From fe055cd6bc0b705b2aea554ec101f852d98f0a6e Mon Sep 17 00:00:00 2001 From: keni <keni@his.com> Date: Sun, 5 May 2019 13:32:53 -0400 Subject: [PATCH] This is cron-daily v1-May-5-2019. guidebook updated: doc/Guidebook.txt to 948099800b722f9be0e8f9c8d4d96cfda5cea98e --- doc/Guidebook.txt | 3048 +++++++++++++++++++++++---------------------- 1 file changed, 1590 insertions(+), 1458 deletions(-) diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index 575c5196f..256f8c652 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -126,7 +126,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -192,7 +192,7 @@ you have seen on the current dungeon level; as you explore more - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -258,7 +258,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -324,7 +324,7 @@ Intelligence affects your ability to cast spells and read - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -390,7 +390,7 @@ ical attacks. Many dungeons show only your experience level - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -456,7 +456,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -522,7 +522,7 @@ nasty and vicious. Sometimes, however, they can be helpful. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -588,7 +588,7 @@ symbol at the chosen location, conditionally check for "More - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -654,7 +654,7 @@ if you remember a monster there). - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -720,7 +720,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -743,7 +743,7 @@ d Drop something. - Ex. "d7a" means drop seven items of object a. + For example "d7a" means drop seven items of object a. D Drop several things. @@ -786,7 +786,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -852,7 +852,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -882,43 +882,43 @@ ^P Repeat previous message. - Subsequent `^P's repeat earlier messages. The behavior can - be varied via the msg_window option. + Subsequent `^P's repeat earlier messages. For some inter- + faces, the behavior can be varied via the msg_window option. q Quaff (drink) something (potion, water, etc). - Q Select an object for your quiver, quiver sack, or just gen- - erally at the ready (only one of these is available at a - time). You can then throw this (or one of these) using the + Q Select an object for your quiver, quiver sack, or just gen- + erally at the ready (only one of these is available at a + time). You can then throw this (or one of these) using the `f' command. - (In versions prior to 3.3 this was the command to quit the + (In versions prior to 3.3 this was the command to quit the game, which has been moved to "#quit".) r Read a scroll or spellbook. R Remove a worn accessory (ring, amulet, or blindfold). - If you're wearing more than one, you'll be prompted for - which one to remove. When you're only wearing one, then by - default it will be removed without asking, but you can set + If you're wearing more than one, you'll be prompted for + which one to remove. When you're only wearing one, then by + default it will be removed without asking, but you can set the paranoid_confirmation option to require a prompt. This command may also be used to take off armor. The prompt - for which inventory item to remove only lists worn acces- - sories, but an item of worn armor can be chosen. (See the - `T' command below. It lists armor as the inventory choices + for which inventory item to remove only lists worn acces- + sories, but an item of worn armor can be chosen. (See the + `T' command below. It lists armor as the inventory choices but will accept an accessory and attempt to remove it.) ^R Redraw the screen. - s Search for secret doors and traps around you. It usually + s Search for secret doors and traps around you. It usually takes several tries to find something. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -931,27 +931,27 @@ Can also be used to figure out whether there is still a mon- ster at an adjacent "remembered, unseen monster" marker. - S Save the game (which suspends play and exits the program). - The saved game will be restored automatically the next time + S Save the game (which suspends play and exits the program). + The saved game will be restored automatically the next time you play using the same character name. - In normal play, once a saved game is restored the file used - to hold the saved data is deleted. In explore mode, once + In normal play, once a saved game is restored the file used + to hold the saved data is deleted. In explore mode, once restoration is accomplished you are asked whether to keep or delete the file. Keeping the file makes it feasible to play - for a while then quit without saving and later restore + for a while then quit without saving and later restore again. - There is no "save current game state and keep playing" com- + There is no "save current game state and keep playing" com- mand, not even in explore mode where saved game files can be kept and re-used. t Throw an object or shoot a projectile. - There's no separate "shoot" command. If you throw an arrow - while wielding a bow, you are shooting that arrow and any + There's no separate "shoot" command. If you throw an arrow + while wielding a bow, you are shooting that arrow and any weapon skill bonus or penalty for bow applies. If you throw - an arrow while not wielding a bow, you are throwing it by + an arrow while not wielding a bow, you are throwing it by hand and it will generally be less effective than when shot. See also `f' (fire) for throwing or shooting an item pre-se- @@ -959,19 +959,19 @@ T Take off armor. - If you're wearing more than one piece, you'll be prompted - for which one to take off. (Note that this treats a cloak - covering a suit and/or a shirt, or a suit covering a shirt, + If you're wearing more than one piece, you'll be prompted + for which one to take off. (Note that this treats a cloak + covering a suit and/or a shirt, or a suit covering a shirt, as if the underlying items weren't there.) When you're only - wearing one, then by default it will be taken off without - asking, but you can set the paranoid_confirmation option to + wearing one, then by default it will be taken off without + asking, but you can set the paranoid_confirmation option to require a prompt. - This command may also be used to remove accessories. The - prompt for which inventory item to take off only lists worn - armor, but a worn accessory can be chosen. (See the `R' + This command may also be used to remove accessories. The + prompt for which inventory item to take off only lists worn + armor, but a worn accessory can be chosen. (See the `R' command above. It lists accessories as the inventory choic- - es but will accept an item of armor and attempt to take it + es but will accept an item of armor and attempt to take it off.) ^T Teleport, if you have the ability. @@ -984,7 +984,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -996,44 +996,44 @@ w- - wield nothing, use your bare (or gloved) hands. - Some characters can wield two weapons at once; use the `X' + Some characters can wield two weapons at once; use the `X' command (or the "#twoweapon" extended command) to do so. W Wear armor. - This command may also be used to put on an accessory (ring, - amulet, or blindfold). The prompt for which inventory item + This command may also be used to put on an accessory (ring, + amulet, or blindfold). The prompt for which inventory item to use will only list armor, but choosing an unlisted acces- sory will attempt to put it on. (See the `P' command above. - It lists accessories as the inventory choices but will ac- + It lists accessories as the inventory choices but will ac- cept an item of armor and attempt to wear it.) x Exchange your wielded weapon with the item in your alternate weapon slot. The latter is used as your secondary weapon when engaging in - two-weapon combat. Note that if one of these slots is emp- + two-weapon combat. Note that if one of these slots is emp- ty, the exchange still takes place. X Toggle two-weapon combat, if your character can do it. Also available via the "#twoweapon" extended command. - (In versions prior to 3.6 this was the command to switch + (In versions prior to 3.6 this was the command to switch from normal play to "explore mode", also known as "discovery mode", which has now been moved to "#exploremode".) ^X Display basic information about your character. - Displays name, role, race, gender (unless role name makes - that redundant, such as Caveman or Priestess), and align- - ment, along with your patron deity and his or her opposi- - tion. It also shows most of the various items of informa- + Displays name, role, race, gender (unless role name makes + that redundant, such as Caveman or Priestess), and align- + ment, along with your patron deity and his or her opposi- + tion. It also shows most of the various items of informa- tion from the status line(s) in a less terse form, including - several additional things which don't appear in the normal + several additional things which don't appear in the normal status display due to space considerations. - In normal play, that's all that `^X' displays. In explore - mode, the role and status feedback is augmented by the in- + In normal play, that's all that `^X' displays. In explore + mode, the role and status feedback is augmented by the in- formation provided by enlightenment magic. z Zap a wand. @@ -1050,7 +1050,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1092,16 +1092,16 @@ + List the spells you know. - Using this command, you can also rearrange the order in - which your spells are listed, either by sorting the entire - list or by picking one spell from the menu then picking an- - other to swap places with it. Swapping pairs of spells + Using this command, you can also rearrange the order in + which your spells are listed, either by sorting the entire + list or by picking one spell from the menu then picking an- + other to swap places with it. Swapping pairs of spells changes their casting letters, so the change lasts after the - current `+' command finishes. Sorting the whole list is - temporary. To make the most recent sort order persist be- - yond the current `+' command, choose the sort option again - and then pick "reassign casting letters". (Any spells - learned after that will be added to the end of the list + current `+' command finishes. Sorting the whole list is + temporary. To make the most recent sort order persist be- + yond the current `+' command, choose the sort option again + and then pick "reassign casting letters". (Any spells + learned after that will be added to the end of the list rather than be inserted into the sorted ordering.) \ Show what types of objects have been discovered. @@ -1116,7 +1116,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1126,7 +1126,7 @@ - As you can see, the authors of NetHack used up all the let- + As you can see, the authors of NetHack used up all the let- ters, so this is a way to introduce the less frequently used com- mands. What extended commands are available depends on what fea- tures the game was compiled with. @@ -1135,46 +1135,46 @@ Adjust inventory letters (most useful when the fixinv option is "on"). Autocompletes. Default key is `M-a'. - This command allows you to move an item from one particular - inventory slot to another so that it has a letter which is + This command allows you to move an item from one particular + inventory slot to another so that it has a letter which is more meaningful for you or that it will appear in a particu- lar location when inventory listings are displayed. You can move to a currently empty slot, or if the destination is oc- - cupied -- and won't merge -- the item there will swap slots - with the one being moved. "#adjust" can also be used to - split a stack of objects; when choosing the item to adjust, + cupied -- and won't merge -- the item there will swap slots + with the one being moved. "#adjust" can also be used to + split a stack of objects; when choosing the item to adjust, enter a count prior to its letter. - Adjusting without a count used to collect all compatible - stacks when moving to the destination. That behavior has + Adjusting without a count used to collect all compatible + stacks when moving to the destination. That behavior has been changed; to gather compatible stacks, "#adjust" a stack - into its own inventory slot. If it has a name assigned, - other stacks with the same name or with no name will merge - provided that all their other attributes match. If it does - not have a name, only other stacks with no name are eligi- - ble. In either case, otherwise compatible stacks with a - different name will not be merged. This contrasts with us- + into its own inventory slot. If it has a name assigned, + other stacks with the same name or with no name will merge + provided that all their other attributes match. If it does + not have a name, only other stacks with no name are eligi- + ble. In either case, otherwise compatible stacks with a + different name will not be merged. This contrasts with us- ing "#adjust" to move from one slot to a different slot. In - that situation, moving (no count given) a compatible stack + that situation, moving (no count given) a compatible stack will merge if either stack has a name when the other doesn't - and give that name to the result, while splitting (count - given) will ignore the source stack's name when deciding + and give that name to the result, while splitting (count + given) will ignore the source stack's name when deciding whether to merge with the destination stack. #annotate Allows you to specify one line of text to associate with the current dungeon level. All levels with annotations are dis- - played by the "#overview" command. Autocompletes. Default + played by the "#overview" command. Autocompletes. Default key is `M-A', and also `^N' if number_pad is on. #apply - Apply (use) a tool such as a pick-axe, a key, or a lamp. + Apply (use) a tool such as a pick-axe, a key, or a lamp. Default key is `a'. - If the tool used acts on items on the floor, using the `m' + If the tool used acts on items on the floor, using the `m' prefix skips those items. - If used on a wand, that wand will be broken, releasing its + If used on a wand, that wand will be broken, releasing its magic in the process. Confirmation is required. #attributes @@ -1182,7 +1182,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1196,28 +1196,28 @@ Toggle the autopickup option on/off. Default key is `@'. #call - Call (name) a monster, or an object in inventory, on the - floor, or in the discoveries list, or add an annotation for - the current level (same as "#annotate"). Default key is + Call (name) a monster, or an object in inventory, on the + floor, or in the discoveries list, or add an annotation for + the current level (same as "#annotate"). Default key is `C'. #cast Cast a spell. Default key is `Z'. #chat - Talk to someone. Default key is `M-ccq. + Talk to someone. Default key is `M-c'. #close Close a door. Default key is `c'. #conduct - List voluntary challenges you have maintained. Autocom- + List voluntary challenges you have maintained. Autocom- pletes. Default key is `M-C'. See the section below entitled "Conduct" for details. #dip - Dip an object into something. Autocompletes. Default key + Dip an object into something. Autocompletes. Default key is `M-d'. #down @@ -1230,14 +1230,14 @@ Drop specific item types. Default key is `D'. #eat - Eat something. Default key is `e'. The `m' prefix skips + Eat something. Default key is `e'. The `m' prefix skips eating items on the floor. #engrave Engrave writing on the floor. Default key is `E'. #enhance - Advance or check weapon and spell skills. Autocompletes. + Advance or check weapon and spell skills. Autocompletes. Default key is `M-e'. #exploremode @@ -1248,7 +1248,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1262,11 +1262,11 @@ Force a lock. Autocompletes. Default key is `M-f'. #glance - Show what type of thing a map symbol corresponds to. De- + Show what type of thing a map symbol corresponds to. De- fault key is `;'. #help - Show the help menu. Default key is `?', and also `h' if + Show the help menu. Default key is `?', and also `h' if number_pad is on. #herecmdmenu @@ -1282,15 +1282,15 @@ Inventory specific item types. Default key is `I'. #invoke - Invoke an object's special powers. Autocompletes. Default + Invoke an object's special powers. Autocompletes. Default key is `M-i'. #jump - Jump to another location. Autocompletes. Default key is + Jump to another location. Autocompletes. Default key is `M-j', and also `j' if number_pad is on. #kick - Kick something. Default key is `^D', and `k' if number_pad + Kick something. Default key is `^D', and `k' if number_pad is on. #known @@ -1302,7 +1302,7 @@ is ``'. #levelchange - Change your experience level. Autocompletes. Debug mode + Change your experience level. Autocompletes. Debug mode only. #lightsources @@ -1314,7 +1314,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1325,27 +1325,27 @@ #loot - Loot a box or bag on the floor beneath you, or the saddle - from a steed standing next to you. Autocompletes. Precede - with the `m' prefix to skip containers at your location and + Loot a box or bag on the floor beneath you, or the saddle + from a steed standing next to you. Autocompletes. Precede + with the `m' prefix to skip containers at your location and go directly to removing a saddle. Default key is `M-l', and also `l' if number_pad is on. #monster - Use a monster's special ability (when polymorphed into mon- + Use a monster's special ability (when polymorphed into mon- ster form). Autocompletes. Default key is `M-m'. #name - Name a monster, an individual object, or a type of object. - Same as "#call". Autocompletes. Default keys are `N', `M- + Name a monster, an individual object, or a type of object. + Same as "#call". Autocompletes. Default keys are `N', `M- n', and `M-N'. #offer - Offer a sacrifice to the gods. Autocompletes. Default key + Offer a sacrifice to the gods. Autocompletes. Default key is `M-o'. - You'll need to find an altar to have any chance at success. - Corpses of recently killed monsters are the fodder of + You'll need to find an altar to have any chance at success. + Corpses of recently killed monsters are the fodder of choice. The `m' prefix skips offering any items which are on the al- @@ -1358,13 +1358,13 @@ Show and change option settings. Default key is `O'. #overview - Display information you've discovered about the dungeon. - Any visited level (unless forgotten due to amnesia) with an - annotation is included, and many things (altars, thrones, - fountains, and so on; extra stairs leading to another dun- - geon branch) trigger an automatic annotation. If dungeon + Display information you've discovered about the dungeon. + Any visited level (unless forgotten due to amnesia) with an + annotation is included, and many things (altars, thrones, + fountains, and so on; extra stairs leading to another dun- + geon branch) trigger an automatic annotation. If dungeon overview is chosen during end-of-game disclosure, every vis- - ited level will be included regardless of annotations. Au- + ited level will be included regardless of annotations. Au- tocompletes. Default keys are `^O', and `M-O'. #panic @@ -1380,7 +1380,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1394,36 +1394,36 @@ Polymorph self. Autocompletes. Debug mode only. #pray - Pray to the gods for help. Autocompletes. Default key is + Pray to the gods for help. Autocompletes. Default key is `M-p'. - Praying too soon after receiving prior help is a bad idea. - (Hint: entering the dungeon alive is treated as having re- + Praying too soon after receiving prior help is a bad idea. + (Hint: entering the dungeon alive is treated as having re- ceived help. You probably shouldn't start off a new game by - praying right away.) Since using this command by accident - can cause trouble, there is an option to make you confirm - your intent before praying. It is enabled by default, and - you can reset the paranoid_confirmation option to disable + praying right away.) Since using this command by accident + can cause trouble, there is an option to make you confirm + your intent before praying. It is enabled by default, and + you can reset the paranoid_confirmation option to disable it. #prevmsg - Show previously displayed game messages. Default key is + Show previously displayed game messages. Default key is `^P'. #puton - Put on an accessory (ring, amulet, etc). Default key is + Put on an accessory (ring, amulet, etc). Default key is `P'. #quaff Quaff (drink) something. Default key is `q'. #quit - Quit the program without saving your game. Autocompletes. + Quit the program without saving your game. Autocompletes. Default key is `M-q'. - Since using this command by accident would throw away the - current game, you are asked to confirm your intent before - quitting. By default a response of `y' acknowledges that + Since using this command by accident would throw away the + current game, you are asked to confirm your intent before + quitting. By default a response of `y' acknowledges that intent. You can set the paranoid_confirmation option to re- quire a response of "yes" instead. @@ -1431,22 +1431,22 @@ Select ammunition for quiver. Default key is `Q'. #read - Read a scroll, a spellbook, or something else. Default key + Read a scroll, a spellbook, or something else. Default key is `r'. #redraw - Redraw the screen. Default key is `^R', and also `^L' if + Redraw the screen. Default key is `^R', and also `^L' if number_pad is on. #remove - Remove an accessory (ring, amulet, etc). Default key is + Remove an accessory (ring, amulet, etc). Default key is `R'. #ride - Ride (or stop riding) a saddled creature. Autocompletes. + Ride (or stop riding) a saddled creature. Autocompletes. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1459,14 +1459,14 @@ Default key is `M-R'. #rub - Rub a lamp or a stone. Autocompletes. Default key is `M- + Rub a lamp or a stone. Autocompletes. Default key is `M- r'. #save Save the game and exit the program. Default key is `S'. #search - Search for traps and secret doors around you. Default key + Search for traps and secret doors around you. Default key is `s'. #seeall @@ -1506,13 +1506,13 @@ Sit down. Autocompletes. Default key is `M-s'. #stats - Show memory usage statistics. Autocompletes. Debug mode + Show memory usage statistics. Autocompletes. Debug mode only. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1538,7 +1538,7 @@ Teleport around the level. Default key is `^T'. #terrain - Show bare map without displaying monsters, objects, or + Show bare map without displaying monsters, objects, or traps. Autocompletes. #therecmdmenu @@ -1551,16 +1551,16 @@ Look at the timeout queue. Autocompletes. Debug mode only. #tip - Tip over a container (bag or box) to pour out its contents. - Autocompletes. Default key is `M-T'. The `m' prefix makes + Tip over a container (bag or box) to pour out its contents. + Autocompletes. Default key is `M-T'. The `m' prefix makes the command use a menu. #travel - Travel to a specific location on the map. Default key is + Travel to a specific location on the map. Default key is `_'. Using the "request menu" prefix shows a menu of inter- - esting targets in sight without asking to move the cursor. - When picking a target with cursor and the autodescribe op- - tion is on, the top line will show "(no travel path)" if + esting targets in sight without asking to move the cursor. + When picking a target with cursor and the autodescribe op- + tion is on, the top line will show "(no travel path)" if your character does not know of a path to that location. #turn @@ -1570,7 +1570,7 @@ Toggle two-weapon combat on or off. Autocompletes. Default key is `X', and also `M-2' if number_pad is off. - Note that you must use suitable weapons for this type of + Note that you must use suitable weapons for this type of combat, or it will be automatically turned off. #untrap @@ -1578,7 +1578,7 @@ u', and `u' if number_pad is on. