annotate rogue3/rogue.r @ 0:527e2150eaf0

Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author edwarj4
date Tue, 13 Oct 2009 13:33:34 +0000
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children b343f42c1f01
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1 .RP
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2 .ds RH A Guide to the Dungeons of Doom
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3 .ds CH
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4 .ds CF - % -
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5 .TL
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6 A Guide to the Dungeons of Doom
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7 .AU
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8 Michael C. Toy
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9 .AI
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10 Computer Systems Research Group
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11 Department of Electrical Engineering and Computer Science
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12 University of California
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13 Berkeley, California 94720
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14 .AB
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15 Rogue is a visual CRT based fantasy game which runs
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16 under the UNIX timesharing system. This paper describes
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17 how to play rogue and gives a few hints for those who might
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18 otherwise get lost in the Dungeons of Doom.
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19 .AE
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20 .NH
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21 Introduction
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22 .PP
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23 You have just finished your years as a student at the local fighter's guild.
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24 After much practice and sweat you have finally completed your training and
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25 are ready to embark upon a perilous adventure. As a test of your skills,
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26 the local guildmasters have sent you into the Dungeons of Doom. Your
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27 task is to return with the Amulet of Yendor. Your reward for the completion
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28 of this task will be a full membership in the local guild. In addition, you are
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29 allowed to keep all the loot you bring back from the dungeons.
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30 .PP
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31 In preparation for your journey, you are given an enchanted sword, taken
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32 from a dragon's hoard in the far off Dark Mountains. You are also outfitted
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33 with elf-crafted armor and given enough food to reach the dungeons. You
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34 say goodbye to family and friends for what may be the last time and head
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35 up the road.
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36 .PP
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37 You set out on your way to the dungeons and after several days of uneventful
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38 travel, you see the ancient ruins that mark the entrance to the Dungeons
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39 of Doom. It is late at night so you make camp at the entrance and spend
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40 the night sleeping under the open skies. In the morning you gather
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41 your sword, put on your armor, eat what is almost your last food and enter
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42 the dungeons.
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43 .NH
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44 What is going on here?
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45 .PP
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46 You have just begun a game of rogue. Your goal is to grab as much treasure
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47 as you can, find the Amulet of Yendor, and get out of the Dungeons of Doom
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48 alive. On the screen, a map of where you have been and what you have seen on
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49 the current dungeon level is kept. As you explore more of the level,
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50 it appears on the screen in front of you.
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51 .PP
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52 Rogue differs from most computer fantasy games in that it is screen
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53 oriented. Commands are all one or two keystrokes\(dg
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54 .FS
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55 \(dgAs opposed to pseudo English sentences.
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56 .FE
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57 and the results of your commands are displayed
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58 graphically on the screen rather than being explained in words.
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59 .PP
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60 Another major difference between rogue and other computer fantasy games
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61 is that once you have solved all the puzzles in a standard fantasy game,
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62 it has lost most of its excitement and it ceases to be fun. Rogue on the
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63 other hand generates a new dungeon every time you play it and
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64 even the author finds it an entertaining and exciting game.
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65 .NH
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66 What do all those things on the screen mean?
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67 .PP
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68 In order to understand what is going on in rogue you have to first get
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69 some grasp of what rogue is doing with the screen.
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70 The rogue screen is intended to replace the "You can see ..." descriptions
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71 of standard fantasy games. Here is a sample of what a rogue screen might
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72 look like.
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73 .in +1i
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74 .nf
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75 .cs R 15
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76 ---------------------
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77 |...................+
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78 |...@...........[...|
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79 |........B..........|
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80 |...................|
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81 --------+------------
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82
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83
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84 .cs R
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85 Level: 1 Gold: 0 Hp: 12(12) Str: 16 Ac: 6 Exp: 1/0
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86 .fi
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87 .in 0
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88 .NH 2
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89 The bottom line
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90 .PP
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91 At the bottom line of the screen is a few pieces of cryptic information,
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92 describing your current status. Here is an explanation of what these
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93 things mean:
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94 .IP Level 8
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95 This number indicates how deep you have gone in the dungeon. It starts
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96 at one and goes up forever\(dg.
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97 .FS
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98 \(dgOr until you get killed or decide to quit.
