From: PatR Date: Sat, 15 Feb 2020 13:45:27 +0000 (-0800) Subject: Guidebook.tex catch up X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=5c2c517c35f22d0e03ec5466a58085ca5b031761;p=nethack Guidebook.tex catch up --- diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 5c95aeae1..79f5bf90d 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -285,6 +285,14 @@ Figure 1 is a sample of what a {\it NetHack\/} screen might look like. The way the screen looks for you depends on your platform. %.BR 2 +% (Either generated by hand or else the composite of two different +% situations. Originally the character had only reached a second room +% (unchanged here) by turn 257 (now changed to 752) and was already +% Weak from hunger (now changed to just Hungry) and also lacked any of +% Tourist's starting gold. Confusion is added to include a condition.) +% +% Width is forced to match similar figure in Guidebook.mn where it is +% constrained by the margins of plain text output (Guidebook.txt). \vbox{ \begin{verbatim} The bat bites! @@ -298,30 +306,52 @@ The way the screen looks for you depends on your platform. - Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral - Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak + Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral + Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf \end{verbatim} \begin{center} Figure 1 \end{center} } +% 3-line status includes trailing spaces to force the width to match the +% 2-line data above; unlike Guidebook.pm, we can't add a trailing comment +% to make them visible +\vbox{ +\begin{verbatim} + Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 + Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry + Dlvl:1 T:752 Conf +\end{verbatim} +\begin{center} +Figure 2 +\end{center} +} + %.hn 2 \subsection*{The status lines (bottom)} +The bottom two (or three) lines of the screen contain several cryptic +pieces of information describing your current status. +Figure 1 shows the traditional two-line status area below the map. +Figure 2 shows just the status area, when the {\it statuslines:3\/} +option has been set (not all interfaces support this option). +If any status line becomes wider than the screen, you might not see all +of it due to truncation. +When the numbers grow bigger and multiple {\it conditions\/} are present, +the two-line format will run out of room on the second line, but +{\it statuslines:2\/} +is the default because a basic 24-line terminal isn't tall enough for +the third line. + %.pg -The bottom two lines of the screen contain several cryptic pieces of -information describing your current status. If either status line -becomes longer than the width of the screen, you might not see all of -it. Here are explanations of what the various status items mean -(though your configuration may not have all the status items listed -below): +Here are explanations of what the various status items mean: %.lp \blist{} -\item[\bb{Rank}] -Your character's name and professional ranking (based on the -experience level, see below). +\item[\bb{Title}] +Your character's name and professional ranking (based on role +{\it experience level\/}, see below). %.lp \item[\bb{Strength}] A measure of your character's strength; one of your six basic @@ -390,13 +420,20 @@ amount available. A measure of how effectively your armor stops blows from unfriendly creatures. The lower this number is, the more effective the armor; it is quite possible to have negative armor class. +See the {\it Armor\/} subsection of {\it Objects\/} for more information. %.lp \item[\bb{Experience}] -Your current experience level and experience points. As you -adventure, you gain experience points. At certain experience point -totals, you gain an experience level. The more experienced you are, -the better you fight and withstand magical attacks. Many dungeons -show only your experience level here. +Your current experience level. +If the {\it showexp\/} +option is set, it will be followed by a slash and experience points. +As you adventure, you gain experience points. +At certain experience point totals, you gain an experience level. +The more experienced you are, the better you fight and withstand magical +attacks. +(By the time your level reaches double digits, the usefulness of showing +the points with it has dropped significantly. +You can use the `{\tt O}' command to turn {\it showexp\/} +off to avoid using up the limited status line space.) %.lp \item[\bb{Time}] The number of turns elapsed so far, displayed if you have the @@ -660,7 +697,7 @@ Go up to the previous level (if you are on a staircase or ladder). Go down to the next level (if you are on a staircase or ladder). %.lp \item[\tb{[yuhjklbn]}] -Go one step in the direction indicated (see Figure 2). If you sense +Go one step in the direction indicated (see Figure 3). If you sense or remember a monster there, you will fight the monster instead. Only these one-step movement commands cause you to fight monsters; the others @@ -678,7 +715,7 @@ one-step movement commands cause you to fight monsters; the others \end{center} %.ed \begin{center} -Figure 2 +Figure 3 \end{center} %.lp \item[\tb{[YUHJKLBN]}] @@ -2531,9 +2568,11 @@ leather jacket & 9 & & no armor & 10\\ \nd You can also wear other pieces of armor (cloak over suit, shirt under suit, helmet, gloves, boots, shield) to lower your armor class even further. -You can wear at most one item of each category (one suit of armor, one -cloak, one helmet, one shield, and so on) at a time. -Most of these provide a one or two point improvement to AC but can be +%--too obvious to mention unless we include polymorph into ettin or maralith +% You can wear at most one item of each category (one suit of armor, one +% cloak, one helmet, one shield, and so on) at a time. +Most of these provide a one or two point improvement to AC (making the +overall value smaller and eventually negative) but can also be enchanted. Shirts are an exception; they don't provide any protection unless enchanted. Some cloaks also don't improve AC when unenchanted but all cloaks offer