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1588,14 +1588,14 @@ - In some circumstances it can also be used to rescue trapped + In some circumstances it can also be used to rescue trapped monsters. #up Go up a staircase. Default key is `<'. #vanquished - List vanquished monsters. Autocompletes. Debug mode only. + List vanquished monsters. Autocompletes. Debug mode only. #version Print compile time options for this version of NetHack. Au- @@ -1608,7 +1608,7 @@ Show vision array. Autocompletes. Debug mode only. #wait - Rest one move while doing nothing. Default key is `.', and + Rest one move while doing nothing. Default key is `.', and also ` ' if rest_on_space is on. #wear @@ -1618,7 +1618,7 @@ Tell what a key does. Default key is `&'. #whatis - Show what type of thing a symbol corresponds to. Default + Show what type of thing a symbol corresponds to. Default key is `/'. #wield @@ -1628,23 +1628,23 @@ Wipe off your face. Autocompletes. Default key is `M-w'. #wizbury - Bury objects under and around you. Autocompletes. Debug + Bury objects under and around you. Autocompletes. Debug mode only. #wizdetect - Search for hidden things (secret doors or traps or unseen - monsters) within a modest radius. Autocompletes. Debug + Search for hidden things (secret doors or traps or unseen + monsters) within a modest radius. Autocompletes. Debug mode only. Default key is `^E'. #wizgenesis Create a monster. May be prefixed by a count to create more - than one. Autocompletes. Debug mode only. Default key is + than one. Autocompletes. Debug mode only. Default key is `^G'. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1667,7 +1667,7 @@ Default key is `^V'. #wizmap - Map the level. Autocompletes. Debug mode only. Default + Map the level. Autocompletes. Debug mode only. Default key is `^F'. #wizrumorcheck @@ -1677,11 +1677,11 @@ Smell monster. Autocompletes. Debug mode only. #wizwhere - Show locations of special levels. Autocompletes. Debug + Show locations of special levels. Autocompletes. Debug mode only. #wizwish - Wish for something. Autocompletes. Debug mode only. De- + Wish for something. Autocompletes. Debug mode only. De- fault key is `^W'. #wmode @@ -1696,21 +1696,21 @@ If your keyboard has a meta key (which, when pressed in com- - bination with another key, modifies it by setting the "meta" - [8th, or "high"] bit), you can invoke many extended commands by + bination with another key, modifies it by setting the "meta" + [8th, or "high"] bit), you can invoke many extended commands by meta-ing the first letter of the command. In NT, OS/2, PC and ST NetHack, the "Alt" key can be used in - this fashion; on the Amiga, set the altmeta option to get this - behavior. On other systems, if typing "Alt" plus another key - transmits a two character sequence consisting of an Escape fol- - lowed by the other key, you may set the altmeta option to have + this fashion; on the Amiga, set the altmeta option to get this + behavior. On other systems, if typing "Alt" plus another key + transmits a two character sequence consisting of an Escape fol- + lowed by the other key, you may set the altmeta option to have NetHack combine them into meta+key. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1776,7 +1776,7 @@ - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1786,7 +1786,7 @@ - If the number_pad option is on, some additional letter com- + If the number_pad option is on, some additional letter com- mands are available: h #help @@ -1803,9 +1803,9 @@ 5. Rooms and corridors - Rooms and corridors in the dungeon are either lit or dark. - Any lit areas within your line of sight will be displayed; dark - areas are only displayed if they are within one space of you. + Rooms and corridors in the dungeon are either lit or dark. + Any lit areas within your line of sight will be displayed; dark + areas are only displayed if they are within one space of you. Walls and corridors remain on the map as you explore them. Secret corridors are hidden. You can find them with the `s' @@ -1814,35 +1814,35 @@ 5.1. Doorways Doorways connect rooms and corridors. Some doorways have no - doors; you can walk right through. Others have doors in them, + doors; you can walk right through. Others have doors in them, which may be open, closed, or locked. To open a closed door, use - the `o' (open) command; to close it again, use the `c' (close) + the `o' (open) command; to close it again, use the `c' (close) command. - You can get through a locked door by using a tool to pick + You can get through a locked door by using a tool to pick the lock with the `a' (apply) command, or by kicking it open with the `^D' (kick) command. - Open doors cannot be entered diagonally; you must approach - them straight on, horizontally or vertically. Doorways without + Open doors cannot be entered diagonally; you must approach + them straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion. - Doors can be useful for shutting out monsters. Most mon- - sters cannot open doors, although a few don't need to (ex. ghosts - can walk through doors). + Doors can be useful for shutting out monsters. Most mon- + sters cannot open doors, although a few don't need to (for exam- + ple, ghosts can walk through doors). - Secret doors are hidden. You can find them with the `s' - (search) command. Once found they are in all ways equivalent to + Secret doors are hidden. You can find them with the `s' + (search) command. Once found they are in all ways equivalent to normal doors. 5.2. Traps (`^') - There are traps throughout the dungeon to snare the unwary - delver. For example, you may suddenly fall into a pit and be + There are traps throughout the dungeon to snare the unwary + delver. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out. Traps don't appear on - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1854,61 +1854,61 @@ your map until you see one triggered by moving onto it, see some- thing fall into it, or you discover it with the `s' (search) com- - mand. Monsters can fall prey to traps, too, which can be a very + mand. Monsters can fall prey to traps, too, which can be a very useful defensive strategy. There is a special pre-mapped branch of the dungeon based on - the classic computer game "Sokoban." The goal is to push the - boulders into the pits or holes. With careful foresight, it is - possible to complete all of the levels according to the tradi- - tional rules of Sokoban. Some allowances are permitted in case + the classic computer game "Sokoban." The goal is to push the + boulders into the pits or holes. With careful foresight, it is + possible to complete all of the levels according to the tradi- + tional rules of Sokoban. Some allowances are permitted in case the player gets stuck; however, they will lower your luck. 5.3. Stairs and ladders (`<', `>') - In general, each level in the dungeon will have a staircase + In general, each level in the dungeon will have a staircase going up (`<') to the previous level and another going down (`>') - to the next level. There are some exceptions though. For in- - stance, fairly early in the dungeon you will find a level with + to the next level. There are some exceptions though. For in- + stance, fairly early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the oth- - er branching into an area known as the Gnomish Mines. Those - mines eventually hit a dead end, so after exploring them (if you - choose to do so), you'll need to climb back up to the main dun- + er branching into an area known as the Gnomish Mines. Those + mines eventually hit a dead end, so after exploring them (if you + choose to do so), you'll need to climb back up to the main dun- geon. - When you traverse a set of stairs, or trigger a trap which - sends you to another level, the level you're leaving will be de- - activated and stored in a file on disk. If you're moving to a + When you traverse a set of stairs, or trigger a trap which + sends you to another level, the level you're leaving will be de- + activated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk - and reactivated. If you're moving to a level which has not yet - been visited, it will be created (from scratch for most random + and reactivated. If you're moving to a level which has not yet + been visited, it will be created (from scratch for most random levels, from a template for some "special" levels, or loaded from the remains of an earlier game for a "bones" level as briefly de- - scribed below). Monsters are only active on the current level; + scribed below). Monsters are only active on the current level; those on other levels are essentially placed into stasis. - Ordinarily when you climb a set of stairs, you will arrive - on the corresponding staircase at your destination. However, - pets (see below) and some other monsters will follow along if + Ordinarily when you climb a set of stairs, you will arrive + on the corresponding staircase at your destination. However, + pets (see below) and some other monsters will follow along if they're close enough when you travel up or down stairs, and occa- - sionally one of these creatures will displace you during the + sionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. - Ladders serve the same purpose as staircases, and the two - types of inter-level connections are nearly indistinguishable + Ladders serve the same purpose as staircases, and the two + types of inter-level connections are nearly indistinguishable during game play. 5.4. Shops and shopping - Occasionally you will run across a room with a shopkeeper - near the door and many items lying on the floor. You can buy + Occasionally you will run across a room with a shopkeeper + near the door and many items lying on the floor. You can buy items by picking them up and then using the `p' command. You can - inquire about the price of an item prior to picking it up by us- - ing the "#chat" command while standing on it. Using an item + inquire about the price of an item prior to picking it up by us- + ing the "#chat" command while standing on it. Using an item - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1918,35 +1918,35 @@ - prior to paying for it will incur a charge, and the shopkeeper - won't allow you to leave the shop until you have paid any debt + prior to paying for it will incur a charge, and the shopkeeper + won't allow you to leave the shop until you have paid any debt you owe. - You can sell items to a shopkeeper by dropping them to the - floor while inside a shop. You will either be offered an amount - of gold and asked whether you're willing to sell, or you'll be - told that the shopkeeper isn't interested (generally, your item - needs to be compatible with the type of merchandise carried by + You can sell items to a shopkeeper by dropping them to the + floor while inside a shop. You will either be offered an amount + of gold and asked whether you're willing to sell, or you'll be + told that the shopkeeper isn't interested (generally, your item + needs to be compatible with the type of merchandise carried by the shop). - If you drop something in a shop by accident, the shopkeeper - will usually claim ownership without offering any compensation. + If you drop something in a shop by accident, the shopkeeper + will usually claim ownership without offering any compensation. You'll have to buy it back if you want to reclaim it. - Shopkeepers sometimes run out of money. When that happens, - you'll be offered credit instead of gold when you try to sell - something. Credit can be used to pay for purchases, but it is - only good in the shop where it was obtained; other shopkeepers - won't honor it. (If you happen to find a "credit card" in the + Shopkeepers sometimes run out of money. When that happens, + you'll be offered credit instead of gold when you try to sell + something. Credit can be used to pay for purchases, but it is + only good in the shop where it was obtained; other shopkeepers + won't honor it. (If you happen to find a "credit card" in the dungeon, don't bother trying to use it in shops; shopkeepers will not accept it.) - The `$' command, which reports the amount of gold you are + The `$' command, which reports the amount of gold you are carrying (in inventory, not inside bags or boxes), will also show - current shop debt or credit, if any. The "Iu" command lists un- + current shop debt or credit, if any. The "Iu" command lists un- paid items (those which still belong to the shop) if you are car- - rying any. The "Ix" command shows an inventory-like display of - any unpaid items which have been used up, along with other shop + rying any. The "Ix" command shows an inventory-like display of + any unpaid items which have been used up, along with other shop fees, if any. 5.4.1. Shop idiosyncrasies @@ -1955,13 +1955,13 @@ * The price of a given item can vary due to a variety of factors. - * A shopkeeper treats the spot immediately inside the door as if + * A shopkeeper treats the spot immediately inside the door as if it were outside the shop. * While the shopkeeper watches you like a hawk, he will generally ignore any other customers. - * If a shop is "closed for inventory", it will not open of its + * If a shop is "closed for inventory," it will not open of its own accord. * Shops do not get restocked with new items, regardless of inven- @@ -1969,12 +1969,12 @@ 6. Monsters - Monsters you cannot see are not displayed on the screen. - Beware! You may suddenly come upon one in a dark place. Some - magic items can help you locate them before they locate you + Monsters you cannot see are not displayed on the screen. + Beware! You may suddenly come upon one in a dark place. Some + magic items can help you locate them before they locate you - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -1986,61 +1986,61 @@ (which some monsters can do very well). - The commands `/' and `;' may be used to obtain information - about those monsters who are displayed on the screen. The com- - mand "#name" (by default bound to `C'), allows you to assign a - name to a monster, which may be useful to help distinguish one - from another when multiple monsters are present. Assigning a + The commands `/' and `;' may be used to obtain information + about those monsters who are displayed on the screen. The com- + mand "#name" (by default bound to `C'), allows you to assign a + name to a monster, which may be useful to help distinguish one + from another when multiple monsters are present. Assigning a name which is just a space will remove any prior name. The extended command "#chat" can be used to interact with an adjacent monster. There is no actual dialog (in other words, you don't get to choose what you'll say), but chatting with some mon- - sters such as a shopkeeper or the Oracle of Delphi can produce + sters such as a shopkeeper or the Oracle of Delphi can produce useful results. 6.1. Fighting - If you see a monster and you wish to fight it, just attempt - to walk into it. Many monsters you find will mind their own + If you see a monster and you wish to fight it, just attempt + to walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. - In most circumstances, if you attempt to attack a peaceful - monster by moving into its location, you'll be asked to confirm - your intent. By default an answer of `y' acknowledges that in- - tent, which can be error prone if you're using `y' to move. You + In most circumstances, if you attempt to attack a peaceful + monster by moving into its location, you'll be asked to confirm + your intent. By default an answer of `y' acknowledges that in- + tent, which can be error prone if you're using `y' to move. You can set the paranoid_confirmation option to require a response of "yes" instead. - If you can't see a monster (if it is invisible, or if you - are blinded), the symbol `I' will be shown when you learn of its - presence. If you attempt to walk into it, you will try to fight - it just like a monster that you can see; of course, if the mon- + If you can't see a monster (if it is invisible, or if you + are blinded), the symbol `I' will be shown when you learn of its + presence. If you attempt to walk into it, you will try to fight + it just like a monster that you can see; of course, if the mon- ster has moved, you will attack empty air. If you guess that the - monster has moved and you don't wish to fight, you can use the - `m' command to move without fighting; likewise, if you don't re- + monster has moved and you don't wish to fight, you can use the + `m' command to move without fighting; likewise, if you don't re- member a monster but want to try fighting anyway, you can use the `F' command. 6.2. Your pet You start the game with a little dog (`d'), kitten (`f'), or - pony (`u'), which follows you about the dungeon and fights mon- - sters with you. Like you, your pet needs food to survive. Dogs - and cats usually feed themselves on fresh carrion and other - meats; horses need vegetarian food which is harder to come by. - If you're worried about your pet or want to train it, you can + pony (`u'), which follows you about the dungeon and fights mon- + sters with you. Like you, your pet needs food to survive. Dogs + and cats usually feed themselves on fresh carrion and other + meats; horses need vegetarian food which is harder to come by. + If you're worried about your pet or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be very useful under certain circumstances. - Your pet also gains experience from killing monsters, and - can grow over time, gaining hit points and doing more damage. - Initially, your pet may even be better at killing things than + Your pet also gains experience from killing monsters, and + can grow over time, gaining hit points and doing more damage. + Initially, your pet may even be better at killing things than you, which makes pets useful for low-level characters. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2050,63 +2050,63 @@ - Your pet will follow you up and down staircases if it is - next to you when you move. Otherwise your pet will be stranded - and may become wild. Similarly, when you trigger certain types - of traps which alter your location (for instance, a trap door - which drops you to a lower dungeon level), any adjacent pet will + Your pet will follow you up and down staircases if it is + next to you when you move. Otherwise your pet will be stranded + and may become wild. Similarly, when you trigger certain types + of traps which alter your location (for instance, a trap door + which drops you to a lower dungeon level), any adjacent pet will accompany you and any non-adjacent pet will be left behind. Your - pet may trigger such traps itself; you will not be carried along + pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. 6.3. Steeds - Some types of creatures in the dungeon can actually be rid- + Some types of creatures in the dungeon can actually be rid- den if you have the right equipment and skill. Convincing a wild - beast to let you saddle it up is difficult to say the least. - Many a dungeoneer has had to resort to magic and wizardry in or- + beast to let you saddle it up is difficult to say the least. + Many a dungeoneer has had to resort to magic and wizardry in or- der to forge the alliance. Once you do have the beast under your - control however, you can easily climb in and out of the saddle + control however, you can easily climb in and out of the saddle with the "#ride" command. Lead the beast around the dungeon when riding, in the same manner as you would move yourself. It is the beast that you will see displayed on the map. - Riding skill is managed by the "#enhance" command. See the + Riding skill is managed by the "#enhance" command. See the section on Weapon proficiency for more information about that. Use the `a' (apply) command and pick a saddle in your inven- - tory to attempt to put that saddle on an adjacent creature. If - successful, it will be transferred to that creature's inventory. + tory to attempt to put that saddle on an adjacent creature. If + successful, it will be transferred to that creature's inventory. Use the "#loot" command while adjacent to a saddled creature - to try to remove the saddle from that creature. If successful, + to try to remove the saddle from that creature. If successful, it will be transferred to your inventory. 6.4. Bones levels - You may encounter the shades and corpses of other adventur- + You may encounter the shades and corpses of other adventur- ers (or even former incarnations of yourself!) and their personal - effects. Ghosts are hard to kill, but easy to avoid, since - they're slow and do little damage. You can plunder the deceased - adventurer's possessions; however, they are likely to be cursed. + effects. Ghosts are hard to kill, but easy to avoid, since + they're slow and do little damage. You can plunder the deceased + adventurer's possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still lurking around, gloating over its last victory. 