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authorManoj Srivastava <srivasta@debian.org>2005-01-22 23:25:09 +0000
committerManoj Srivastava <srivasta@debian.org>2005-01-22 23:25:09 +0000
commit34bad86cb4b86404352892f789df0e1b2cf6eab4 (patch)
tree4f16955bea47d1e8bd7a75d3edea1da2a9345ef0
parent68ac28e402206780df2c95847bfaee94d8b49181 (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
-rw-r--r--changes.old270
-rw-r--r--changes.txt181
-rw-r--r--lib/apex/scores.rawbin150 -> 0 bytes
-rw-r--r--lib/file/news.txt2
-rw-r--r--lib/file/news2.txt2
-rw-r--r--lib/help/ability.html115
-rw-r--r--lib/help/advanced.html28
-rw-r--r--lib/help/attack.html150
-rw-r--r--lib/help/automat.html513
-rw-r--r--lib/help/birth.html504
-rw-r--r--lib/help/c_alchem.html145
-rw-r--r--lib/help/c_archer.html70
-rw-r--r--lib/help/c_assass.html70
-rw-r--r--lib/help/c_axemas.html63
-rw-r--r--lib/help/c_bard.html80
-rw-r--r--lib/help/c_demono.html65
-rw-r--r--lib/help/c_druid.html65
-rw-r--r--lib/help/c_geoman.html70
-rw-r--r--lib/help/c_hafted.html66
-rw-r--r--lib/help/c_lorema.html65
-rw-r--r--lib/help/c_mage.html78
-rw-r--r--lib/help/c_merch.html43
-rw-r--r--lib/help/c_mimic.html65
-rw-r--r--lib/help/c_mindcr.html68
-rw-r--r--lib/help/c_monk.html96
-rw-r--r--lib/help/c_necro.html91
-rw-r--r--lib/help/c_palad.html59
-rw-r--r--lib/help/c_polear.html64
-rw-r--r--lib/help/c_posses.html80
-rw-r--r--lib/help/c_pr_drk.html67
-rw-r--r--lib/help/c_pr_eru.html65
-rw-r--r--lib/help/c_pr_man.html64
-rw-r--r--lib/help/c_priest.html25
-rw-r--r--lib/help/c_ranger.html66
-rw-r--r--lib/help/c_rogue.html73
-rw-r--r--lib/help/c_runecr.html120
-rw-r--r--lib/help/c_sorcer.html79
-rw-r--r--lib/help/c_summon.html90
-rw-r--r--lib/help/c_swordm.html64
-rw-r--r--lib/help/c_symbia.html78
-rw-r--r--lib/help/c_thaum.html96
-rw-r--r--lib/help/c_unbel.html74
-rw-r--r--lib/help/c_warper.html71
-rw-r--r--lib/help/c_warrio.html66
-rw-r--r--lib/help/command.html1143
-rw-r--r--lib/help/corspoil.html148
-rw-r--r--lib/help/debug.html237
-rw-r--r--lib/help/defines.html614
-rw-r--r--lib/help/dungeon.html689
-rw-r--r--lib/help/dunspoil.html185
-rw-r--r--lib/help/essences.html224
-rw-r--r--lib/help/experien.html42
-rw-r--r--lib/help/explore.html27
-rw-r--r--lib/help/fatespoi.html40
-rw-r--r--lib/help/g_eru.html75
-rw-r--r--lib/help/g_manwe.html72
-rw-r--r--lib/help/g_melkor.html73
-rw-r--r--lib/help/g_tulkas.html55
-rw-r--r--lib/help/g_yavann.html72
-rw-r--r--lib/help/gambling.html40
-rw-r--r--lib/help/general.html56
-rw-r--r--lib/help/gods.html44
-rw-r--r--lib/help/help.html44
-rw-r--r--lib/help/index.html582
-rw-r--r--lib/help/inscrip.html77
-rw-r--r--lib/help/lua.html46
-rw-r--r--lib/help/lua_gf.html58
-rw-r--r--lib/help/lua_intr.html149
-rw-r--r--lib/help/lua_mon.html548
-rw-r--r--lib/help/lua_play.html1238
-rw-r--r--lib/help/lua_pow.html279
-rw-r--r--lib/help/lua_ques.html314
-rw-r--r--lib/help/lua_skil.html357
-rw-r--r--lib/help/lua_spel.html2163
-rw-r--r--lib/help/lua_util.html911
-rw-r--r--lib/help/luckspoi.html123
-rw-r--r--lib/help/m_air.html52
-rw-r--r--lib/help/m_convey.html81
-rw-r--r--lib/help/m_demono.html54
-rw-r--r--lib/help/m_divin.html47
-rw-r--r--lib/help/m_earth.html45
-rw-r--r--lib/help/m_fire.html59
-rw-r--r--lib/help/m_geoman.html86
-rw-r--r--lib/help/m_mana.html49
-rw-r--r--lib/help/m_meta.html86
-rw-r--r--lib/help/m_mimic.html44
-rw-r--r--lib/help/m_mind.html59
-rw-r--r--lib/help/m_mindcr.html64
-rw-r--r--lib/help/m_music.html88
-rw-r--r--lib/help/m_nature.html63
-rw-r--r--lib/help/m_necrom.html45
-rw-r--r--lib/help/m_symbio.html58
-rw-r--r--lib/help/m_tempo.html50
-rw-r--r--lib/help/m_thaum.html40
-rw-r--r--lib/help/m_udun.html45
-rw-r--r--lib/help/m_water.html43
-rw-r--r--lib/help/macrofaq.html2345
-rw-r--r--lib/help/magic.html151
-rw-r--r--lib/help/newbie.html28
-rw-r--r--lib/help/option.html698
-rw-r--r--lib/help/r_beorn.html45
-rw-r--r--lib/help/r_deathm.html45
-rw-r--r--lib/help/r_drkelf.html45
-rw-r--r--lib/help/r_dunad.html44
-rw-r--r--lib/help/r_dwarf.html50
-rw-r--r--lib/help/r_elf.html44
-rw-r--r--lib/help/r_ent.html51
-rw-r--r--lib/help/r_gnome.html47
-rw-r--r--lib/help/r_hafelf.html43
-rw-r--r--lib/help/r_hafogr.html43
-rw-r--r--lib/help/r_hielf.html46
