed the old Mimic Cloak (new cloak in player.lua) -- p_info.txt: Thunderlords start with Stealth -16.000 (from the wiki) -- cmd7.c: Fixed Alchemy recharging bug (thanks to Scott) -- al_info.txt: Removed the old Mimic Potions -- masmarangio -- monspeak.txt: Added some lines for Groo to fix a bug -- masmarangio -- files.c: Corrected display of Climb flag, immunity to Nether, negative - pvals < -9. Added Sentient, Clone, Spider ESP flags. -- masmarangio -- files.c: Added flags from the gods and spell schools to the character - screen. Added also flags from wielded symbiotes. -- masmarangio -- cmd4.c: Quest list without random quests in DL > 98 -- masmarangio -- randart.c: An item with pval > 0 (e.g. an Elven Cloak) can gain parts - with a max_pval = 0 (e.g. resistances and immunities) -- masmarangio -- ow_info.txt: missing C: lines reduced the purse to 0 -- masmarangio -- object1.c: don't wield bolts with instruments and pebbles with boomerangs - (Bug # 127 from the wiki) -- masmarangio -- object1.c: mention_use and describe_use list all available slots, check all - weapon weights and distinguish between instruments and bows (Bug # 87) - object1.c: Res Chaos implies Res Confusion (for the character screen) - xtra1.c: Magical breath implies Water breath (from the wiki) -- masmarangio -- Z and Cth monster options removed, as in ToME 3. This fixes, among other - things, the Death Orb issues. -- neil -- a_info.txt: Corrected two typos (Bugs # 140, 146 from the wiki) - k_info.txt: Changed description of Bastard Sword, added RES_CHAOS to the - known flags of a Blade of Chaos (it's mentioned in the description) - files.c: Terminated highscore strings with \0, changed total_points - slightly to prevent an overflow error (Bug # 139 from the wiki) - v_info.txt: Corrected the x size of vault 99 and 104 -- masmarangio -- dungeon.c: Set dungeon_type to wilderness when recalling out. This should - fix the various Moria recalling bugs (Bug # 95) -- spells2.c: Redraw trap status after passwall (Bug # 51) - store.c: Removed '))' when displaying a large store -- masmarangio -- al_info.txt: removed recipe for Scroll of Spell (Bug # 179), added recipe - for Staff of Sterilisation (Bug # 77) -- masmarangio -- cmd6.c: Added timeout for junkarts in the activation description (ugly fix) - tables.c: Replaced ACT_CURE_POISON by not used ACT_CURE_POIS -- masmarangio -- Once a god quest is failed, you will not receive any more god quests. - -- fearoffours -- bldg.c: Research item (Bug # 191) and research monster are now paid - correctly -- masmarangio -- spells2.c: Diggers cannot be enchanted with scrolls -- masmarangio -- files.c: Fixed displayed barehanded damage (Patch from Scott, Bug # 195) - -- masmarangio -- files.c: Remove / restore CAVE_VIEW before / after saving the game. - This solves a long standing bug with the lighting of the dungeon - since the temporary arrays that hold the position of the viewed - grids are not stored in the save file (Bug # 19). -- masmarangio -- cmd6.c: the selection of artifactable items can be escaped now - randart.c: *ID* the object before listing the powers, some re-ordering -- spells2.c: Re-add diggers to item_tester_artifactable, and limit the - selection to normal items due to complains (no ego items or artifacts) -- ra_info.txt: Fixed two W-lines with 4 entries and added a missing C-line -- k_info.txt: Reduced throwing damage of totems to 1 -- masmarangio -- st_info.txt: Fixed the changed item names in the stores (StatusReport3) -- Fix for disappearing artifacts (especially guardian artifacts) during load / save - thanks to SimonSorc |