6.5. Persistence of Monsters Monsters (a generic reference which also includes humans and - pets) are only shown while they can be seen or otherwise sensed. - Moving to a location where you can't see or sense a monster any - more will result in it disappearing from your map, similarly if + pets) are only shown while they can be seen or otherwise sensed. + Moving to a location where you can't see or sense a monster any + more will result in it disappearing from your map, similarly if it is the one who moved rather than you. - However, if you encounter a monster which you can't see or - sense -- perhaps it is invisible and has just tapped you on the - noggin -- a special "remembered, unseen monster" marker will be - displayed at the location where you think it is. That will + However, if you encounter a monster which you can't see or + sense -- perhaps it is invisible and has just tapped you on the + noggin -- a special "remembered, unseen monster" marker will be + displayed at the location where you think it is. That will - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2116,8 +2116,8 @@ - persist until you have proven that there is no monster there, - even if the unseen monster moves to another location or you move + persist until you have proven that there is no monster there, + even if the unseen monster moves to another location or you move to a spot where the marker's location ordinarily wouldn't be seen any more. @@ -2125,54 +2125,54 @@ When you find something in the dungeon, it is common to want to pick it up. In NetHack, this is accomplished automatically by - walking over the object (unless you turn off the autopickup op- - tion (see below), or move with the `m' prefix (see above)), or + walking over the object (unless you turn off the autopickup op- + tion (see below), or move with the `m' prefix (see above)), or manually by using the `,' command. - If you're carrying too many items, NetHack will tell you so - and you won't be able to pick up anything more. Otherwise, it - will add the object(s) to your pack and tell you what you just + If you're carrying too many items, NetHack will tell you so + and you won't be able to pick up anything more. Otherwise, it + will add the object(s) to your pack and tell you what you just picked up. - As you add items to your inventory, you also add the weight - of that object to your load. The amount that you can carry de- - pends on your strength and your constitution. The stronger and - sturdier you are, the less the additional load will affect you. + As you add items to your inventory, you also add the weight + of that object to your load. The amount that you can carry de- + pends on your strength and your constitution. The stronger and + sturdier you are, the less the additional load will affect you. There comes a point, though, when the weight of all of that stuff - you are carrying around with you through the dungeon will encum- + you are carrying around with you through the dungeon will encum- ber you. Your reactions will get slower and you'll burn calories - faster, requiring food more frequently to cope with it. Eventu- - ally, you'll be so overloaded that you'll either have to discard + faster, requiring food more frequently to cope with it. Eventu- + ally, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse under its weight. - NetHack will tell you how badly you have loaded yourself. - If you are encumbered, one of the conditions "Burdened", + NetHack will tell you how badly you have loaded yourself. + If you are encumbered, one of the conditions "Burdened", "Stressed", "Strained", "Overtaxed" or "Overloaded" will be shown on the bottom line status display. When you pick up an object, it is assigned an inventory let- - ter. Many commands that operate on objects must ask you to find - out which object you want to use. When NetHack asks you to + ter. Many commands that operate on objects must ask you to find + out which object you want to use. When NetHack asks you to choose a particular object you are carrying, you are usually pre- - sented with a list of inventory letters to choose from (see Com- + sented with a list of inventory letters to choose from (see Com- mands, above). - Some objects, such as weapons, are easily differentiated. - Others, like scrolls and potions, are given descriptions which - vary according to type. During a game, any two objects with the - same description are the same type. However, the descriptions + Some objects, such as weapons, are easily differentiated. + Others, like scrolls and potions, are given descriptions which + vary according to type. During a game, any two objects with the + same description are the same type. However, the descriptions will vary from game to game. When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - extremely obvious, you will be asked what you want to call this - type of object so you will recognize it later. You can also use - the "#name" command, for the same purpose at any time, to name - all objects of a particular type or just an individual object. - When you use "#name" on an object which has already been named, + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this + type of object so you will recognize it later. You can also use + the "#name" command, for the same purpose at any time, to name + all objects of a particular type or just an individual object. + When you use "#name" on an object which has already been named, - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2182,63 +2182,63 @@ - specifying a space as the value will remove the prior name in- + specifying a space as the value will remove the prior name in- stead of assigning a new one. 7.1. Curses and Blessings - Any object that you find may be cursed, even if the object + Any object that you find may be cursed, even if the object is otherwise helpful. The most common effect of a curse is being - stuck with (and to) the item. Cursed weapons weld themselves to - your hand when wielded, so you cannot unwield them. Any cursed - item you wear is not removable by ordinary means. In addition, - cursed arms and armor usually, but not always, bear negative en- + stuck with (and to) the item. Cursed weapons weld themselves to + your hand when wielded, so you cannot unwield them. Any cursed + item you wear is not removable by ordinary means. In addition, + cursed arms and armor usually, but not always, bear negative en- chantments that make them less effective in combat. Other cursed objects may act poorly or detrimentally in other ways. - Objects can also be blessed. Blessed items usually work - better or more beneficially than normal uncursed items. For ex- + Objects can also be blessed. Blessed items usually work + better or more beneficially than normal uncursed items. For ex- ample, a blessed weapon will do more damage against demons. Objects which are neither cursed nor blessed are referred to - as uncursed. They could just as easily have been described as - unblessed, but the uncursed designation is what you will see - within the game. A "glass half full versus glass half empty" + as uncursed. They could just as easily have been described as + unblessed, but the uncursed designation is what you will see + within the game. A "glass half full versus glass half empty" situation; make of that what you will. There are magical means of bestowing or removing curses upon - objects, so even if you are stuck with one, you can still have - the curse lifted and the item removed. Priests and Priestesses - have an innate sensitivity to this property in any object, so - they can more easily avoid cursed objects than other character + objects, so even if you are stuck with one, you can still have + the curse lifted and the item removed. Priests and Priestesses + have an innate sensitivity to this property in any object, so + they can more easily avoid cursed objects than other character roles. - An item with unknown status will be reported in your inven- + An item with unknown status will be reported in your inven- tory with no prefix. An item which you know the state of will be - distinguished in your inventory by the presence of the word + distinguished in your inventory by the presence of the word "cursed", "uncursed" or "blessed" in the description of the item. - In some cases "uncursed" will be omitted as being redundant when + In some cases "uncursed" will be omitted as being redundant when enough other information is displayed. The implicit_uncursed op- - tion can be used to control this; toggle it off to have "un- + tion can be used to control this; toggle it off to have "un- cursed" be displayed even when that can be deduced from other at- tributes. 7.2. Weapons (`)') - Given a chance, most monsters in the Mazes of Menace will - gratuitously try to kill you. You need weapons for self-defense - (killing them first). Without a weapon, you do only 1-2 hit - points of damage (plus bonuses, if any). Monk characters are an - exception; they normally do more damage with bare (or gloved) + Given a chance, most monsters in the Mazes of Menace will + gratuitously try to kill you. You need weapons for self-defense + (killing them first). Without a weapon, you do only 1-2 hit + points of damage (plus bonuses, if any). Monk characters are an + exception; they normally do more damage with bare (or gloved) hands than they do with weapons. There are wielded weapons, like maces and swords, and thrown - weapons, like arrows and spears. To hit monsters with a weapon, - you must wield it and attack them, or throw it at them. You can - simply elect to throw a spear. To shoot an arrow, you should + weapons, like arrows and spears. To hit monsters with a weapon, + you must wield it and attack them, or throw it at them. You can + simply elect to throw a spear. To shoot an arrow, you should - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2248,63 +2248,63 @@ - first wield a bow, then throw the arrow. Crossbows shoot cross- + first wield a bow, then throw the arrow. Crossbows shoot cross- bow bolts. Slings hurl rocks and (other) stones (like gems). - Enchanted weapons have a "plus" (or "to hit enhancement" - which can be either positive or negative) that adds to your - chance to hit and the damage you do to a monster. The only way + Enchanted weapons have a "plus" (or "to hit enhancement" + which can be either positive or negative) that adds to your + chance to hit and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically iden- - tified somehow. Most weapons are subject to some type of damage + tified somehow. Most weapons are subject to some type of damage like rust. Such "erosion" damage can be repaired. - The chance that an attack will successfully hit a monster, - and the amount of damage such a hit will do, depends upon many - factors. Among them are: type of weapon, quality of weapon (en- + The chance that an attack will successfully hit a monster, + and the amount of damage such a hit will do, depends upon many + factors. Among them are: type of weapon, quality of weapon (en- chantment and/or erosion), experience level, strength, dexterity, - encumbrance, and proficiency (see below). The monster's armor + encumbrance, and proficiency (see below). The monster's armor class -- a general defense rating, not necessarily due to wearing of armor -- is a factor too; also, some monsters are particularly vulnerable to certain types of weapons. - Many weapons can be wielded in one hand; some require both - hands. When wielding a two-handed weapon, you can not wear a - shield, and vice versa. When wielding a one-handed weapon, you - can have another weapon ready to use by setting things up with - the `x' command, which exchanges your primary (the one being - wielded) and alternate weapons. And if you have proficiency in - the "two weapon combat" skill, you may wield both weapons simul- + Many weapons can be wielded in one hand; some require both + hands. When wielding a two-handed weapon, you can not wear a + shield, and vice versa. When wielding a one-handed weapon, you + can have another weapon ready to use by setting things up with + the `x' command, which exchanges your primary (the one being + wielded) and alternate weapons. And if you have proficiency in + the "two weapon combat" skill, you may wield both weapons simul- taneously as primary and secondary; use the `X' command to engage - or disengage that. Only some types of characters (barbarians, + or disengage that. Only some types of characters (barbarians, for instance) have the necessary skill available. Even with that - skill, using two weapons at once incurs a penalty in the chance + skill, using two weapons at once incurs a penalty in the chance to hit your target compared to using just one weapon at a time. - There might be times when you'd rather not wield any weapon - at all. To accomplish that, wield `-', or else use the `A' com- - mand which allows you to unwield the current weapon in addition + There might be times when you'd rather not wield any weapon + at all. To accomplish that, wield `-', or else use the `A' com- + mand which allows you to unwield the current weapon in addition to taking off other worn items. - Those of you in the audience who are AD&D players, be aware + Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same dam- - age to monsters in NetHack. Some of the more obscure weapons + age to monsters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD&D supplement. - The commands to use weapons are `w' (wield), `t' (throw), - `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex- + The commands to use weapons are `w' (wield), `t' (throw), + `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex- change), `X' (twoweapon), and "#enhance" (see below). 7.2.1. Throwing and shooting - You can throw just about anything via the `t' command. It - will prompt for the item to throw; picking `?' will list things - in your inventory which are considered likely to be thrown, or + You can throw just about anything via the `t' command. It + will prompt for the item to throw; picking `?' will list things + in your inventory which are considered likely to be thrown, or picking `*' will list your entire inventory. After you've chosen - what to throw, you will be prompted for a direction rather than + what to throw, you will be prompted for a direction rather than - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2314,35 +2314,35 @@ - for a specific target. The distance something can be thrown de- + for a specific target. The distance something can be thrown de- pends mainly on the type of object and your strength. Arrows can - be thrown by hand, but can be thrown much farther and will be + be thrown by hand, but can be thrown much farther and will be more likely to hit when thrown while you are wielding a bow. - You can simplify the throwing operation by using the `Q' - command to select your preferred "missile", then using the `f' - command to throw it. You'll be prompted for a direction as - above, but you don't have to specify which item to throw each + You can simplify the throwing operation by using the `Q' + command to select your preferred "missile", then using the `f' + command to throw it. You'll be prompted for a direction as + above, but you don't have to specify which item to throw each time you use `f'. There is also an option, autoquiver, which has NetHack choose another item to automatically fill your quiver (or - quiver sack, or have at the ready) when the inventory slot used + quiver sack, or have at the ready) when the inventory slot used for `Q' runs out. - Some characters have the ability to fire a volley of multi- - ple items in a single turn. Knowing how to load several rounds + Some characters have the ability to fire a volley of multi- + ple items in a single turn. Knowing how to load several rounds of ammunition at once -- or hold several missiles in your hand -- - and still hit a target is not an easy task. Rangers are among - those who are adept at this task, as are those with a high level - of proficiency in the relevant weapon skill (in bow skill if - you're wielding one to shoot arrows, in crossbow skill if you're + and still hit a target is not an easy task. Rangers are among + those who are adept at this task, as are those with a high level + of proficiency in the relevant weapon skill (in bow skill if + you're wielding one to shoot arrows, in crossbow skill if you're wielding one to shoot bolts, or in sling skill if you're wielding one to shoot stones). The number of items that the character has - a chance to fire varies from turn to turn. You can explicitly - limit the number of shots by using a numeric prefix before the - `t' or `f' command. For example, "2f" (or "n2f" if using num- + a chance to fire varies from turn to turn. You can explicitly + limit the number of shots by using a numeric prefix before the + `t' or `f' command. For example, "2f" (or "n2f" if using num- ber_pad mode) would ensure that at most 2 arrows are shot even if - you could have fired 3. If you specify a larger number than - would have been shot ("4f" in this example), you'll just end up + you could have fired 3. If you specify a larger number than + would have been shot ("4f" in this example), you'll just end up shooting the same number (3, here) as if no limit had been speci- fied. Once the volley is in motion, all of the items will travel in the same direction; if the first ones kill a monster, the oth- @@ -2351,26 +2351,26 @@ 7.2.2. Weapon proficiency You will have varying degrees of skill in the weapons avail- - able. Weapon proficiency, or weapon skills, affect how well you - can use particular types of weapons, and you'll be able to im- - prove your skills as you progress through a game, depending on + able. Weapon proficiency, or weapon skills, affect how well you + can use particular types of weapons, and you'll be able to im- + prove your skills as you progress through a game, depending on your role, your experience level, and use of the weapons. - For the purposes of proficiency, weapons have been divided - up into various groups such as daggers, broadswords, and - polearms. Each role has a limit on what level of proficiency a - character can achieve for each group. For instance, wizards can - become highly skilled in daggers or staves but not in swords or + For the purposes of proficiency, weapons have been divided + up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a + character can achieve for each group. For instance, wizards can + become highly skilled in daggers or staves but not in swords or bows. - The "#enhance" extended command is used to review current - weapons proficiency (also spell proficiency) and to choose which + The "#enhance" extended command is used to review current + weapons proficiency (also spell proficiency) and to choose which skill(s) to improve when you've used one or more skills enough to - become eligible to do so. The skill rankings are "none" (some- + become eligible to do so. The skill rankings are "none" (some- times also referred to as "restricted", because you won't be able - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2380,63 +2380,63 @@ - to advance), "unskilled", "basic", "skilled", and "expert". Re- + to advance), "unskilled", "basic", "skilled", and "expert". Re- stricted skills simply will not appear in the list shown by "#en- hance". (Divine intervention might unrestrict a particular skill, in which case it will start at unskilled and be limited to - basic.) Some characters can enhance their barehanded combat or + basic.) Some characters can enhance their barehanded combat or martial arts skill beyond expert to "master" or "grand master". Use of a weapon in which you're restricted or unskilled will incur a modest penalty in the chance to hit a monster and also in - the amount of damage done when you do hit; at basic level, there - is no penalty or bonus; at skilled level, you receive a modest - bonus in the chance to hit and amount of damage done; at expert - level, the bonus is higher. A successful hit has a chance to - boost your training towards the next skill level (unless you've - already reached the limit for this skill). Once such training - reaches the threshold for that next level, you'll be told that - you feel more confident in your skills. At that point you can - use "#enhance" to increase one or more skills. Such skills are - not increased automatically because there is a limit to your to- - tal overall skills, so you need to actively choose which skills + the amount of damage done when you do hit; at basic level, there + is no penalty or bonus; at skilled level, you receive a modest + bonus in the chance to hit and amount of damage done; at expert + level, the bonus is higher. A successful hit has a chance to + boost your training towards the next skill level (unless you've + already reached the limit for this skill). Once such training + reaches the threshold for that next level, you'll be told that + you feel more confident in your skills. At that point you can + use "#enhance" to increase one or more skills. Such skills are + not increased automatically because there is a limit to your to- + tal overall skills, so you need to actively choose which skills to enhance and which to ignore. 7.2.3. Two-Weapon combat Some characters can use two weapons at once. Setting things - up to do so can seem cumbersome but becomes second nature with + up to do so can seem cumbersome but becomes second nature with use. To wield two weapons, you need to use the "#twoweapon" com- - mand. But first you need to have a weapon in each hand. (Note - that your two weapons are not fully equal; the one in the hand - you normally wield with is considered primary and the other one + mand. But first you need to have a weapon in each hand. (Note + that your two weapons are not fully equal; the one in the hand + you normally wield with is considered primary and the other one is considered secondary. The most noticeable difference is after - you stop -- or before you begin, for that matter -- wielding two + you stop -- or before you begin, for that matter -- wielding two weapons at once. The primary is your wielded weapon and the sec- - ondary is just an item in your inventory that's been designated + ondary is just an item in your inventory that's been designated as alternate weapon.) If your primary weapon is wielded but your off hand is empty - or has the wrong weapon, use the sequence `x', `w', `x' to first - swap your primary into your off hand, wield whatever you want as - secondary weapon, then swap them both back into the intended + or has the wrong weapon, use the sequence `x', `w', `x' to first + swap your primary into your off hand, wield whatever you want as + secondary weapon, then swap them both back into the intended hands. If your secondary or alternate weapon is correct but your primary one is not, simply use `w' to wield the primary. Lastly, - if neither hand holds the correct weapon, use `w', `x', `w' to + if neither hand holds the correct weapon, use `w', `x', `w' to first wield the intended secondary, swap it to off hand, and then wield the primary. - The whole process can be simplified via use of the push- + The whole process can be simplified via use of the push- weapon option. When it is enabled, then using `w' to wield some- - thing causes the currently wielded weapon to become your alter- + thing causes the currently wielded weapon to become your alter- nate weapon. So the sequence `w', `w' can be used to first wield the weapon you intend to be secondary, and then wield the one you - want as primary which will push the first into secondary posi- + want as primary which will push the first into secondary posi- tion. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2446,8 +2446,8 @@ - When in two-weapon combat mode, using the `X' command tog- - gles back to single-weapon mode. Throwing or dropping either of + When in two-weapon combat mode, using the `X' command tog- + gles back to single-weapon mode. Throwing or dropping either of the weapons or having one of them be stolen or destroyed will al- so make you revert to single-weapon combat. @@ -2455,10 +2455,10 @@ Lots of unfriendly things lurk about; you need armor to pro- tect yourself from their blows. Some types of armor offer better - protection than others. Your armor class is a measure of this + protection than others. Your armor class is a measure of this protection. Armor class (AC) is measured as in AD&D, with 10 be- - ing the equivalent of no armor, and lower numbers meaning better - armor. Each suit of armor which exists in AD&D gives the same + ing the equivalent of no armor, and lower numbers meaning better + armor. Each suit of armor which exists in AD&D gives the same protection in NetHack. Here is an (incomplete) list of the armor classes provided by various suits of armor: dragon scale mail 1 @@ -2480,10 +2480,11 @@ leather jacket 9 no armor 10 - You can also wear other pieces of armor (ex. helmets, boots, - shields, cloaks) to lower your armor class even further, but you - can only wear one item of each category (one suit of armor, one - cloak, one helmet, one shield, and so on) at a time. + You can also wear other pieces of armor (for example hel- + mets, boots, shields, cloaks) to lower your armor class even fur- + ther, but you can only wear one item of each category (one suit + of armor, one cloak, one helmet, one shield, and so on) at a + time. If a piece of armor is enchanted, its armor protection will be better (or worse) than normal, and its "plus" (or minus) will @@ -2498,11 +2499,10 @@ rust. Such damage can be repaired. Some types of armor may in- hibit spell casting. - The commands to use armor are `W' (wear) and `T' (take off). - The `A' command can also be used to take off armor as well as - NetHack 3.6 February 10, 2019 + + NetHack 3.6 April 9, 2019 @@ -2512,6 +2512,8 @@ + The commands to use armor are `W' (wear) and `T' (take off). + The `A' command can also be used to take off armor as well as other worn items. 