-rw-r--r--lib/help/r_hobbit.html50
-rw-r--r--lib/help/r_human.html26
-rw-r--r--lib/help/r_kobold.html43
-rw-r--r--lib/help/r_maia.html37
-rw-r--r--lib/help/r_orc.html47
-rw-r--r--lib/help/r_pettyd.html41
-rw-r--r--lib/help/r_rohank.html45
-rw-r--r--lib/help/r_thlord.html44
-rw-r--r--lib/help/r_troll.html45
-rw-r--r--lib/help/r_wodelf.html49
-rw-r--r--lib/help/r_yeek.html42
-rw-r--r--lib/help/rm_barb.html50
-rw-r--r--lib/help/rm_class.html28
-rw-r--r--lib/help/rm_herm.html48
-rw-r--r--lib/help/rm_lsoul.html38
-rw-r--r--lib/help/rm_skel.html52
-rw-r--r--lib/help/rm_spec.html55
-rw-r--r--lib/help/rm_vamp.html42
-rw-r--r--lib/help/rm_zomb.html50
-rw-r--r--lib/help/skills.htmlbin45908 -> 0 bytes
-rw-r--r--lib/help/spoil_faq.html75
-rw-r--r--lib/help/spoiler.html30
-rw-r--r--lib/help/tome_faq.html355
-rw-r--r--lib/help/version.html364
-rw-r--r--lib/help/whattome.html42
-rw-r--r--lib/help/wishing.html38
-rw-r--r--lib/module.lua2
-rw-r--r--src/loadsave.c12
-rw-r--r--src/makefile.my558
-rw-r--r--src/makefile.std1
-rw-r--r--src/skills.c8
-rw-r--r--src/t.txt178
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
deleted file mode 100644
index 5656fd75..00000000
--- a/lib/apex/scores.raw
+++ /dev/null
Binary files differ
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>
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-<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. So I've enabled the automatizer, now what?</FONT>
-Well, you'll see a screen like this:
-
-<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT>
-<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#00FF00">s</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00">w</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">t</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">r </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">a</FONT><FONT COLOR="#FFFF00">l</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00"> </FONT><FONT COLOR="#FFFF00">w</FONT><FONT COLOR="#FFFF00">a</FONT><FONT COLOR="#FFFF00">t</FONT><FONT COLOR="#FFFF00">e</FONT><FONT COLOR="#FFFF00">r</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">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">n</FONT><FONT COLOR="#00FF00">a</FONT><FONT COLOR="#00FF00">m</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">></FONT><FONT COLOR="#FFFFFF">p</FONT><FONT 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>
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-<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>
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-
-<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 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>
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-<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">a</FONT><FONT COLOR="#00FF00">n</FONT><FONT COLOR="#00FF00">d</FONT><FONT COLOR="#00FF00">> </FONT><FONT COLOR="#FFFFFF"> |</FONT>
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-<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>
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-<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT>
-<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT>
-<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT>
-<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> |</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF"> </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>
-
-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 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="#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">l</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">v</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">l min</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">2</FONT><FONT COLOR="#FFFF00">0</FONT><FONT COLOR="#FFFFFF">" 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="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">v</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">l</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"> </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"> |</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">/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>