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99 .FE
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100 .IP Gold
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101 The number of gold pieces you have managed to find and keep with
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102 you so far.
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103 .IP Hp
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104 Your current and maximum hit points. Hit points indicate how much
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105 damage you can take before you die. The more you get hit in a
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106 fight, the lower they
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107 get. You can regain hit points by resting. The number in parentheses is
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108 the maximum number your hit points can reach.
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109 .IP Str
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110 Your current strength. This can be any integer less than or
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111 equal to eighteen. The higher the number, the stronger you are.
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112 .IP Ac
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113 Your current armor class. This number indicates how effective
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114 your armor is in stopping blows from unfriendly creatures. The lower
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115 this number is, the more effective the armor.
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116 .IP Exp
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117 These two numbers give your current experience level and experience points.
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118 As you do things, you gain experience points. At certain experience point
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119 totals, you gain an experience level. The more experienced you are, the
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120 better you are able to fight and to withstand magical attacks.
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121 .NH 2
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122 The top line
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123 .PP
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124 The top line of the screen is reserved for printing messages that describe
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125 things that are impossible to represent visually. If you see a
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126 "--More--" on the top line, this means that rogue wants to print another
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127 message on the screen, but it wants to make certain that you have read
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128 the one that is there first. To read the next message, just press a
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129 space.
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130 .NH 2
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131 The rest of the screen
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132 .PP
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133 The rest of the screen is the map of the level as you have explored it so far.
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134 Each symbol on the screen represents something. Here is a list of what
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135 the various symbols mean:
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136 .IP @
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137 This symbol represents you, the adventurer.
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138 .IP "-|" 6
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139 These symbols represent the walls of rooms.
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140 .IP +
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141 A door to/from a room.
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142 .IP .
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143 The floor of a room.
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144 .IP #
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145 The floor of a passage between rooms.
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146 .IP *
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147 A pile or pot of gold.
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148 .IP )
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149 A weapon of some sort.
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150 .IP ]
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151 A piece of armor.
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152 .IP !
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153 A flask containing a magic potion.
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154 .IP ?
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155 A piece of paper, usually a magic scroll.
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156 .IP ^
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157 A trap, watch out for these.
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158 .IP %
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159 The passage leading down to the next level.
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160 .IP :
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161 A piece of food.
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162 .IP A-Z
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163 The uppercase letters represent the various inhabitants of the
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164 Dungeons of Doom. Watch out, they can be mean.
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165 .NH
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166 Commands
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167 .PP
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168 Commands are given to rogue by pressing single letters. Most commands can
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169 be preceded by a count to repeat them (e.g. typing "10s" will do ten searches)
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170 The list of commands is rather long, but it can be read at any time during
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171 the game with the ? command. Here it is for reference, with a short
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172 explanation of each command.
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173 .IP ? 6
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174 The help command. Asks for a character to give help on. If you type
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175 a "*", it will list all the commands, otherwise it will explain what the
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176 character you typed does.
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177 .IP /
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178 This is the "What is that on the screen?" command. A "/" followed by any
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179 character that you see on the level, will tell you what that character
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180 is. For instance, typing "/@" will tell you that the @ symbol represents
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181 you, the player.
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182 .IP "h , H"
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183 Move left. You move one space to the left. If you use upper case
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184 h, you will continue to move left until you run into something. This
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185 works for all movement commands (e.g. "L" means run in direction "l")
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186 .IP j
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187 Move down.
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188 .IP k
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189 Move up.
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190 .IP l
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191 Move right.
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192 .IP y
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193 Move diagonally up and left.
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194 .IP u
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195 Move diagonally up and right.
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196 .IP b
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197 Move diagonally down and left.
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198 .IP n
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199 Move diagonally down and right.
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200 .IP f
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201 Find prefix. When followed by a direction it means to continue moving
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202 in the specified direction until you pass something interesting or
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203 run into a wall.
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204 .IP t
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205 Throw an object. This is a prefix command. Follow it with a direction and
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206 you throw an object in the specified direction. (e.g. type "th" to throw
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207 something left.)
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208 .IP >
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209 If you are standing over the passage down to the next level, this command
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210 means to climb down.