7.4. Food (`%') @@ -2541,9 +2543,9 @@ 7.5. Scrolls (`?') Scrolls are labeled with various titles, probably chosen by - ancient wizards for their amusement value (ex. "READ ME," or - "THANX MAUD" backwards). Scrolls disappear after you read them - (except for blank ones, without magic spells on them). + ancient wizards for their amusement value (for example "READ ME," + or "THANX MAUD" backwards). Scrolls disappear after you read + them (except for blank ones, without magic spells on them). One of the most useful of these is the scroll of identify, which can be used to determine what another object is, whether it @@ -2564,11 +2566,9 @@ ignored. You can disable the mail daemon by turning off the mail option. - The command to read a scroll is `r'. - - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2578,6 +2578,8 @@ + The command to read a scroll is `r'. + 7.6. Potions (`!') Potions are distinguished by the color of the liquid inside @@ -2629,12 +2631,10 @@ manent magic, unlike the usually fleeting effects of potions, scrolls, and wands. - Putting on a ring activates its magic. You can wear only - two rings, one on each ring finger. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2644,6 +2644,9 @@ + Putting on a ring activates its magic. You can wear only + two rings, one on each ring finger. + Most rings also cause you to grow hungry more rapidly, the rate varying with the type of ring. @@ -2695,12 +2698,9 @@ The command to read a spellbook is the same as for scrolls, `r' (read). The `+' command lists each spell you know along with - its level, skill category, chance of failure when casting, and an - estimate of how strongly it is remembered. The `Z' (cast) com- - mand casts a spell. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2710,6 +2710,10 @@ + its level, skill category, chance of failure when casting, and an + estimate of how strongly it is remembered. The `Z' (cast) com- + mand casts a spell. + 7.10. Tools (`(') Tools are miscellaneous objects with various purposes. Some @@ -2717,7 +2721,7 @@ example, lamps burn out after a while. Other tools are contain- ers, which objects can be placed into or taken out of. - The command to use tools is `a' (apply). + The command to use a tool is `a' (apply). 7.10.1. Containers @@ -2758,15 +2762,11 @@ tile weapons (if you have a sling). In the most desperate of cases, you can still throw them by hand. - 7.13. Large rocks (``') - Statues and boulders are not particularly useful, and are - generally heavy. It is rumored that some statues are not what - they seem. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2776,6 +2776,12 @@ + 7.13. Large rocks (``') + + Statues and boulders are not particularly useful, and are + generally heavy. It is rumored that some statues are not what + they seem. + Very large humanoids (giants and their ilk) have been known to use boulders as weapons. @@ -2825,14 +2831,8 @@ is unusual for players to adhere to challenges the first time they win the game. - Several of the challenges are related to eating behavior. - The most difficult of these is the foodless challenge. Although - creatures can survive long periods of time without food, there is - a physiological need for water; thus there is no restriction on - drinking beverages, even if they provide some minor food - - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2842,8 +2842,13 @@ - benefits. Calling upon your god for help with starvation does - not violate any food challenges either. + Several of the challenges are related to eating behavior. + The most difficult of these is the foodless challenge. Although + creatures can survive long periods of time without food, there is + a physiological need for water; thus there is no restriction on + drinking beverages, even if they provide some minor food bene- + fits. Calling upon your god for help with starvation does not + violate any food challenges either. A strict vegan diet is one which avoids any food derived from animals. The primary source of nutrition is fruits and veg- @@ -2890,15 +2895,10 @@ An atheist is one who rejects religion. This means that you cannot #pray, #offer sacrifices to any god, #turn undead, or #chat with a priest. Particularly selective readers may argue - that playing Monk or Priest characters should violate this con- - duct; that is a choice left to the player. Offering the Amulet - of Yendor to your god is necessary to win the game and is not - counted against this conduct. You are also not penalized for be- - ing spoken to by an angry god, priest(ess), or other religious - figure; a true atheist would hear the words but attach no special + that playing Monk or Priest characters should violate this - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -2908,6 +2908,11 @@ + conduct; that is a choice left to the player. Offering the + Amulet of Yendor to your god is necessary to win the game and is + not counted against this conduct. You are also not penalized for + being spoken to by an angry god, priest(ess), or other religious + figure; a true atheist would hear the words but attach no special meaning to them. Most players fight with a wielded weapon (or tool intended @@ -2954,17 +2959,12 @@ NetHack should do things, there are options you can set to change how NetHack behaves. - 9.1. Setting the options - Options may be set in a number of ways. Within the game, - the `O' command allows you to view all options and change most of - them. You can also set options automatically by placing them in - a configuration file, or in the NETHACKOPTIONS environment vari- - able. Some versions of NetHack also have front-end programs that - allow you to set options before starting the game or a global - NetHack 3.6 February 10, 2019 + + + NetHack 3.6 April 9, 2019 @@ -2974,6 +2974,14 @@ + 9.1. Setting the options + + Options may be set in a number of ways. Within the game, + the `O' command allows you to view all options and change most of + them. You can also set options automatically by placing them in + a configuration file, or in the NETHACKOPTIONS environment vari- + able. Some versions of NetHack also have front-end programs that + allow you to set options before starting the game or a global configuration for system administrators. 9.2. Using a configuration file @@ -3019,27 +3027,27 @@ HACKDIR Default location of files NetHack needs. On Windows HACKDIR defaults to the location of the NetHack.exe or NetHackw.exe - file so setting HACKDIR to override that is not usually neces- - sary or recommended. + file so setting HACKDIR to override that is not usually - LEVELDIR - The location that in-progress level files are stored. Defaults - to HACKDIR, must be writable. - SAVEDIR - The location where saved games are kept. Defaults to HACKDIR, + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 47 - NetHack Guidebook 47 + necessary or recommended. + LEVELDIR + The location that in-progress level files are stored. Defaults + to HACKDIR, must be writable. + SAVEDIR + The location where saved games are kept. Defaults to HACKDIR, must be writable. BONESDIR @@ -3085,18 +3093,10 @@ Example: - OPTIONS=color - CHOOSE=char A,char B - [char A] - OPTIONS=role:arc,race:dwa,align:law,gender:fem - [char B] - OPTIONS=role:wiz,race:elf,align:cha,gender:mal - MSGTYPE - Change the way messages are shown in the top status line. See - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 @@ -3106,6 +3106,15 @@ + OPTIONS=color + CHOOSE=char A,char B + [char A] + OPTIONS=role:arc,race:dwa,align:law,gender:fem + [char B] + OPTIONS=role:wiz,race:elf,align:cha,gender:mal + + MSGTYPE + Change the way messages are shown in the top status line. See the "Configuring Message Types" section. MENUCOLOR @@ -3140,6 +3149,29 @@ Here is a short example of config file contents: + + + + + + + + + + + + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 49 + + + # Set your character's role, race, gender, and alignment. OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful # @@ -3160,18 +3192,6 @@ on or off. You turn one of these on by adding the name of the option to the list, and turn it off by typing a `!' or "no" be- fore the name. Others take a character string as a value. You - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 49 - - - can set string options by typing the option name, a colon or equals sign, and then the value of the string. The value is ter- minated by the next comma or the end of string. @@ -3203,6 +3223,21 @@ as a file name. If it does start with `/', the at-sign is op- tional. + + + + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 50 + + + 9.4. Customization options Here are explanations of what the various options do. Char- @@ -3226,18 +3261,6 @@ ment from being picked randomly. Cannot be set with the `O' command. Persistent. - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 50 - - - autodescribe Automatically describe the terrain under cursor when asked to get a location on the map (default true). The whatis_coord op- @@ -3270,6 +3293,17 @@ Start the character permanently blind (default false). Persis- tent. + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 51 + + + bones Allow saving and loading bones files (default true). Persis- tent. @@ -3279,12 +3313,12 @@ "large rock" class symbol, ``'). catname - Name your starting cat (ex. "catname:Morris"). Cannot be set - with the `O' command. + Name your starting cat (for example "catname:Morris"). Cannot + be set with the `O' command. character - Synonym for "role" to pick the type of your character (ex. - "character:Monk"). See role for more details. + Synonym for "role" to pick the type of your character (for ex- + ample "character:Monk"). See role for more details. checkpoint Save game state after each level change, for possible recovery @@ -3292,18 +3326,6 @@ checkspace Check free disk space before writing files to disk (default - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 51 - - - on). You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files (because too much space might overflow the calculation and end @@ -3333,6 +3355,21 @@ sponse of `n' for each candidate). Persistent. The possibili- ties are: + + + + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 52 + + + i - disclose your inventory; a - disclose your attributes; v - summarize monsters that have been vanquished; @@ -3358,18 +3395,6 @@ Asking refers to picking one of the orderings from a menu. The `+' disclose without prompting choice, or being prompted and answering `y' rather than `a', will default to showing monsters - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 52 - - - in the traditional order, from high level to low level. Omitted categories are implicitly added with `n' prefix. Spec- @@ -3377,27 +3402,44 @@ Order of the disclosure categories does not matter, program display for end-of-game disclosure follows a set sequence. - (ex. "disclose:yi na +v -g o") The example sets inventory to - prompt and default to yes, attributes to prompt and default to - no, vanquished to disclose without prompting, genocided to not - disclose and not prompt, conduct to implicitly prompt and de- - fault to no, and overview to disclose without prompting. + (for example "disclose:yi na +v -g o") The example sets inven- + tory to prompt and default to yes, attributes to prompt and de- + fault to no, vanquished to disclose without prompting, genocid- + ed to not disclose and not prompt, conduct to implicitly prompt + and default to no, and overview to disclose without prompting. - Note that the vanquished monsters list includes all monsters + Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you. And the dun- geon overview shows all levels you had visited but does not re- veal things about them that you hadn't discovered. dogname - Name your starting dog (ex. "dogname:Fang"). Cannot be set - with the `O' command. + Name your starting dog (for example "dogname:Fang"). Cannot be + set with the `O' command. extmenu - Changes the extended commands interface to pop-up a menu of + Changes the extended commands interface to pop-up a menu of available commands. It is keystroke compatible with the tradi- - tional interface except that it does not require that you hit - Enter. It is implemented only by the tty port (default off), - when the game has been compiled to support tty graphics. + tional interface except that it does not require that you hit + Enter. It is implemented for the tty interface (default off). + + + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 53 + + + + For the X11 interface, which always uses a menu for choosing an + extended command, it controls whether the menu shows all avail- + able commands (on) or just the subset of commands which have + traditionally been considered extended ones (off). female An obsolete synonym for "gender:female". Cannot be set with @@ -3413,29 +3455,17 @@ text query with possible menu letters. Default is off. fruit - Name a fruit after something you enjoy eating (ex. "fruit:man- - go") (default "slime mold"). Basically a nostalgic whimsy that - NetHack uses from time to time. You should set this to some- - thing you find more appetizing than slime mold. Apples, or- - anges, pears, bananas, and melons already exist in NetHack, so - don't use those. + Name a fruit after something you enjoy eating (for example + "fruit:mango") (default "slime mold"). Basically a nostalgic + whimsy that NetHack uses from time to time. You should set + this to something you find more appetizing than slime mold. + Apples, oranges, pears, bananas, and melons already exist in + NetHack, so don't use those. gender Your starting gender (gender:male or gender:female). You may specify just the first letter. Although you can still denote your gender using the "male" and "female" options, the "gender" - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 53 - - - option will take precedence. The default is to randomly pick an appropriate gender. If you prefix the value with `!' or "no", you will exclude that gender from being picked randomly. @@ -3460,6 +3490,18 @@ herecmd_menu When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 54 + + + the location. Same as "#herecmdmenu" and "#therecmdmenu" com- mands. @@ -3470,6 +3512,10 @@ is often used; with tiles, generally displays a heart symbol near pets. + With the curses interface, the petattr option controls how to + highlight pets and setting it will turn the hilite_pet option + on or off as warranted. + hilite_pile Visually distinguish piles of objects from individual objects (default off). The behavior of this option depends on the type @@ -3483,25 +3529,13 @@ is on. horsename - Name your starting horse (ex. "horsename:Trigger"). Cannot be - set with the `O' command. + Name your starting horse (for example "horsename:Trigger"). + Cannot be set with the `O' command. ignintr Ignore interrupt signals, including breaks (default off). Per- sistent. - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 54 - - - implicit_uncursed Omit "uncursed" from inventory lists, if possible (default on). @@ -3521,19 +3555,32 @@ mail Enable mail delivery during the game (default on). Persistent. - male - An obsolete synonym for "gender:male". Cannot be set with the - `O' command. - mention_walls - Give feedback when walking against a wall (default off). - menucolors - Enable coloring menu lines (default off). See "Configuring - Menu Colors" on how to configure the colors. - menustyle - Controls the interface used when you need to choose various ob- + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 55 + + + + male + An obsolete synonym for "gender:male". Cannot be set with the + `O' command. + + mention_walls + Give feedback when walking against a wall (default off). + + menucolors + Enable coloring menu lines (default off). See "Configuring + Menu Colors" on how to configure the colors. + + menustyle + Controls the interface used when you need to choose various ob- jects (in response to the Drop command, for instance). The value specified should be the first letter of one of the fol- lowing: traditional, combination, full, or partial. Tradi- @@ -3557,17 +3604,6 @@ of a menu. Implemented by the Amiga, Gem and tty ports. De- fault `\'. - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 55 - - - menu_first_page Menu character accelerator to jump to the first page in a menu. Implemented by the Amiga, Gem and tty ports. Default `^'. @@ -3586,6 +3622,18 @@ a menu. Implemented by the Amiga, Gem and tty ports. Default `~'. + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 56 + + + menu_last_page Menu character accelerator to jump to the last page in a menu. Implemented by the Amiga, Gem and tty ports. Default `|'. @@ -3622,57 +3670,57 @@ monpolycontrol Prompt for new form whenever any monster changes shape (default + off). Debug mode only. + mouse_support + Allow use of the mouse for input and travel. Valid settings + are: - NetHack 3.6 February 10, 2019 + 0 - disabled + 1 - enabled and make OS adjustments to support mouse use in the game + 2 - like 1 but does not make any OS adjustments + Omitting a value is the same as specifying 1 and negating + mouse_support is the same as specifying 0. + msghistory + The number of top line messages to keep (and be able to recall + with `^P') (default 20). Cannot be set with the `O' command. - NetHack Guidebook 56 + NetHack 3.6 April 9, 2019 - off). Debug mode only. - mouse_support - Allow use of the mouse for input and travel. Valid settings - are: - 0 - disabled - 1 - enabled and make OS adjustments to support mouse use in - the game. - 2 - like 1 but does not make any OS adjustments - For backward compatibility, omitting a value is the same as - specifying 1 and negating mouse_support is the same as specify- - ing 0. + NetHack Guidebook 57 + - msghistory - The number of top line messages to keep (and be able to recall - with `^P') (default 20). Cannot be set with the `O' command. msg_window Allows you to change the way recalled messages are displayed. - (It is currently implemented for tty only.) The possible val- - ues are: + Currently it is only supported for tty (all four choices) and + for curses (`f' and `r' choices, default `r'). The possible + values are: s - single message (default; only choice prior to 3.4.0); c - combination, two messages as "single", then as "full"; f - full window, oldest message first; r - full window reversed, newest message first. - For backward compatibility, no value needs to be specified - (which defaults to "full"), or it can be negated (which + For backward compatibility, no value needs to be specified + (which defaults to "full"), or it can be negated (which defaults to "single"). name - Set your character's name (defaults to your user name). You - can also set your character's role by appending a dash and one + Set your character's name (defaults to your user name). You + can also set your character's role by appending a dash and one or more letters of the role (that is, by suffixing one of -A -B - -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the - role, then a random one will be automatically chosen. Cannot + -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the + role, then a random one will be automatically chosen. Cannot be set with the `O' command. news @@ -3687,19 +3735,7 @@ Send padding nulls to the terminal (default on). Persistent. number_pad - Use digit keys instead of letters to move (default 0 or off). - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 57 - - - + Use digit keys instead of letters to move (default 0 or off). Valid settings are: 0 - move by letters; "yuhjklbn" @@ -3709,94 +3745,132 @@ 4 - combines 3 with 2; phone layout plus MS-DOS compatibility -1 - by letters but use `z' to go northwest, `y' to zap wands - For backward compatibility, omitting a value is the same as - specifying 1 and negating number_pad is the same as specifying - 0. (Settings 2 and 4 are for compatibility with MS-DOS or old + For backward compatibility, omitting a value is the same as + specifying 1 and negating number_pad is the same as specifying + 0. (Settings 2 and 4 are for compatibility with MS-DOS or old PC Hack; in addition to the different behavior for `5', `Alt-5' acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo- - date some QWERTZ keyboards which have the location of the `y' - and `z' keys swapped.) When moving by numbers, to enter a + date some QWERTZ keyboards which have the location of the `y' + and `z' keys swapped.) When moving by numbers, to enter a count prefix for those commands which accept one (such as "12s" - to search twelve times), precede it with the letter `n' + to search twelve times), precede it with the letter `n' + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 58 + + + ("n12s"). packorder - Specify the order to list object types in (default + Specify the order to list object types in (default "")[%?+!