-
-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">" 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">b</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">w </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">h</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">d</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">m</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">u</FONT><FONT COLOR="#FFFFFF">r </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">a</FONT><FONT COLOR="#FFFFFF">x</FONT><FONT COLOR="#FFFFFF">e</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"> </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">h</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">l</FONT><FONT COLOR="#FFFFFF">m</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"> </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">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">s</FONT><FONT COLOR="#FFFFFF">o</FONT><FONT COLOR="#FFFFFF">f</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF"> </FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">r</FONT><FONT COLOR="#FFFFFF">m </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"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"> </FONT><FONT COLOR="#00FF00"><</FONT><FONT COLOR="#00FF00">l</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">v</FONT><FONT COLOR="#00FF00">e</FONT><FONT COLOR="#00FF00">l min</FONT><FONT COLOR="#FFFFFF">=</FONT><FONT COLOR="#FFFFFF">"</FONT><FONT COLOR="#FFFF00">0</FONT><FONT COLOR="#FFFFFF">" 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="#008040"><</FONT><FONT COLOR="#008040">/</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">v</FONT><FONT COLOR="#008040">e</FONT><FONT COLOR="#008040">l</FONT><FONT COLOR="#008040">> </FONT><FONT COLOR="#FFFFFF"> |</FONT>
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-<FONT COLOR="#FFFFFF">|</FONT><FONT COLOR="#FFFFFF">s</FONT><FONT COLOR="#FFFFFF">t</FONT><FONT COLOR="#FFFFFF">a</FONT><FONT COLOR="#FFFFFF">v</FONT><FONT COLOR="#FFFFFF">e</FONT><FONT COLOR="#FFFFFF">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"> 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>
-
-<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>
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-<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> | </FONT><FONT COLOR="#FFFFFF"> |</FONT>
-<FONT COLOR="#FFFFFF">| </FONT><FONT COLOR="#FFFFFF"> \----------------------------------------------------------------/</FONT>
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-
-You'll notice I've also renamed the rules to make things a bit more legible.
-
-<FONT COLOR="#00FF00">OK I'm getting there now, what about the boots of speed thing you talked about?</FONT>
-Heh. Take a look at this, and see if you can work out what it's doing first
-before I talk you through it
-
-<FONT COLOR="#FFFFFF">/----Rules-----/----------------------------------------------------------------\</FONT>
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-<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>
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-<!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
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- <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">
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-<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>
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-<!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
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--- 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>
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-<!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
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--- 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
deleted file mode 100644
index c3258078..00000000
--- a/lib/help/skills.html
+++ /dev/null
Binary files differ
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
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--- 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