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211 .IP s
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212 Search for traps and secret doors. Examine each space immediately adjacent
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213 to you for the existence of a trap or secret door. There is a large chance
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214 that even if there is something there, you won't find it so you might
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215 have to search a while before you find something.
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216 .IP " "
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217 (space) Rest. This is the "do nothing" command.
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218 This is good for waiting and healing.
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219 .IP i
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220 Inventory. List what you are carrying in your pack.
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221 .IP I
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222 Selective inventory. Tells you what a single item in your pack is.
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223 .IP q
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224 Quaff. Drink one of the potions you are carrying.
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225 .IP r
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226 Read. Read one of the scrolls in your pack.
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227 .IP e
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228 Eat food. Take some food out of your pack and eat it.
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229 .IP w
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230 Wield a weapon. Take a weapon out of your pack and carry it. You must be
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231 wielding weapon to use it (except to throw things). To fire an arrow,
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232 you must wield the bow. You can only wield one weapon at a time.
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233 .IP W
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234 Wear armor. Take a piece of armor out of your pack and put it on. You can
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235 only wear one suit of armor at a time.
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236 .IP T
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237 Take armor off. You can't remove armor that is cursed.
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238 This takes extra time.
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239 .IP d
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240 Drop an object. Take something out of your pack and leave it lying
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241 on the floor. Only one object can occupy each space.
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242 .IP o
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243 Examine and set options. This command is further explained in the section
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244 on options.
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245 .IP ^L
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246 REdraws the screen. Useful if spurious messages or transmission errors
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247 have messed up the display.
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248 .IP v
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249 Prints the program version number.
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250 .IP Q
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251 Quit. Leave the game.
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252 .IP R
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253 Repeat last message. Useful when a message disappears before you can
527e2150eaf0 Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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254 read it.
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255 .IP S
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256 Save the current game in a file. Caveat: Rogue won't let you start
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257 up a copy of a saved game, and it removes the save file as soon as
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258 you start up a restored game. This is to prevent people from saving
527e2150eaf0 Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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259 a game just before a dangerous position and then restarting it
527e2150eaf0 Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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260 if they die. To restore a saved game, give the file name as an argument
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261 to rogue. As in
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262 .ti +1i
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263 .nf
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264 % rogue save_file
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265 .NH
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266 Dealing with objects
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267 .PP
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268 When you find something in the dungeon, it is common to want to pick the
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269 object up. This is accomplished in rogue by walking over the object. If
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270 you are carrying too many things, the program will tell you and it won't pick
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271 up the object, otherwise it will add it to your pack and if the notify
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272 option is set, tell you what you just picked up.
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273 .PP
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274 Many of the commands that operate on objects must prompt you to find
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275 out which object you want to use. If you change your mind and don't want to
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276 do that command after all, just press an escape and the command will be
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277 aborted.
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278 .NH
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279 Light
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280 .PP
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281 Rooms in the dungeons are either lit or dark. If you walk into a lit room,
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282 the entire room will be drawn on the screen as soon as you enter. If you
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283 walk into a dark room, it will only be displayed as you explore it. Upon
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284 leaving a dark room, all objects inside the room which might move are
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285 removed from the screen. In the darkness you can only see one space
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286 in all directions around you.
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287 .NH
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288 Fighting
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289 .PP
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290 If you see a monster and you wish to fight it, just attempt to run into it.
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291 Many times a monster you find will mind its own business unless you attack
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292 it. It is often the case that discretion is the better part of valor.
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293 .NH
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294 Armor
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295 .PP
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296 There are various sorts of armor lying around in the dungeon. Some of it
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297 is enchanted, some is cursed and some is just normal. Different armor
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298 types have different armor classes. The lower the armor class, the
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299 more protection the armor affords against the blows of monsters.
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300 If a piece of armor is enchanted or
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301 cursed, its armor class will be higher or lower than normal. Here is
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302 a list of the various armor types and their normal armor class.
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303 .TS
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304 center box;
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305 c c
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306 l | c.
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307 Type Class
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308 =
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309 Leather armor 8
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310 Studded leather / Ring mail 7
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311 Scale mail 6
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312 Chain mail 5
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313 Banded mail / Splint mail 4
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314 Plate mail 3
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315 .TE
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316 .NH
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317 Options
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318 .PP
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319 Due to variations in personal tastes and conceptions of the way rogue
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320 should do things, there are a set of options you can set that cause
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321 rogue to behave in various different ways.