=/(*`0_"). The value of this option should be a string containing the symbols for the various object types. Any omit- ted types are filled in at the end from the previous order. paranoid_confirmation - A space separated list of specific situations where alternate - prompting is desired. The default is paranoid_confirma- + A space separated list of specific situations where alternate + prompting is desired. The default is paranoid_confirma- tion:pray. - Confirm - for any prompts which are set to require "yes" - rather than `y', also require "no" to reject in- + Confirm - for any prompts which are set to require "yes" + rather than `y', also require "no" to reject in- stead of accepting any non-yes response as no quit - require "yes" rather than `y' to confirm quitting - the game or switching into non-scoring explore + the game or switching into non-scoring explore mode; - die - require "yes" rather than `y' to confirm dying - (not useful in normal play; applies to explore + die - require "yes" rather than `y' to confirm dying + (not useful in normal play; applies to explore mode); - bones - require "yes" rather than `y' to confirm saving + bones - require "yes" rather than `y' to confirm saving bones data when dying in debug mode; - attack - require "yes" rather than `y' to confirm attack- + attack - require "yes" rather than `y' to confirm attack- ing a peaceful monster; wand-break - require "yes" rather than `y' to confirm breaking a wand; Were-change - require "yes" rather than `y' to confirm changing - form due to lycanthropy when hero has polymorph + form due to lycanthropy when hero has polymorph control; - pray - require `y' to confirm an attempt to pray rather + pray - require `y' to confirm an attempt to pray rather than immediately praying; on by default; - Remove - require selection from inventory for `R' and `T' - commands even when wearing just one applicable + Remove - require selection from inventory for `R' and `T' + commands even when wearing just one applicable item. + all - turn on all of the above. + By default, the pray choice is enabled, the others disabled. + To disable it without setting any of the other choices, use + "paranoid_confirmation:none". To keep it enabled while setting + any of the others, include it in the list, such as "para- + noid_confirmation:attack pray Remove". - NetHack 3.6 February 10, 2019 + perm_invent + If true, always display your current inventory in a window. + This only makes sense for windowing system interfaces that im- + plement this feature. + petattr + Specifies one or more text highlighting attributes to use when + showing pets on the map. Effectively a superset of the + hilite_pet boolean option. Curses interface only; value is one + or more of the following letters. + NetHack 3.6 April 9, 2019 - NetHack Guidebook 58 - all - turn on all of the above. + NetHack Guidebook 59 - By default, the pray choice is enabled, the others disabled. - To disable it without setting any of the other choices, use - "paranoid_confirmation:none". To keep it enabled while setting - any of the others, include it in the list, such as "para- - noid_confirmation:attack pray Remove". - perm_invent - If true, always display your current inventory in a window. - This only makes sense for windowing system interfaces that im- - plement this feature. + + n - Normal text (no highlighting) + i - Inverse video (default) + b - Bold text + u - Underlined text + k - blinKing text + d - Dim text + t - iTalic text + l - Left line indicator + r - Right line indicator + + Some of those choices might not work, particularly the final + three, depending upon terminal hardware or terminal emulation + software. + + Currently multiple highlight-style letters can be combined by + simply stringing them together (for example, "bk"), but in the + future they might require being separated by plus signs (such + as "b+k", which works already). When using the `n' choice, it + should be specified on its own, not in combination with any of + the other letters. pettype - Specify the type of your initial pet, if you are playing a - character class that uses multiple types of pets; or choose to - have no initial pet at all. Possible values are "cat", "dog", + Specify the type of your initial pet, if you are playing a + character class that uses multiple types of pets; or choose to + have no initial pet at all. Possible values are "cat", "dog", "horse", and "none". If the choice is not allowed for the role - you are currently playing, it will be silently ignored. For - example, "horse" will only be honored when playing a knight. + you are currently playing, it will be silently ignored. For + example, "horse" will only be honored when playing a knight. Cannot be set with the `O' command. pickup_burden - When you pick up an item that would exceed this encumbrance - level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, - or overLoaded), you will be asked if you want to continue. + When you pick up an item that would exceed this encumbrance + level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, + or overLoaded), you will be asked if you want to continue. (Default `S'). Persistent. pickup_thrown - If this option is on and autopickup is also on, try to pick up - things that you threw, even if they aren't in pickup_types or + If this option is on and autopickup is also on, try to pick up + things that you threw, even if they aren't in pickup_types or match an autopickup exception. Default is on. Persistent. pickup_types @@ -3806,102 +3880,102 @@ sistent. pile_limit - When walking across a pile of objects on the floor, threshold - at which the message "there are few/several/many objects here" - is given instead of showing a popup list of those objects. A - value of 0 means "no limit" (always list the objects); a value - of 1 effectively means "never show the objects" since the pile - size will always be at least that big; default value is 5. - Persistent. + When walking across a pile of objects on the floor, threshold + at which the message "there are few/several/many objects here" + is given instead of showing a popup list of those objects. A + value of 0 means "no limit" (always list the objects); a value + of 1 effectively means "never show the objects" since the pile + size will always be at least that big; default value is 5. - playmode - Values are "normal", "explore", or "debug". Allows selection - of explore mode (also known as discovery mode) or debug mode - (also known as wizard mode) instead of normal play. Debug mode - might only be allowed for someone logged in under a particular - user name (on multi-user systems) or specifying a particular + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 60 - NetHack Guidebook 59 + Persistent. + playmode + Values are "normal", "explore", or "debug". Allows selection + of explore mode (also known as discovery mode) or debug mode + (also known as wizard mode) instead of normal play. Debug mode + might only be allowed for someone logged in under a particular + user name (on multi-user systems) or specifying a particular character name (on single-user systems) or it might be disabled - entirely. Requesting it when not allowed or not possible re- + entirely. Requesting it when not allowed or not possible re- sults in explore mode instead. Default is normal play. pushweapon - Using the `w' (wield) command when already wielding something - pushes the old item into your alternate weapon slot (default - off). Likewise for the `a' (apply) command if it causes the + Using the `w' (wield) command when already wielding something + pushes the old item into your alternate weapon slot (default + off). Likewise for the `a' (apply) command if it causes the applied item to become wielded. Persistent. race Selects your race (for example, "race:human"). Default is ran- - dom. If you prefix the value with `!' or "no", you will ex- + dom. If you prefix the value with `!' or "no", you will ex- clude that race from being picked randomly. Cannot be set with the `O' command. Persistent. rest_on_space - Make the space bar a synonym for the `.' (#wait) command (de- + Make the space bar a synonym for the `.' (#wait) command (de- fault off). Persistent. role - Pick your type of character (ex. "role:Samurai"); synonym for - "character". See "name" for an alternate method of specifying - your role. Normally only the first letter of the value is ex- - amined; `r' is an exception with "Rogue", "Ranger", and "ran- - dom" values. If you prefix the value with `!' or "no", you - will exclude that role from being picked randomly. Cannot be - set with the `O' command. Persistent. + Pick your type of character (for example "role:Samurai"); syn- + onym for "character". See "name" for an alternate method of + specifying your role. Normally only the first letter of the + value is examined; `r' is an exception with "Rogue", "Ranger", + and "random" values. If you prefix the value with `!' or "no", + you will exclude that role from being picked randomly. Cannot + be set with the `O' command. Persistent. roguesymset - This option may be used to select one of the named symbol sets - found within "symbols" to alter the symbols displayed on the + This option may be used to select one of the named symbol sets + found within "symbols" to alter the symbols displayed on the screen on the rogue level. rlecomp When writing out a save file, perform run length compression of - the map. Not all ports support run length compression. It has + the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode - Controls the amount of screen updating for the map window when - engaged in multi-turn movement (running via shift+direction or - control+direction and so forth, or via the travel command or + Controls the amount of screen updating for the map window when + engaged in multi-turn movement (running via shift+direction or + control+direction and so forth, or via the travel command or mouse click). The possible values are: teleport - update the map after movement has finished; - run - update the map after every seven or so steps; - walk - update the map after each step; - crawl - like walk, but pause briefly after each step. - This option only affects the game's screen display, not the ac- - tual results of moving. The default is "run"; versions prior - to 3.4.1 used "teleport" only. Whether or not the effect is - noticeable will depend upon the window port used or on the type + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 61 - NetHack Guidebook 60 + run - update the map after every seven or so steps; + walk - update the map after each step; + crawl - like walk, but pause briefly after each step. + This option only affects the game's screen display, not the ac- + tual results of moving. The default is "run"; versions prior + to 3.4.1 used "teleport" only. Whether or not the effect is + noticeable will depend upon the window port used or on the type of terminal. Persistent. safe_pet - Prevent you from (knowingly) attacking your pets (default on). + Prevent you from (knowingly) attacking your pets (default on). Persistent. sanity_check @@ -3909,19 +3983,19 @@ off). Debug mode only. scores - Control what parts of the score list you are shown at the end - (ex. "scores:5 top scores/4 around my score/own scores"). On- - ly the first letter of each category (`t', `a', or `o') is nec- - essary. Persistent. + Control what parts of the score list you are shown at the end + (for example "scores:5 top scores/4 around my score/own + scores"). Only the first letter of each category (`t', `a', or + `o') is necessary. Persistent. showexp Show your accumulated experience points on bottom line (default off). Persistent. showrace - Display yourself as the glyph for your race, rather than the - glyph for your role (default off). Note that this setting af- - fects only the appearance of the display, not the way the game + Display yourself as the glyph for your race, rather than the + glyph for your role (default off). Note that this setting af- + fects only the appearance of the display, not the way the game treats you. Persistent. showscore @@ -3933,65 +4007,65 @@ sortloot Controls the sorting behavior of the pickup lists for inventory - and #loot commands and some others. Persistent. The possible + and #loot commands and some others. Persistent. The possible values are: full - always sort the lists; - loot - only sort the lists that don't use inventory letters, + loot - only sort the lists that don't use inventory letters, like with the #loot and pickup commands; none - show lists the traditional way without sorting. sortpack - Sort the pack contents by type when displaying inventory (de- + Sort the pack contents by type when displaying inventory (de- fault on). Persistent. - sparkle - Display a sparkly effect when a monster (including yourself) is - hit by an attack to which it is resistant (default on). Per- - sistent. - standout - Boldface monsters and "--More--" (default off). Persistent. + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 62 - NetHack Guidebook 61 + sparkle + Display a sparkly effect when a monster (including yourself) is + hit by an attack to which it is resistant (default on). Per- + sistent. + standout + Boldface monsters and "--More--" (default off). Persistent. statushilites - Controls how many turns status hilite behaviors highlight the - field. If negated or set to zero, disables status hiliting. + Controls how many turns status hilite behaviors highlight the + field. If negated or set to zero, disables status hiliting. See "Configuring Status Hilites" for further information. status_updates - Allow updates to the status lines at the bottom of the screen + Allow updates to the status lines at the bottom of the screen (default true). suppress_alert - This option may be set to a NetHack version level to suppress - alert notification messages about feature changes for that and - prior versions (ex. "suppress_alert:3.3.1"). + This option may be set to a NetHack version level to suppress + alert notification messages about feature changes for that and + prior versions (for example "suppress_alert:3.3.1"). symset - This option may be used to select one of the named symbol sets - found within "symbols" to alter the symbols displayed on the - screen. Use "symset:default" to explicitly select the default + This option may be used to select one of the named symbol sets + found within "symbols" to alter the symbols displayed on the + screen. Use "symset:default" to explicitly select the default symbols. time - Show the elapsed game time in turns on bottom line (default + Show the elapsed game time in turns on bottom line (default off). Persistent. timed_delay - When pausing momentarily for display effect, such as with ex- - plosions and moving objects, use a timer rather than sending - extra characters to the screen. (Applies to "tty" interface + When pausing momentarily for display effect, such as with ex- + plosions and moving objects, use a timer rather than sending + extra characters to the screen. (Applies to "tty" interface only; "X11" interface always uses a timer based delay. The de- fault is on if configured into the program.) Persistent. @@ -4001,37 +4075,36 @@ toptenwin Put the ending display in a NetHack window instead of on stdout - (default off). Setting this option makes the score list visi- - ble when a windowing version of NetHack is started without a - parent window, but it no longer leaves the score list around + (default off). Setting this option makes the score list visi- + ble when a windowing version of NetHack is started without a + parent window, but it no longer leaves the score list around after game end on a terminal or emulating window. travel Allow the travel command (default on). Turning this option off - will prevent the game from attempting unintended moves if you + will prevent the game from attempting unintended moves if you make inadvertent mouse clicks on the map window. Persistent. - verbose - Provide more commentary during the game (default on). Persis- - tent. - whatis_coord - When using the `/' or `;' commands to look around on the map - with autodescribe on, display coordinates after the + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 63 - NetHack Guidebook 62 - + verbose + Provide more commentary during the game (default on). Persis- + tent. - description. Also works in other situations where you are - asked to pick a location. + whatis_coord + When using the `/' or `;' commands to look around on the map + with autodescribe on, display coordinates after the descrip- + tion. Also works in other situations where you are asked to + pick a location. The possible settings are: @@ -4047,54 +4120,58 @@ whatis_filter When getting a location on the map, and using the keys to cycle - through next and previous targets, allows filtering the possi- + through next and previous targets, allows filtering the possi- ble targets. - - n - no filtering [default] v - in view only a - in same area only - The area-filter tries to be slightly predictive -- if you're + The area-filter tries to be slightly predictive -- if you're standing on a doorway, it will consider the area on the side of the door you were last moving towards. - Filtering can also be changed when getting a location with the + Filtering can also be changed when getting a location with the "getpos.filter" key. whatis_menu - When getting a location on the map, and using a key to cycle + When getting a location on the map, and using a key to cycle through next and previous targets, use a menu instead to pick a target. (default off) whatis_moveskip - When getting a location on the map, and using shifted movement + When getting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. (default off) windowtype When the program has been built to support multiple interfaces, - select which one to use, such as "tty" or "X11" (default de- + select which one to use, such as "tty" or "X11" (default de- pends on build-time settings; use "#version" to check). Cannot be set with the `O' command. - wizweight - Augment object descriptions with their objects' weight (default - off). Debug mode only. + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 64 - NetHack Guidebook 63 + When used, it should be the first option set since its value + might enable or disable the availability of various other op- + tions. For multiple lines in a configuration file, that would + be the first non-comment line. For a comma-separated list in + NETHACKOPTIONS or an OPTIONS line in a configuration file, that + would be the rightmost option in the list. + wizweight + Augment object descriptions with their objects' weight (default + off). Debug mode only. zerocomp When writing out a save file, perform zero-comp compression of @@ -4139,28 +4216,27 @@ font_map if NetHack can, it should use a font by the chosen name for the - map window. - - font_menu - If NetHack can, it should use a font by the chosen name for - menu windows. - font_message - If NetHack can, it should use a font by the chosen name for the - message window. + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 65 - NetHack Guidebook 64 + map window. + font_menu + If NetHack can, it should use a font by the chosen name for + menu windows. + font_message + If NetHack can, it should use a font by the chosen name for the + message window. font_status If NetHack can, it should use a font by the chosen name for the @@ -4192,6 +4268,11 @@ If NetHack can, it should try and display on the entire screen rather than in a window. + guicolor + Use color text and/or highlighting attributes when displaying + some non-map data (such as menu selector letters). Curses in- + terface only; default is on. + large_font If NetHack can, it should use a large font. @@ -4201,6 +4282,18 @@ player_selection If NetHack can, it should pop up dialog boxes, or use prompts + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 66 + + + for character selection. popup_dialog @@ -4217,17 +4310,6 @@ If NetHack can, it should scroll the display by this number of cells when the hero reaches the scroll_margin. - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 65 - - - scroll_margin If NetHack can, it should scroll the display when the hero or cursor is this number of cells away from the edge of the win- @@ -4246,15 +4328,40 @@ If NetHack can, it should display an opening splash screen when it starts up (default yes). + statuslines + Number of lines for traditional below-the-map status display. + Acceptable values are 2 and 3 (default is 2). Curses and tty + interfaces only. + + term_cols and + + term_rows + Curses interface only. Number of columns and rows to use for + the display. Curses will attempt to resize to the values spec- + ified but will settle for smaller sizes if they are too big. + Default is the current window size. + tiled_map If NetHack can, it should display a tiled map if it can. tile_file - Specify the name of an alternative tile file to override the + Specify the name of an alternative tile file to override the default. + + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 67 + + + tile_height - Specify the preferred height of each tile in a tile capable + Specify the preferred height of each tile in a tile capable port. tile_width @@ -4264,55 +4371,69 @@ Use bold black instead of blue for black glyphs (TTY only). use_inverse - If NetHack can, it should display inverse when the game speci- + If NetHack can, it should display inverse when the game speci- fies it. vary_msgcount - If NetHack can, it should display this number of messages at a + If NetHack can, it should display this number of messages at a time in the message window. + windowborders + Whether to draw boxes around the map, status area, message + area, and persistent inventory window if enabled. Curses in- + terface only. Acceptable values are + + 0 - off, never show borders + 1 - on, always show borders + 2 - auto, on if display is at least (24+2)x(80+2) (default) + + (The 26x82 size threshold for `2' refers to number of rows and + columns of the display. A width of at least 110 columns + (80+2+26+2) is needed for align_status set to left or right.) + windowcolors - If NetHack can, it should display windows with the specified + If NetHack can, it should display windows with the specified foreground/background colors. Windows GUI only. The format is OPTION=windowcolors:wintype foreground/background - where wintype is one of "menu", "message", "status", or - "text", and foreground and background are colors, either a hexa- - decimal \'#rrggbb', one of the named colors (black, red, green, - brown, blue, magenta, cyan, orange, brightgreen, yellow, bright- - blue, brightmagenta, brightcyan, white, trueblack, gray, purple, + where wintype is one of "menu", "message", "status", or + "text", and foreground and background are colors, either a hexa- + decimal \'#rrggbb', one of the named colors (black, red, green, + brown, blue, magenta, cyan, orange, brightgreen, yellow, bright- + blue, brightmagenta, brightcyan, white, trueblack, gray, purple, + silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one + of Windows UI colors (activeborder, activecaption, appworkspace, + background, btnface, btnshadow, btntext, captiontext, graytext, + greytext, highlight, highlighttext, inactiveborder, inactivecap- + tion, menu, menutext, scrollbar, window, windowframe, window- + text). + wraptext + If NetHack can, it should wrap long lines of text if they don't + fit in the visible area of the window. - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 - NetHack Guidebook 66 - silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one - of Windows UI colors (activeborder, activecaption, appworkspace, - background, btnface, btnshadow, btntext, captiontext, graytext, - greytext, highlight, highlighttext, inactiveborder, inactivecap- - tion, menu, menutext, scrollbar, window, windowframe, window- - text). + NetHack Guidebook 68 + - wraptext - If NetHack can, it should wrap long lines of text if they don't - fit in the visible area of the window. 9.6. Platform-specific Customization options - Here are explanations of options that are used by specific + Here are explanations of options that are used by specific platforms or ports to customize and change the port behavior. altkeyhandler - Select an alternate keystroke handler dll to load (Win32 tty - NetHack only). The name of the handler is specified without + Select an alternate keystroke handler dll to load (Win32 tty + NetHack only). The name of the handler is specified without the .dll extension and without any path information. Cannot be set with the `O' command. @@ -4322,135 +4443,134 @@ altmeta On other (non-Amiga) systems where this option is available, it - can be set to tell NetHack to convert a two character sequence - beginning with ESC into a meta-shifted version of the second + can be set to tell NetHack to convert a two character sequence + beginning with ESC into a meta-shifted version of the second character (default off). - This conversion is only done for commands, not for other input + This conversion is only done for commands, not for other input prompts. Note that typing one or more digits as a count prefix prior to a command -- preceded by n if the number_pad option is - set -- is also subject to this conversion, so attempting to - abort the count by typing ESC will leave NetHack waiting for + set -- is also subject to this conversion, so attempting to + abort the count by typing ESC will leave NetHack waiting for another character to complete the two character sequence. Type - a second ESC to finish cancelling such a count. At other + a second ESC to finish cancelling such a count. At other prompts a single ESC suffices. BIOS Use BIOS calls to update the screen display quickly and to read - the keyboard (allowing the use of arrow keys to move) on ma- - chines with an IBM PC compatible BIOS ROM (default off, OS/2, + the keyboard (allowing the use of arrow keys to move) on ma- + chines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only). flush - (default off, AMIGA NetHack only). + (default off, Amiga NetHack only). MACgraphics (default on, Mac NetHack only). + page_wait + (default on, Mac NetHack only). + rawio + Force raw (non-cbreak) mode for faster output and more bullet- + proof input (MS-DOS sometimes treats `^P' as a printer toggle + without it) (default off, OS/2, PC, and ST NetHack only). + Note: DEC Rainbows hang if this is turned on. Cannot be set + with the `O' command. - - NetHack 3.6 February 10, 2019 + soundcard + (default on, PC NetHack only). Cannot be set with the `O' + NetHack 3.6 April 9, 2019 - NetHack Guidebook 67 + NetHack Guidebook 69 - page_wait - (default on, Mac NetHack only). - rawio - Force raw (non-cbreak) mode for faster output and more bullet- - proof input (MS-DOS sometimes treats `^P' as a printer toggle - without it) (default off, OS/2, PC, and ST NetHack only). - Note: DEC Rainbows hang if this is turned on. Cannot be set - with the `O' command. - soundcard - (default on, PC NetHack only). Cannot be set with the `O' com- - mand. + command. subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of + (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help - compensate for international keyboard issues. OPTIONS=subkey- - value:171/92 will return 92 to NetHack, if 171 was originally - going to be returned. You can use multiple subkeyvalue state- + compensate for international keyboard issues. OPTIONS=subkey- + value:171/92 will return 92 to NetHack, if 171 was originally + going to be returned. You can use multiple subkeyvalue state- ments in the config file if needed. Cannot be set with the `O' command. video Set the video mode used (PC NetHack only). Values are "autode- - tect", "default", or "vga". Setting "vga" (or "autodetect" - with vga hardware present) will cause the game to display + tect", "default", or "vga". Setting "vga" (or "autodetect" + with vga hardware present) will cause the game to display tiles. Cannot be set with the `O' command. videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order - of colors is red, green, brown, blue, magenta, cyan, - bright.white, bright.red, bright.green, yellow, bright.blue, - bright.magenta, and bright.cyan. Cannot be set with the `O' + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order + of colors is red, green, brown, blue, magenta, cyan, + bright.white, bright.red, bright.green, yellow, bright.blue, + bright.magenta, and bright.cyan. Cannot be set with the `O' command. videoshades Set the intensity level of the three gray scales available (de- fault dark normal light, PC NetHack only). If the game display - is difficult to read, try adjusting these scales; if this does - not correct the problem, try !color. Cannot be set with the + is difficult to read, try adjusting these scales; if this does + not correct the problem, try !color. Cannot be set with the `O' command. 9.7. Regular Expressions - Regular expressions are normally POSIX extended regular ex- - pressions. It is possible to compile NetHack without regular ex- - pression support on a platform where there is no regular expres- - sion library. While this is not true of any modern platform, if - your NetHack was built this way, patterns are instead glob pat- + Regular expressions are normally POSIX extended regular ex- + pressions. It is possible to compile NetHack without regular ex- + pression support on a platform where there is no regular expres- + sion library. While this is not true of any modern platform, if + your NetHack was built this way, patterns are instead glob pat- terns. This applies to Autopickup exceptions, Message types, Menu colors, and User sounds. + 9.8. Configuring Autopickup Exceptions + You can further refine the behavior of the autopickup option + beyond what is available through the pickup_types option. - NetHack 3.6 February 10, 2019 + By placing autopickup_exception lines in your configuration + file, you can define patterns to be checked when the game is + about to autopickup something. + autopickup_exception + Sets an exception to the pickup_types option. The autopick- + up_exception option should be followed by a regular expression + NetHack 3.6 April 9, 2019 - NetHack Guidebook 68 - 9.8. Configuring Autopickup Exceptions + NetHack Guidebook 70 - You can further refine the behavior of the autopickup option - beyond what is available through the pickup_types option. - By placing autopickup_exception lines in your configuration - file, you can define patterns to be checked when the game is - about to autopickup something. - autopickup_exception - Sets an exception to the pickup_types option. The autopick- - up_exception option should be followed by a regular expression - to be used as a pattern to match against the singular form of + to be used as a pattern to match against the singular form of the description of an object at your location. - In addition, some characters are treated specially if they oc- + In addition, some characters are treated specially if they oc- cur as the first character in the pattern, specifically: < - always pickup an object that matches rest of pattern; > - never pickup an object that matches rest of pattern. - A "never pickup" rule takes precedence over an "always pickup" + A "never pickup" rule takes precedence over an "always pickup" rule if both match. - Exceptions can be set with the `O' command, but ones set that + Exceptions can be set with the `O' command, but ones set that way will not be preserved across saves and restores. Here are some examples: @@ -4459,17 +4579,17 @@ autopickup_exception=">*corpse" autopickup_exception=">* cursed*" - The first example above will result in autopickup of any - type of arrow. The second example results in the exclusion of - any corpse from autopickup. The last example results in the ex- + The first example above will result in autopickup of any + type of arrow. The second example results in the exclusion of + any corpse from autopickup. The last example results in the ex- clusion of items known to be cursed from autopickup. 9.9. Changing Key Bindings - It is possible to change the default key bindings of some - special commands, menu accelerator keys, and extended commands, - by using BIND stanzas in the configuration file. Format is key, - followed by the command to bind to, separated by a colon. The + It is possible to change the default key bindings of some + special commands, menu accelerator keys, and extended commands, + by using BIND stanzas in the configuration file. Format is key, + followed by the command to bind to, separated by a colon. The key can be a single character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), or a three-digit decimal ASCII code. @@ -4479,39 +4599,38 @@ BIND={:menu_first_page BIND=v:loot + Extended command keys + You can bind multiple keys to the same extended command. Un- + bind a key by using "nothing" as the extended command to bind + to. You can also bind the "<esc>", "<enter>", and "<space>" + keys. + Menu accelerator keys + The menu control or accelerator keys can also be rebound via + OPTIONS-lines in the config file. You cannot bind object sym- + bols into menu accelerators. - - NetHack 3.6 February 10, 2019 + Special command keys + Below are the special commands you can rebind. Some of them + NetHack 3.6 April 9, 2019 - NetHack Guidebook 69 + NetHack Guidebook 71 - Extended command keys - You can bind multiple keys to the same extended command. Un- - bind a key by using "nothing" as the extended command to bind - to. You can also bind the "<esc>", "<enter>", and "<space>" - keys. - Menu accelerator keys - The menu control or accelerator keys can also be rebound via - OPTIONS-lines in the config file. You cannot bind object sym- - bols into menu accelerators. - Special command keys - Below are the special commands you can rebind. Some of them - can be bound to same keys with no problems, others are in the - same "context", and if bound to same keys, only one of those - commands will be available. Special command can only be bound + can be bound to same keys with no problems, others are in the + same "context", and if bound to same keys, only one of those + commands will be available. Special command can only be bound to a single key. count - Prefix key to start a count, to repeat a command this many + Prefix key to start a count, to repeat a command this many times. With number_pad only. Default is `n'. doinv @@ -4521,19 +4640,19 @@ Prefix key to force fight a direction. Default is `F'. fight.numpad - Prefix key to force fight a direction. With number_pad only. + Prefix key to force fight a direction. With number_pad only. Default is `-'. getdir.help - When asked for a direction, the key to show the help. Default + When asked for a direction, the key to show the help. Default is `?'. getdir.self - When asked for a direction, the key to target yourself. De- + When asked for a direction, the key to target yourself. De- fault is `.'. getdir.self2 - When asked for a direction, the key to target yourself. De- + When asked for a direction, the key to target yourself. De- fault is `s'. getpos.autodescribe @@ -4545,116 +4664,116 @@ esting thing. Default is `a'. getpos.all.prev - When asked for a location, the key to go to previous closest - + When asked for a location, the key to go to previous closest + interesting thing. Default is `A'. - NetHack 3.6 February 10, 2019 + getpos.door.next + When asked for a location, the key to go to next closest door + or doorway. Default is `d'. + getpos.door.prev + When asked for a location, the key to go to previous closest + door or doorway. Default is `D'. + getpos.help + When asked for a location, the key to show help. Default is + `?'. + NetHack 3.6 April 9, 2019 - NetHack Guidebook 70 - interesting thing. Default is `A'. - getpos.door.next - When asked for a location, the key to go to next closest door - or doorway. Default is `d'. + NetHack Guidebook 72 - getpos.door.prev - When asked for a location, the key to go to previous closest - door or doorway. Default is `D'. - getpos.help - When asked for a location, the key to show help. Default is - `?'. getpos.mon.next - When asked for a location, the key to go to next closest mon- + When asked for a location, the key to go to next closest mon- ster. Default is `m'. getpos.mon.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest monster. Default is `M'. getpos.obj.next - When asked for a location, the key to go to next closest ob- + When asked for a location, the key to go to next closest ob- ject. Default is `o'. getpos.obj.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest object. Default is `O'. getpos.menu - When asked for a location, and using one of the next or previ- - ous keys to cycle through targets, toggle showing a menu in- + When asked for a location, and using one of the next or previ- + ous keys to cycle through targets, toggle showing a menu in- stead. Default is `!'. getpos.moveskip - When asked for a location, and using the shifted movement keys - or meta-digit keys to fast-move around, move by skipping the + When asked for a location, and using the shifted movement keys + or meta-digit keys to fast-move around, move by skipping the same glyphs instead of by 8 units. Default is `*'. getpos.filter When asked for a location, change the filtering mode when using - one of the next or previous keys to cycle through targets. - Toggles between no filtering, in view only, and in the same + one of the next or previous keys to cycle through targets. + Toggles between no filtering, in view only, and in the same area only. Default is `"'. getpos.pick - When asked for a location, the key to choose the location, and + When asked for a location, the key to choose the location, and possibly ask for more info. Default is `.'. getpos.pick.once - When asked for a location, the key to choose the location, and + When asked for a location, the key to choose the location, and skip asking for more info. Default is `,'. + getpos.pick.quick + When asked for a location, the key to choose the location, skip + asking for more info, and exit the location asking loop. De- + fault is `;'. + getpos.pick.verbose + When asked for a location, the key to choose the location, and + show more info without asking. Default is `:'. - NetHack 3.6 February 10, 2019 + getpos.self + When asked for a location, the key to go to your location. De- + fault is `@'. + NetHack 3.6 April 9, 2019 - NetHack Guidebook 71 - getpos.pick.quick - When asked for a location, the key to choose the location, skip - asking for more info, and exit the location asking loop. De- - fault is `;'. - getpos.pick.verbose - When asked for a location, the key to choose the location, and - show more info without asking. Default is `:'. + NetHack Guidebook 73 + - getpos.self - When asked for a location, the key to go to your location. De- - fault is `@'. getpos.unexplored.next - When asked for a location, the key to go to next closest unex- + When asked for a location, the key to go to next closest unex- plored location. Default is `x'. getpos.unexplored.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest unexplored location. Default is `X'. getpos.valid - When asked for a location, the key to go to show valid target + When asked for a location, the key to go to show valid target locations. Default is `$'. getpos.valid.next - When asked for a location, the key to go to next closest valid + When asked for a location, the key to go to next closest valid location. Default is `z'. getpos.valid.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest valid location. Default is `Z'. nopickup @@ -4664,7 +4783,7 @@ Key to redraw the screen. Default is `^R'. redraw.numpad - Key to redraw the screen. With number_pad only. Default is + Key to redraw the screen. With number_pad only. Default is `^L'. repeat @@ -4677,23 +4796,11 @@ Prefix key to run towards a direction. Default is `G'. run.nopickup - Prefix key to run towards a direction without picking up items - - - NetHack 3.6 February 10, 2019 - - - - - - NetHack Guidebook 72 - - - + Prefix key to run towards a direction without picking up items on the way. Default is `M'. run.numpad - Prefix key to run towards a direction. With number_pad only. + Prefix key to run towards a direction. With number_pad only. Default is `5'. rush @@ -4704,6 +4811,17 @@ You can change the way the messages are shown in the message area, when the message matches a user-defined pattern. + + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 74 + + + In general, the config file entries to configure the message types look like this: MSGTYPE=type "pattern" @@ -4717,177 +4835,208 @@ show - show message normally; hide - never show the message; stop - wait for user with more-prompt; - norep - show the message once, but not again if no other mes- + norep - show the message once, but not again if no other mes- sage is shown in between. - Here's an example of message types using NetHack's internal + Here's an example of message types using NetHack's internal pattern matching facility: MSGTYPE=stop "You feel hungry." MSGTYPE=hide "You displaced *." - specifies that whenever a message "You feel hungry" is shown, - the user is prompted with more-prompt, and a message matching + specifies that whenever a message "You feel hungry" is shown, + the user is prompted with more-prompt, and a message matching "You displaced <something>." is not shown at all. - The order of the defined MSGTYPE-lines is important; the last - matching rule is used. Put the general case first, exceptions + The order of the defined MSGTYPE-lines is important; the last + matching rule is used. Put the general case first, exceptions below them. 9.11. Configuring Menu Colors Some platforms allow you to define colors used in menu lines - when the line matches a user-defined pattern. At this time the + when the line matches a user-defined pattern. At this time the tty, win32tty and win32gui support this. - In general, the config file entries to configure the menu + In general, the config file entries to configure the menu color mappings look like this: + MENUCOLOR="pattern"=color&attribute + pattern - the pattern to match; + color - the color to use for lines matching the pat- + tern; + attribute - the attribute to use for lines matching the + pattern. The attribute is optional, and if + left out, you must also leave out the preced- + ing ampersand. If no attribute is defined, + no attribute is used. + The pattern should be a regular expression. - NetHack 3.6 February 10, 2019 - + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, light-green, yellow, light-blue, light- + NetHack 3.6 April 9, 2019 - NetHack Guidebook 73 - MENUCOLOR="pattern"=color&attribute + NetHack Guidebook 75 - pattern - the pattern to match; - color - the color to use for lines matching the pat- - tern; - attribute - the attribute to use for lines matching the - pattern. The attribute is optional, and if - left out, you must also leave out the preced- - ing ampersand. If no attribute is defined, - no attribute is used. - The pattern should be a regular expression. - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- - ta, lightcyan, and white. + magenta, light-cyan, and white. And no-color, the default + foreground color, which isn't necessarily the same as any of + the other colors. - Allowed attributes are none, bold, dim, underline, blink, and - inverse. Note that the platform used may interpret the at- - tributes any way it wants. + Allowed attributes are none, bold, dim, underline, blink, and + inverse. "Normal" is a synonym for "none". Note that the + platform used may interpret the attributes any way it wants. - Here's an example of menu colors using NetHack's internal pat- + Here's an example of menu colors using NetHack's internal pat- tern matching facility: MENUCOLOR="* blessed *"=green MENUCOLOR="* cursed *"=red MENUCOLOR="* cursed *(being worn)"=red&underline - specifies that any menu line with " blessed " contained in it - will be shown in green color, lines with " cursed " will be - shown in red, and lines with " cursed " followed by "(being - worn)" on the same line will be shown in red color and under- - lined. You can have multiple MENUCOLOR entries in your config - file, and the last MENUCOLOR-line in your config file that + specifies that any menu line with " blessed " contained in it + will be shown in green color, lines with " cursed " will be + shown in red, and lines with " cursed " followed by "(being + worn)" on the same line will be shown in red color and under- + lined. You can have multiple MENUCOLOR entries in your config + file, and the last MENUCOLOR-line in your config file that matches a menu line will be used for the line. Note that if you intend to have one or more color specifica- - tions match " uncursed ", you will probably want to turn the im- + tions match " uncursed ", you will probably want to turn the im- plicit_uncursed option off so that all items known to be uncursed are actually displayed with the "uncursed" description. 9.12. Configuring User Sounds - Some platforms allow you to define sound files to be played - when a message that matches a user-defined pattern is delivered + Some platforms allow you to define sound files to be played + when a message that matches a user-defined pattern is delivered to the message window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. - The following config file entries are relevant to mapping + The following config file entries are relevant to mapping user sounds to messages: SOUNDDIR The directory that houses the sound files to be played. + SOUND + An entry that maps a sound file to a user-specified message + pattern. Each SOUND entry is broken down into the following + parts: + MESG - message window mapping (the only one supported in + 3.6); + pattern - the pattern to match; + sound file - the sound file to play; + volume - the volume to be set while playing the sound file. - NetHack 3.6 February 10, 2019 + The pattern should be a POSIX extended regular expression. + NetHack 3.6 April 9, 2019 - NetHack Guidebook 74 - SOUND - An entry that maps a sound file to a user-specified message - pattern. Each SOUND entry is broken down into the following - parts: + NetHack Guidebook 76 - MESG - message window mapping (the only one supported in - 3.6); - pattern - the pattern to match; - sound file - the sound file to play; - volume - the volume to be set while playing the sound file. - The pattern should be a POSIX extended regular expression. 