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322 .NH 2
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323 Setting the options
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324 .PP
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325 There are basically two ways to set the options. The first is with the
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326 "o" command of rogue, the second is with the ROGUEOPTS environment
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327 variable. On Version 6 systems, there is no equivalent of
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328 the ROGUEOPTS feature.
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329 .NH 3
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330 Using the "o" command
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331 .PP
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332 When you press "o" in rogue, it clears the screen and displays the current
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333 settings for all the options. It then places the cursor by the value of the
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334 first option and waits for you to type. You can type a RETURN which means to
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335 go to the next option, a "\-" which means to go to the previous option, an
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336 escape which means to return to the game, or you can give the option a
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337 value. For boolean options this merely involves pressing "t" for true or
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338 "f" for false. For string options, type the new value followed by a
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339 return.
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340 .NH 3
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341 Using the ROGUEOPTS variable
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342 .PP
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343 The ROGUEOPTS variable is a string containing a comma separated list of
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344 initial values for the various options. Boolean variables can be turned
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345 on by listing their name and turned off by putting a "no" in front of the
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346 name. Thus to set up an environment variable so that jump is on, terse is
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347 off, the name is set to "Conan the Barbarian" and the fruit is "mango",
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348 use the command
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349 .nf
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350 .nf
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351 .ti +3
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352 % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" \(dg
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353 .fi
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354 .ti +3
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355 % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" \(dg
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356 .fi
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357 .FS
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358 \(dgFor those of you who use the bourne shell, the commands would be
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359 .in +3
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360 .nf
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361 $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango"
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362 $ export ROGUEOPTS
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363 .fi
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364 .in +0
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365 .FE
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366 .NH 2
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367 Option list
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368 .PP
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369 Here is a list of the options and an explanation of what each one is for.
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370 The default value for each is enclosed in square brackets.
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371 .IP "terse [noterse]" 25
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372 Useful for those who are tired of the sometimes lengthy messages of rogue.
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373 This is a useful option for those on slow terminals. This option defaults to
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374 on if your are on a slow (under 1200 baud) terminal.
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375 .IP "jump [nojump]"
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376 If this option is set, running moves will not be displayed until you
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377 reach the end of the move. This saves considerable cpu time and
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378 display time. This option defaults to on if you are using a slow terminal.
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379 .IP "step [nostep]
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380 When step is set, lists of things, like inventories or "*" responses to
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381 "Which item do you wish to xxxx? " questions, are displayed one item
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382 at a time on the top of the screen, rather than clearing the screen,
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383 displaying the list, then re-displaying the dungeon level.
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384 .IP "flush [noflush]"
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385 If flush is set, all typeahead is thrown away after each round of battle.
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386 This is useful for those who type way ahead and watch to their dismay as
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387 a Kobold kills them.
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388 .IP "askme [noaskme]"
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389 Upon reading a scroll or quaffing a potion which does not automatically
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390 identify it upon use, rogue will ask you what to name it so you can
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391 recognize it in the future.
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392 .IP "name [account name]"
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393 This is the name of your character. It is used if you get on the top ten
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394 scorer's list. It should be less than eighty characters long.
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395 .IP "fruit [slime-mold]"
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396 This should hold the name of a fruit that you enjoy eating. It is basically
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397 a whimsy that the program uses in a couple of places.
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398 .IP "file [rogue.save]"
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399 The default file name for saving the game. If your phone is hung up by
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400 accident, rogue will automatically save the game in this file. The
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401 file name may contain the special character "~" which expands to be
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402 your home directory.
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403 .NH
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404 Acknowledgements
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405 .PP
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406 Rogue was originally conceived of by Glenn Wichman and Michael Toy. The
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407 help of Ken Arnold in making the program easier to use and putting the
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408 finishing touches on is greatly appreciated. I would also like to thank
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409 Marty McNary, Scott Nelson, Daniel Jensen, Kipp Hickman, Joe Kalash,
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410 Steve Maurer, Bill Joy, Mark Horton and Jan Miller for their ideas
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411 and assistance.