9.13. Configuring Status Hilites Your copy of NetHack may have been compiled with support for - "Status Hilites". If so, you can customize your game display by + "Status Hilites". If so, you can customize your game display by setting thresholds to change the color or appearance of fields in the status display. The format for defining status colors is: - OPTION=hilite_status: field-name/behavior/color&attributes + OPTION=hilite_status:field-name/behavior/color&attributes - For example, the following line in your config file will - cause the hitpoints field to display in the color red if your - hitpoints drop to or below a threshold of 30%: + For example, the following line in your configuration file + will cause the hitpoints field to display in the color red if + your hitpoints drop to or below a threshold of 30%: - OPTION=hilite_status: hitpoints/<=30%/red/normal + OPTION=hilite_status:hitpoints/<=30%/red/normal - For another example, the following line in your config file - will cause wisdom to be displayed red if it drops and green if it - rises. + (That example is actually specifying red&normal for <=30% and no- + color&normal for >30%.) - OPTION=hilite_status: wisdom/down/red/up/green + For another example, the following line in your configura- + tion file will cause wisdom to be displayed red if it drops and + green if it rises: - You can adjust the display of the following status fields: - title strength dexterity - constitution intelligence wisdom - charisma alignment score - carrying-capacity gold power - power-max experience-level armor-class - HD time hunger - hitpoints hitpoints-max dungeon-level - experience condition + OPTION=hilite_status:wisdom/down/red/up/green - The pseudo-field "characteristics" can be used to set all six - of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit - dice", an approximation of experience level displayed when - polymorphed. "experience", "time", and "score" are condition- - ally displayed depending upon your other option settings. + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, light-green, yellow, light-blue, light-magen- + ta, light-cyan, and white. And "no-color", the default fore- + ground color on the display, which is not necessarily the same as + black or white or any of the other colors. - Instead of a behavior, "condition" takes the following condi- - tion flags: stone, slime, strngl, foodpois, termill, blind, + Allowed attributes are none, bold, dim, underline, blink, + and inverse. "Normal" is a synonym for "none"; they should not + be used in combination with any of the other attributes. + To specify both a color and an attribute, use `&' to combine + them. To specify multiple attributes, use `+' to combine those. + For example: "magenta&inverse+dim". - NetHack 3.6 February 10, 2019 + Note that the display may substitute or ignore particular + attributes depending upon its capabilities, and in general may + interpret the attributes any way it wants. For example, on some + display systems a request for bold might yield blink or vice ver- + sa. On others, issuing an attribute request while another is al- + ready set up will replace the earlier attribute rather than com- + bine with it. Since NetHack issues attribute requests sequen- + tially (at least with the tty interface) rather than all at once, + the only way a situation like that can be controlled is to speci- + fy just one attribute. + You can adjust the appearance of the following status + fields: + NetHack 3.6 April 9, 2019 + + + + + + NetHack Guidebook 77 + - NetHack Guidebook 75 + title dungeon-level experience-level + strength gold experience + dexterity hitpoints HD + constitution hitpoints-max time + intelligence power hunger + wisdom power-max carrying-capacity + charisma armor-class condition + alignment score + The pseudo-field "characteristics" can be used to set all six + of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit + dice", an approximation of experience level displayed when + polymorphed. "experience", "time", and "score" are condition- + ally displayed depending upon your other option settings. + Instead of a behavior, "condition" takes the following condi- + tion flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma- jor_troubles" as an alias for stone through termill, "mi- nor_troubles" for blind through hallu, "movement" for lev, fly, @@ -4915,82 +5064,74 @@ when value is below or above the percentage. Use prefix `<' or `>' to match when strictly below or above. (The numeric limit is relaxed slightly for those: >-1% and - <101% are allowed.) Only valid for "power" and "hit- - points" fields. + <101% are allowed.) Only valid for "hitpoints" and "pow- + er" fields. * absolute value sets the attribute when the field value matches that number. The number must be 0 or higher, ex- - cept for "armor-class' which allows negative values. If - the number is prefixed with `<=' or `>=', it also matches - when value is below or above. If the prefix is `<' or - `>', only match when strictly above or below. - - * text match sets the attribute when the field value matches - the text. Text matches can only be used for "alignment", - "carrying-capacity", "hunger", "dungeon-level", and "ti- - tle". For title, only the role's rank title is tested; - the character's name is ignored. - - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- - ta, lightcyan, and white. + cept for "armor-class' which allows negative values, and + may optionally be preceded by `='. If the number is pre- + ceded by `<=' or `>=' instead, it also matches when value + is below or above. If the prefix is `<' or `>', only + match when strictly above or below. - Allowed attributes are bold, inverse, underline, blink, dim, - and normal. Note that the platform used may interpret the at- - tributes any way it wants. - The in-game options menu can help you determine the correct - syntax for a config file. + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 - + NetHack Guidebook 78 - NetHack Guidebook 76 + * text match sets the attribute when the field value matches + the text. Text matches can only be used for "alignment", + "carrying-capacity", "hunger", "dungeon-level", and "ti- + tle". For title, only the role's rank title is tested; + the character's name is ignored. + The in-game options menu can help you determine the correct + syntax for a config file. - The whole feature can be disabled by setting option sta- - tushilites to 0. + The whole feature can be disabled by setting option sta- + tushilites to 0. - Example hilites: + Example hilites: - OPTION=hilite_status: gold/up/yellow/down/brown - OPTION=hilite_status: characteristics/up/green/down/red - OPTION=hilite_status: hitpoints/100%/gray&normal - OPTION=hilite_status: hitpoints/<100%/green&normal - OPTION=hilite_status: hitpoints/<66%/yellow&normal - OPTION=hilite_status: hitpoints/<50%/orange&normal - OPTION=hilite_status: hitpoints/<33%/red&bold - OPTION=hilite_status: hitpoints/<15%/red&inverse - OPTION=hilite_status: condition/major/orange&inverse - OPTION=hilite_status: condition/lev+fly/red&inverse + OPTION=hilite_status: gold/up/yellow/down/brown + OPTION=hilite_status: characteristics/up/green/down/red + OPTION=hilite_status: hitpoints/100%/gray&normal + OPTION=hilite_status: hitpoints/<100%/green&normal + OPTION=hilite_status: hitpoints/<66%/yellow&normal + OPTION=hilite_status: hitpoints/<50%/orange&normal + OPTION=hilite_status: hitpoints/<33%/red&bold + OPTION=hilite_status: hitpoints/<15%/red&inverse + OPTION=hilite_status: condition/major/orange&inverse + OPTION=hilite_status: condition/lev+fly/red&inverse 9.14. Modifying NetHack Symbols NetHack can load entire symbol sets from the symbol file. - The options that are used to select a particular symbol set + The options that are used to select a particular symbol set from the symbol file are: symset Set the name of the symbol set that you want to load. roguesymset - Set the name of the symbol set that you want to load for dis- + Set the name of the symbol set that you want to load for dis- play on the rogue level. - You can also override one or more symbols using the SYMBOLS - config file option. Symbols are specified as name:value pairs. - Note that NetHack escape-processes the value string in conven- + You can also override one or more symbols using the SYMBOLS + config file option. Symbols are specified as name:value pairs. + Note that NetHack escape-processes the value string in conven- tional C fashion. This means that \ is a prefix to take the fol- - lowing character literally. Thus \ needs to be represented as - \\. The special prefix form \m switches on the meta bit in the - symbol value, and the ^ prefix causes the following character to + lowing character literally. Thus \ needs to be represented as + \\. The special prefix form \m switches on the meta bit in the + symbol value, and the ^ prefix causes the following character to be treated as a control character. NetHack Symbols @@ -4998,28 +5139,28 @@ ------------------------------------------------------------------------ S_air (air) _ S_altar (altar) - " S_amulet (amulet) - A S_angel (angelic being) - a S_ant (ant or other insect) - ^ S_anti_magic_trap (anti-magic field) - [ S_armor (suit or piece of armor) - [ S_armour (suit or piece of armor) - ^ S_arrow_trap (arrow trap) - 0 S_ball (iron ball) - # S_bars (iron bars) - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 - NetHack Guidebook 77 + NetHack Guidebook 79 + " S_amulet (amulet) + A S_angel (angelic being) + a S_ant (ant or other insect) + ^ S_anti_magic_trap (anti-magic field) + [ S_armor (suit or piece of armor) + [ S_armour (suit or piece of armor) + ^ S_arrow_trap (arrow trap) + 0 S_ball (iron ball) + # S_bars (iron bars) B S_bat (bat or bird) ^ S_bear_trap (bear trap) - S_blcorn (bottom left corner) @@ -5064,28 +5205,28 @@ { S_fountain (fountain) F S_fungus (fungus or mold) * S_gem (gem or rock) - S_ghost (ghost) - H S_giant (giant humanoid) - G S_gnome (gnome) - ' S_golem (golem) - | S_grave (grave) - g S_gremlin (gremlin) - - S_hbeam (horizontal beam [zap animation]) - # S_hcdbridge (horizontal raised drawbridge) - + S_hcdoor (closed door in horizontal wall) - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 - NetHack Guidebook 78 + NetHack Guidebook 80 + S_ghost (ghost) + H S_giant (giant humanoid) + G S_gnome (gnome) + ' S_golem (golem) + | S_grave (grave) + g S_gremlin (gremlin) + - S_hbeam (horizontal beam [zap animation]) + # S_hcdbridge (horizontal raised drawbridge) + + S_hcdoor (closed door in horizontal wall) . S_hodbridge (horizontal lowered drawbridge) | S_hodoor (open door in horizontal wall) ^ S_hole (hole) @@ -5130,28 +5271,28 @@ = S_ring (ring) ` S_rock (boulder or statue) r S_rodent (rodent) - ^ S_rolling_boulder_trap (rolling boulder trap) - . S_room (floor of a room) - / S_rslant (diagonal beam [zap animation]) - ^ S_rust_trap (rust trap) - R S_rustmonst (rust monster or disenchanter) - ? S_scroll (scroll) - # S_sink (sink) - ^ S_sleeping_gas_trap (sleeping gas trap) - S S_snake (snake) - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 - NetHack Guidebook 79 + NetHack Guidebook 81 + ^ S_rolling_boulder_trap (rolling boulder trap) + . S_room (floor of a room) + / S_rslant (diagonal beam [zap animation]) + ^ S_rust_trap (rust trap) + R S_rustmonst (rust monster or disenchanter) + ? S_scroll (scroll) + # S_sink (sink) + ^ S_sleeping_gas_trap (sleeping gas trap) + S S_snake (snake) s S_spider (arachnid or centipede) ^ S_spiked_pit (spiked pit) ^ S_squeaky_board (squeaky board) @@ -5175,7 +5316,7 @@ \ S_throne (opulent throne) - S_tlcorn (top left corner) | S_tlwall (wall) - ( S_tool (useful item (pick-axe key lamp...)) + ( S_tool (useful item (pick-axe, key, lamp...)) ^ S_trap_door (trap door) t S_trapper (trapper or lurker above) - S_trcorn (top right corner) @@ -5196,99 +5337,99 @@ . S_vodbridge (vertical lowered drawbridge) - S_vodoor (open door in vertical wall) v S_vortex (vortex) - | S_vwall (vertical wall) - / S_wand (wand) - } S_water (water) - ) S_weapon (weapon) - " S_web (web) - w S_worm (worm) - ~ S_worm_tail (long worm tail) - W S_wraith (wraith) - x S_xan (xan or other mythical/fantastic insect) - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 - NetHack Guidebook 80 + NetHack Guidebook 82 + | S_vwall (vertical wall) + / S_wand (wand) + } S_water (water) + ) S_weapon (weapon) + " S_web (web) + w S_worm (worm) + ~ S_worm_tail (long worm tail) + W S_wraith (wraith) + x S_xan (xan or other mythical/fantastic insect) X S_xorn (xorn) Y S_yeti (apelike creature) Z S_zombie (zombie) z S_zruty (zruty) - There is one additional class of object, described as - "strange object", which will occasionally be the shape taken on + There is one additional class of object, described as + "strange object", which will occasionally be the shape taken on by mimics and shown as `]' for maps displayed as text characters. Although the displayed character is the same as the default value - for "S_mimic_def", it is a different symbol and there is no cor- + for "S_mimic_def", it is a different symbol and there is no cor- responding "S_strange_object" symbol nor any way to assign an al- ternate value for it. 9.15. Configuring NetHack for Play by the Blind - NetHack can be set up to use only standard ASCII characters - for making maps of the dungeons. This makes the MS-DOS versions - of NetHack completely accessible to the blind who use speech - and/or Braille access technologies. Players will require a good - working knowledge of their screen-reader's review features, and - will have to know how to navigate horizontally and vertically - character by character. They will also find the search capabili- - ties of their screen-readers to be quite valuable. Be certain to - examine this Guidebook before playing so you have an idea what - the screen layout is like. You'll also need to be able to locate - the PC cursor. It is always where your character is located. - Merely searching for an @-sign will not always find your charac- + NetHack can be set up to use only standard ASCII characters + for making maps of the dungeons. This makes the MS-DOS versions + of NetHack completely accessible to the blind who use speech + and/or Braille access technologies. Players will require a good + working knowledge of their screen-reader's review features, and + will have to know how to navigate horizontally and vertically + character by character. They will also find the search capabili- + ties of their screen-readers to be quite valuable. Be certain to + examine this Guidebook before playing so you have an idea what + the screen layout is like. You'll also need to be able to locate + the PC cursor. It is always where your character is located. + Merely searching for an @-sign will not always find your charac- ter since there are other humanoids represented by the same sign. - Your screen-reader should also have a function which gives you - the row and column of your review cursor and the PC cursor. - These co-ordinates are often useful in giving players a better + Your screen-reader should also have a function which gives you + the row and column of your review cursor and the PC cursor. + These co-ordinates are often useful in giving players a better sense of the overall location of items on the screen. - NetHack can also be compiled with support for sending the - game messages to an external program, such as a text-to-speech - synthesizer. If the "#version" extended command shows "external - program as a message handler", your NetHack has been compiled + NetHack can also be compiled with support for sending the + game messages to an external program, such as a text-to-speech + synthesizer. If the "#version" extended command shows "external + program as a message handler", your NetHack has been compiled with the capability. When compiling NetHack from source on Linux - and other POSIX systems, define MSGHANDLER to enable it. To use - the capability, set the environment variable NETHACK_MSGHANDLER + and other POSIX systems, define MSGHANDLER to enable it. To use + the capability, set the environment variable NETHACK_MSGHANDLER to an executable, which will be executed with the game message as the program's only parameter. - While it is not difficult for experienced users to edit the - defaults.nh file to accomplish this, novices may find this task - somewhat daunting. Included within the "symbols" file of all of- - ficial distributions of NetHack is a symset called NHAccess. Se- - lecting that symset in your configuration file will cause the - game to run in a manner accessible to the blind. After you have - gained some experience with the game and with editing files, you - may want to alter settings via SYMBOLS= in your configuration - file to better suit your preferences. The most crucial settings - to make the game accessible are: + While it is not difficult for experienced users to edit the + defaults.nh file to accomplish this, novices may find this task + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 83 - NetHack Guidebook 81 + somewhat daunting. Included within the "symbols" file of all of- + ficial distributions of NetHack is a symset called NHAccess. Se- + lecting that symset in your configuration file will cause the + game to run in a manner accessible to the blind. After you have + gained some experience with the game and with editing files, you + may want to alter settings via SYMBOLS= in your configuration + file to better suit your preferences. The most crucial settings + to make the game accessible are: symset:NHAccess Load a symbol set appropriate for use by blind players. roguesymset:NHAccess - Load a symbol set for the rogue level that is appropriate for + Load a symbol set for the rogue level that is appropriate for use by blind players. menustyle:traditional @@ -5298,59 +5439,61 @@ Show menus on a cleared screen and aligned to the left edge. number_pad - A lot of speech access programs use the number-pad to review + A lot of speech access programs use the number-pad to review the screen. If this is the case, disable the number_pad option and use the traditional Rogue-like commands. autodescribe - Automatically describe the terrain under the cursor when tar- + Automatically describe the terrain under the cursor when tar- geting. mention_walls - Give feedback messages when walking towards a wall or when + Give feedback messages when walking towards a wall or when travel command was interrupted. whatis_coord:compass - When targeting with cursor, describe the cursor position with + When targeting with cursor, describe the cursor position with coordinates relative to your character. whatis_filter:area - When targeting with cursor, filter possible locations so only - those in the same area (eg. same room, or same corridor) are + When targeting with cursor, filter possible locations so only + those in the same area (eg. same room, or same corridor) are considered. whatis_moveskip - When targeting with cursor and using fast-move, skip the same + When targeting with cursor and using fast-move, skip the same glyphs instead of moving 8 units at a time. nostatus_updates - Prevent updates to the status lines at the bottom of the - screen, if your screen-reader reads those lines. The same in- + Prevent updates to the status lines at the bottom of the + screen, if your screen-reader reads those lines. The same in- formation can be seen via the #attributes command. - 9.16. Global Configuration for System Administrators - If NetHack is compiled with the SYSCF option, a system ad- - ministrator should set up a global configuration; this is a file - in the same format as the traditional per-user configuration file - (see above). This file should be named sysconf and placed in the - same directory as the other NetHack support files. The options - recognized in this file are listed below. Any option not set us- - es a compiled-in default (which may not be appropriate for your - system). - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 - NetHack Guidebook 82 + NetHack Guidebook 84 - WIZARDS = A space-separated list of user names who are allowed + 9.16. Global Configuration for System Administrators + + If NetHack is compiled with the SYSCF option, a system ad- + ministrator should set up a global configuration; this is a file + in the same format as the traditional per-user configuration file + (see above). This file should be named sysconf and placed in the + same directory as the other NetHack support files. The options + recognized in this file are listed below. Any option not set us- + es a compiled-in default (which may not be appropriate for your + system). + + WIZARDS = A space-separated list of user names who are allowed to play in debug mode (commonly referred to as wizard mode). A value of a single asterisk (*) allows anyone to start a game in debug mode. @@ -5358,28 +5501,28 @@ SHELLERS = A list of users who are allowed to use the shell es- cape command (!). The syntax is the same as WIZARDS. - EXPLORERS = A list of users who are allowed to use the explore + EXPLORERS = A list of users who are allowed to use the explore mode. The syntax is the same as WIZARDS. MAXPLAYERS = Limit the maximum number of games that can be run- ning at the same time. - SUPPORT = A string explaining how to get local support (no de- + SUPPORT = A string explaining how to get local support (no de- fault value). - RECOVER = A string explaining how to recover a game on this + RECOVER = A string explaining how to recover a game on this system (no default value). - SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE - option. When disabled, incubi and succubi behave like nymphs. + SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE + option. When disabled, incubi and succubi behave like nymphs. - CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ- + CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ- ARDS, and SHELLERS check for the player name instead of the us- er's login name. CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the - UID (used identification number) checking for save files (to - verify that the user who is restoring is the same one who + UID (used identification number) checking for save files (to + verify that the user who is restoring is the same one who saved). The following options affect the score file: @@ -5388,34 +5531,33 @@ ENTRYMAX = Maximum number of entries in the score file. - POINTSMIN = Minimum number of points to get an entry in the + POINTSMIN = Minimum number of points to get an entry in the score file. - PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- + PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- spectively, to identify unique people for the score file. - MAX_STATUENAME_RANK = Maximum number of score file entries to - use for random statue names (default is 10). - - DUMPLOGFILE = A filename where the end-of-game dumplog is - saved. Not defining this will prevent dumplog from being cre- - ated. Only available if your game is compiled with DUMPLOG. Al- - lows the following placeholders: - %% - literal `%' - %v - version (eg. "3.6.2-0") + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 85 - NetHack Guidebook 83 + MAX_STATUENAME_RANK = Maximum number of score file entries to + use for random statue names (default is 10). + DUMPLOGFILE = A filename where the end-of-game dumplog is + saved. Not defining this will prevent dumplog from being cre- + ated. Only available if your game is compiled with DUMPLOG. Al- + lows the following placeholders: + %% - literal `%' + %v - version (eg. "3.6.2-0") %u - game UID %t - game start time, UNIX timestamp format %T - current time, UNIX timestamp format @@ -5426,285 +5568,284 @@ 10. Scoring - NetHack maintains a list of the top scores or scorers on + NetHack maintains a list of the top scores or scorers on your machine, depending on how it is set up. In the latter case, - each account on the machine can post only one non-winning score - on this list. If you score higher than someone else on this - list, or better your previous score, you will be inserted in the - proper place under your current name. How many scores are kept + each account on the machine can post only one non-winning score + on this list. If you score higher than someone else on this + list, or better your previous score, you will be inserted in the + proper place under your current name. How many scores are kept can also be set up when NetHack is compiled. - Your score is chiefly based upon how much experience you + Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of - your gold intact. If, however, you get killed in the Mazes of + your gold intact. If, however, you get killed in the Mazes of Menace, the guild will only hear about 90% of your gold when your - corpse is discovered (adventurers have been known to collect - finder's fees). So, consider whether you want to take one last - hit at that monster and possibly live, or quit and stop with - whatever you have. If you quit, you keep all your gold, but if + corpse is discovered (adventurers have been known to collect + finder's fees). So, consider whether you want to take one last + hit at that monster and possibly live, or quit and stop with + whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more. - If you just want to see what the current top players/games + If you just want to see what the current top players/games list is, you can type nethack -s all on most versions. 11. Explore mode - NetHack is an intricate and difficult game. Novices might + NetHack is an intricate and difficult game. Novices might falter in fear, aware of their ignorance of the means to survive. Well, fear not. Your dungeon comes equipped with an "explore" or - "discovery" mode that enables you to keep old save files and - cheat death, at the paltry cost of not getting on the high score + "discovery" mode that enables you to keep old save files and + cheat death, at the paltry cost of not getting on the high score list. - There are two ways of enabling explore mode. One is to - start the game with the -X command-line switch or with the play- - mode:explore option. The other is to issue the "#exploremode" - extended command while already playing the game. Starting a new - game in explore mode provides your character with a wand of wish- - ing in initial inventory; switching during play does not. The - other benefits of explore mode are left for the trepid reader to - discover. + There are two ways of enabling explore mode. One is to + start the game with the -X command-line switch or with the play- + mode:explore option. The other is to issue the "#exploremode" - 11.1. Debug mode - Debug mode, also known as wizard mode, is undocumented aside - from this brief description and the various "debug mode only" + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 86 - NetHack Guidebook 84 + extended command while already playing the game. Starting a new + game in explore mode provides your character with a wand of wish- + ing in initial inventory; switching during play does not. The + other benefits of explore mode are left for the trepid reader to + discover. + 11.1. Debug mode - commands listed among the command descriptions. It is intended + Debug mode, also known as wizard mode, is undocumented aside + from this brief description and the various "debug mode only" + commands listed among the command descriptions. It is intended for tracking down problems within the program rather than to pro- - vide god-like powers to your character, and players who attempt - debugging are expected to figure out how to use it themselves. - It is initiated by starting the game with the -D command-line + vide god-like powers to your character, and players who attempt + debugging are expected to figure out how to use it themselves. + It is initiated by starting the game with the -D command-line switch or with the playmode:debug option. - For some systems, the player must be logged in under a par- - ticular user name to be allowed to use debug mode; for others, - the hero must be given a particular character name (but may be - any role; there's no connection between "wizard mode" and the - Wizard role). Attempting to start a game in debug mode when not - allowed or not available will result in falling back to explore + For some systems, the player must be logged in under a par- + ticular user name to be allowed to use debug mode; for others, + the hero must be given a particular character name (but may be + any role; there's no connection between "wizard mode" and the + Wizard role). Attempting to start a game in debug mode when not + allowed or not available will result in falling back to explore mode instead. 12. Credits - The original hack game was modeled on the Berkeley UNIX - rogue game. Large portions of this paper were shamelessly - cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy - and Kenneth C. R. C. Arnold. Small portions were adapted from + The original hack game was modeled on the Berkeley UNIX + rogue game. Large portions of this paper were shamelessly + cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy + and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. NetHack is the product of literally dozens of people's work. - Main events in the course of the game development are described + Main events in the course of the game development are described below: - Jay Fenlason wrote the original Hack, with help from Kenny + Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike Thome and Jon Payne. Andries Brouwer did a major re-write, transforming Hack into - a very different game, and published (at least) three versions + a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet. - Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, - producing PC HACK 1.01e, added support for DEC Rainbow graphics - in version 1.03g, and went on to produce at least four more ver- + Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, + producing PC HACK 1.01e, added support for DEC Rainbow graphics + in version 1.03g, and went on to produce at least four more ver- sions (3.0, 3.2, 3.51, and 3.6). - R. Black ported PC HACK 3.51 to Lattice C and the Atari + R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, producing ST Hack 1.03. Mike Stephenson merged these various versions back together, - incorporating many of the added features, and produced NetHack - 1.4. He then coordinated a cast of thousands in enhancing and - debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. + incorporating many of the added features, and produced NetHack - Later, Mike coordinated a major rewrite of the game, heading - a team which included Ken Arromdee, Jean-Christophe Collet, Steve - Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep- - oint, and Janet Walz, to produce NetHack 3.0c. - NetHack 3.0 was ported to the Atari by Eric R. Smith, to - OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 87 - NetHack Guidebook 85 + 1.4. He then coordinated a cast of thousands in enhancing and + debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. + Later, Mike coordinated a major rewrite of the game, heading + a team which included Ken Arromdee, Jean-Christophe Collet, Steve + Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep- + oint, and Janet Walz, to produce NetHack 3.0c. + NetHack 3.0 was ported to the Atari by Eric R. Smith, to + OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0. - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay - code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the - Macintosh. Along with various other Dungeoneers, they continued - to enhance the PC, Macintosh, and Amiga ports through the later + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay + code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the + Macintosh. Along with various other Dungeoneers, they continued + to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. - Headed by Mike Stephenson and coordinated by Izchak Miller - and Janet Walz, the NetHack Development Team which now included - Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, - Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, + Headed by Mike Stephenson and coordinated by Izchak Miller + and Janet Walz, the NetHack Development Team which now included + Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, + Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of - the code. They added multiple dungeons, a new display, special - individual character quests, a new endgame and many other new + the code. They added multiple dungeons, a new display, special + individual character quests, a new endgame and many other new features, and produced NetHack 3.1. - Ken Lorber, Gregg Wonderly and Greg Olson, with help from - Richard Addison, Mike Passaretti, and Olaf Seibert, developed + Ken Lorber, Gregg Wonderly and Greg Olson, with help from + Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. - Norm Meluch and Kevin Smolkowski, with help from Carl Sche- + Norm Meluch and Kevin Smolkowski, with help from Carl Sche- lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike - Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny - Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack + Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny + Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their de- velopment, Barton House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- - ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - Delahunty, was responsible for the VMS version of NetHack 3.1. + ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua + Delahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. - Dean Luick, with help from David Cohrs, developed NetHack - 3.1 for X11. Warwick Allison wrote a tiled version of NetHack - for the Atari; he later contributed the tiles to the NetHack De- - velopment Team and tile support was then added to other plat- + Dean Luick, with help from David Cohrs, developed NetHack + 3.1 for X11. Warwick Allison wrote a tiled version of NetHack + for the Atari; he later contributed the tiles to the NetHack De- + velopment Team and tile support was then added to other plat- forms. - The 3.2 NetHack Development Team, comprised of Michael Alli- - son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin - Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er- - ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released - version 3.2 in April of 1996. - - Version 3.2 marked the tenth anniversary of the formation of - the development team. In a testament to their dedication to the - game, all thirteen members of the original NetHack Development + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 88 - NetHack Guidebook 86 + The 3.2 NetHack Development Team, comprised of Michael Alli- + son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin + Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er- + ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released + version 3.2 in April of 1996. - Team remained on the team at the start of work on that release. - During the interval between the release of 3.1.3 and 3.2, one of - the founding members of the NetHack Development Team, Dr. Izchak - Miller, was diagnosed with cancer and passed away. That release - of the game was dedicated to him by the development and porting + Version 3.2 marked the tenth anniversary of the formation of + the development team. In a testament to their dedication to the + game, all thirteen members of the original NetHack Development + Team remained on the team at the start of work on that release. + During the interval between the release of 3.1.3 and 3.2, one of + the founding members of the NetHack Development Team, Dr. Izchak + Miller, was diagnosed with cancer and passed away. That release + of the game was dedicated to him by the development and porting teams. During the lifespan of NetHack 3.1 and 3.2, several enthusi- - asts of the game added their own modifications to the game and + asts of the game added their own modifications to the game and made these "variants" publicly available: - Tom Proudfoot and Yuval Oren created NetHack++, which was - quickly renamed NetHack--. Working independently, Stephen White - wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and + Tom Proudfoot and Yuval Oren created NetHack++, which was + quickly renamed NetHack--. Working independently, Stephen White + wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War- - wick Allison improved the spell casting system with the Wizard - Patch. Warwick Allison also ported NetHack to use the Qt inter- + wick Allison improved the spell casting system with the Wizard + Patch. Warwick Allison also ported NetHack to use the Qt inter- face. - Warren Cheung combined SLASH with the Wizard Patch to pro- - duce Slash'EM, and with the help of Kevin Hugo, added more fea- - tures. Kevin later joined the NetHack Development Team and in- + Warren Cheung combined SLASH with the Wizard Patch to pro- + duce Slash'EM, and with the help of Kevin Hugo, added more fea- + tures. Kevin later joined the NetHack Development Team and in- corporated the best of these ideas in NetHack 3.3. The final update to 3.2 was the bug fix release 3.2.3, which - was released simultaneously with 3.3.0 in December 1999 just in + was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. - The 3.3 NetHack Development Team, consisting of Michael Al- - lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, - Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor- - ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet - Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 + The 3.3 NetHack Development Team, consisting of Michael Al- + lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, + Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor- + ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet + Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to - separate race and profession. The Elf class was removed in pref- + separate race and profession. The Elf class was removed in pref- erence to an elf race, and the races of dwarves, gnomes, and orcs - made their first appearance in the game alongside the familiar - human race. Monk and Ranger roles joined Archeologists, Barbar- - ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, - Tourists, Valkyries and of course, Wizards. It was also the - first version to allow you to ride a steed, and was the first - version to have a publicly available web-site listing all the - bugs that had been discovered. Despite that constantly growing - bug list, 3.3 proved stable enough to last for more than a year - and a half. + made their first appearance in the game alongside the familiar + human race. Monk and Ranger roles joined Archeologists, Barbar- + ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, + Tourists, Valkyries and of course, Wizards. It was also the + first version to allow you to ride a steed, and was the first + version to have a publicly available web-site listing all the + bugs that had been discovered. Despite that constantly growing - The 3.4 NetHack Development Team initially consisted of - Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin - Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet - Walz, and Paul Winner, with Warwick Allison joining just before - the release of NetHack 3.4.0 in March 2002. + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 89 - NetHack Guidebook 87 + bug list, 3.3 proved stable enough to last for more than a year + and a half. + The 3.4 NetHack Development Team initially consisted of + Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin + Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet + Walz, and Paul Winner, with Warwick Allison joining just before + the release of NetHack 3.4.0 in March 2002. - As with version 3.3, various people contributed to the game + As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on: Pat Rankin maintained 3.4 for VMS. - Michael Allison maintained NetHack 3.4 for the MS-DOS plat- + Michael Allison maintained NetHack 3.4 for the MS-DOS plat- form. Paul Winner and Yitzhak Sapir provided encouragement. - Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- + Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- hanced the Macintosh port of 3.4. - Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, - and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft + Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, + and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical inter- - face for the Windows port. Alex Kompel also contributed a Win- + face for the Windows port. Alex Kompel also contributed a Win- dows CE port for 3.4.1. Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 - the past several releases. Unfortunately Ron's last OS/2 machine - stopped working in early 2006. A great many thanks to Ron for + the past several releases. Unfortunately Ron's last OS/2 machine + stopped working in early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2 all these years. - Janne Salmijarvi and Teemu Suikki maintained and enhanced - the Amiga port of 3.4 after Janne Salmijarvi resurrected it for + Janne Salmijarvi and Teemu Suikki maintained and enhanced + the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. Christian "Marvin" Bressler maintained 3.4 for the Atari af- @@ -5713,121 +5854,118 @@ The release of NetHack 3.4.3 in December 2003 marked the be- ginning of a long release hiatus. 3.4.3 proved to be a remarkably stable version that provided continued enjoyment by the community - for more than a decade. The NetHack Development Team slowly and - quietly continued to work on the game behind the scenes during - the tenure of 3.4.3. It was during that same period that several + for more than a decade. The NetHack Development Team slowly and + quietly continued to work on the game behind the scenes during + the tenure of 3.4.3. It was during that same period that several new variants emerged within the NetHack community. Notably sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack - and its successors originally by Daniel Thaler and then by Alex - Smith, and Dynahack by Tung Nguyen. Some of those variants con- - tinue to be developed, maintained, and enjoyed by the community + and its successors originally by Daniel Thaler and then by Alex + Smith, and Dynahack by Tung Nguyen. Some of those variants con- + tinue to be developed, maintained, and enjoyed by the community to this day. In September 2014, an interim snapshot of the code under de- velopment was released publicly by other parties. Since that code - was a work-in-progress and had not gone through the process of - debugging it as a suitable release, it was decided that the ver- - sion numbers present on that code snapshot would be retired and - never used in an official NetHack release. An announcement was - posted on the NetHack Development Team's official nethack.org - website to that effect, stating that there would never be a - 3.4.4, 3.5, or 3.5.0 official release version. + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 - + NetHack Guidebook 90 - NetHack Guidebook 88 + was a work-in-progress and had not gone through the process of + debugging it as a suitable release, it was decided that the ver- + sion numbers present on that code snapshot would be retired and + never used in an official NetHack release. An announcement was + posted on the NetHack Development Team's official nethack.org + website to that effect, stating that there would never be a + 3.4.4, 3.5, or 3.5.0 official release version. - In January 2015, preparation began for the release of + In January 2015, preparation began for the release of NetHack 3.6. - At the beginning of development for what would eventually - get released as 3.6.0, the NetHack Development Team consisted of - Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, - Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen- - son, Janet Walz, and Paul Winner. In early 2015, ahead of the + At the beginning of development for what would eventually + get released as 3.6.0, the NetHack Development Team consisted of + Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, + Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen- + son, Janet Walz, and Paul Winner. In early 2015, ahead of the release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Development Team. Near the end of the development of 3.6.0, one of the signif- - icant inspirations for many of the humorous and fun features - found in the game, author Terry Pratchett, passed away. NetHack + icant inspirations for many of the humorous and fun features + found in the game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a tribute to him. 3.6.0 was released in December 2015, and merged work done by - the development team since the release of 3.4.3 with some of the + the development team since the release of 3.4.3 with some of the beloved community patches. Many bugs were fixed and some code was restructured. - In late April 2018, several hundred bug fixes for 3.6.0 and - some new features were assembled and released as NetHack 3.6.1. + In late April 2018, several hundred bug fixes for 3.6.0 and + some new features were assembled and released as NetHack 3.6.1. The NetHack Development Team at the time of release of 3.6.1 con- - sisted of Warwick Allison, Michael Allison, Ken Arromdee, David - Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, - Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike + sisted of Warwick Allison, Michael Allison, Ken Arromdee, David + Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, + Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner. - The NetHack Development Team, as well as Steve VanDevender + The NetHack Development Team, as well as Steve VanDevender and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper- ate on various UNIX flavors and maintained the X11 interface. - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- tained the port of NetHack 3.6 for Mac OSX. - Michael Allison, David Cohrs, Barton House, Pasi Kallinen, - Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main- + Michael Allison, David Cohrs, Barton House, Pasi Kallinen, + Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main- tained the port of NetHack 3.6 for Microsoft Windows. - Pat Rankin attempted to keep the VMS port running for - NetHack 3.6.1, hindered by limited access. Kevin Smolkowski has - updated and tested it for the most recent version of OpenVMS + Pat Rankin attempted to keep the VMS port running for + NetHack 3.6.1, hindered by limited access. Kevin Smolkowski has + updated and tested it for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX. - Ray Chason resurrected the msdos port for 3.6.1 and contrib- - uted the necessary updates to the community at large. - - The official NetHack web site is maintained by Ken Lorber at - http://www.nethack.org/. - + NetHack 3.6 April 9, 2019 - NetHack 3.6 February 10, 2019 + NetHack Guidebook 91 - NetHack Guidebook 89 + Ray Chason resurrected the msdos port for 3.6.1 and contrib- + uted the necessary updates to the community at large. + The official NetHack web site is maintained by Ken Lorber at + http://www.nethack.org/. 12.1. SPECIAL THANKS On behalf of the NetHack community, thank you very much once - again to M. Drew Streib and Pasi Kallinen for providing a public - NetHack server at nethack.alt.org. Thanks to Keith Simpson and + again to M. Drew Streib and Pasi Kallinen for providing a public + NetHack server at nethack.alt.org. Thanks to Keith Simpson and Andy Thomson for hardfought.org. Thanks to all those unnamed dun- - geoneers who invest their time and effort into annual NetHack - tournaments such as Junethack, The November NetHack Tournament - and in days past, devnull.net (gone for now, but not forgotten). + geoneers who invest their time and effort into annual NetHack + tournaments such as Junethack, The November NetHack Tournament + and in days past, devnull.net (gone for now, but not forgotten). - - - - - - - - - - - From time to time, some depraved individual out there in - netland sends a particularly intriguing modification to help out + From time to time, some depraved individual out there in + netland sends a particularly intriguing modification to help out with the game. The NetHack Development Team sometimes makes note - of the names of the worst of these miscreants in this, the list + of the names of the worst of these miscreants in this, the list of Dungeoneers: Adam Aronow Janet Walz Nathan Eady Alex Kompel Janne Salmijarvi Norm Meluch @@ -5859,32 +5997,32 @@ Eric Hendrickson Mark Gooderum Stephen White Eric R. Smith Mark Modrall Steve Creps Eric S. Raymond Marvin Bressler Steve Linhart - Erik Andersen Matthew Day Steve VanDevender - Frederick Roeber Merlyn LeRoy Teemu Suikki - Gil Neiger Michael Allison Tim Lennan - Greg Laskin Michael Feir Timo Hakulinen - Greg Olson Michael Hamel Tom Almy - Gregg Wonderly Michael Sokolov Tom West - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 - NetHack Guidebook 90 + NetHack Guidebook 92 + Erik Andersen Matthew Day Steve VanDevender + Frederick Roeber Merlyn LeRoy Teemu Suikki + Gil Neiger Michael Allison Tim Lennan + Greg Laskin Michael Feir Timo Hakulinen + Greg Olson Michael Hamel Tom Almy + Gregg Wonderly Michael Sokolov Tom West Hao-yang Wang Mike Engber Warren Cheung Helge Hafting Mike Gallop Warwick Allison Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir Izchak Miller Mike Stephenson J. Ali Harlow Mikko Juola - Brand and product names are trademarks or registered trade- + Brand and product names are trademarks or registered trade- marks of their respective holders. @@ -5928,13 +6066,7 @@ - - - - - - - NetHack 3.6 February 10, 2019 + NetHack 3.6 April 9, 2019 -- 2.40.0