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annotate arogue7/aguide.mm @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | adfa37e67084 |
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1 .\" |
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2 .\" aguide.mm |
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3 .\" |
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4 .\" Advanced Rogue |
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5 .\" Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 .\" All rights reserved. |
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7 .\" |
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8 .\" Based on "Rogue: Exploring the Dungeons of Doom" |
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9 .\" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 .\" All rights reserved. |
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11 .\" |
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12 .\" See the file LICENSE.TXT for full copyright and licensing information. |
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13 .\" |
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14 .tr ~ |
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15 .nr Pt 1 |
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16 .ds HF 3 2 2 2 2 2 2 |
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17 .TL |
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18 The Dungeons of Doom |
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19 .AF Toolchest |
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20 .AU " " |
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21 .AS 1 |
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22 .P |
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23 Rogue was introduced at the University of California at Berkeley as a |
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24 screen-oriented fantasy game. |
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25 The game had 26 types of monsters that the player could meet while |
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26 exploring a dungeon generated by the computer. |
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27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the |
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28 player to battle these monsters and to gain gold, the basis for scoring. |
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29 .P |
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30 The version of Rogue described in this guide has been expanded to include |
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31 over 110 monsters with many new capabilities. |
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32 Many of the monsters are intelligent, and they, like the player, must avoid |
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33 traps and decide when it is better to fight or to run. |
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34 The player chooses a character class at the beginning of the game which |
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35 defines the player's abilities. |
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36 Experience, rather than gold, decides the player's score. |
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37 .AE |
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38 .MT 4 |
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39 .H 1 INTRODUCTION |
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40 Rogue is a screen-oriented fantasy game set in the ever-changing |
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41 \fIDungeons of Doom\fR. |
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42 The game comes complete with monsters, spells, weapons, armor, potions, |
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43 and other magical items. |
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44 The dungeon's geography changes with every game, and although many magical |
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45 items have certain identifiable properties, such as turning the player |
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46 invisible, the physical manifestation of the magic changes each game. |
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47 A red potion, for example, will cause the same reaction throughout |
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48 a given game, but it may be a completely different potion in a new game. |
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49 .P |
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50 Entering the dungeon with only a little food, armor, and a weapon, the player |
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51 must develop a good strategy of when |
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52 to fight, when to run, and how to best use any magical items found |
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53 in the dungeon. |
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54 To make things interesting, the player has a quest to return one of |
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55 several unique artifacts, rumored to lie deep in the dungeon's bowels. |
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56 Returning with this artifact brings great glory and the title of |
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57 \fIComplete Winner\fR. |
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58 But even after finding the artifact, the player may wish to continue |
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59 further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a |
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60 \fIdeity\fR found far down in the dungeon. |
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61 Defeating such a creature will gain the player many experience points, |
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62 the basis for scoring in Rogue. |
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63 .P |
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64 It is very difficult to return from the \fIDungeons of Doom\fR. |
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65 Few people ever make it out alive. |
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66 Should this unlikely event occur, the player would be proclaimed a |
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67 complete winner and handsomely rewarded for any booty removed from the |
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68 dungeon. |
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69 .H 1 "CHARACTER CLASSES" |
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70 Before placing the player in the dungeon, the game requests the player |
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71 to select what type of character they would like to be:~ a fighter, a magic user, a cleric, |
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72 a druid, a thief, a paladin, a ranger, a monk, or an assassin. |
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73 .H 2 "The Fighter" |
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74 A fighter is very strong and will have a high strength rating. |
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75 This great strength gives a fighter the best odds of |
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76 winning a battle with a monster. |
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77 At high experience levels the \fIfighter\fR also gets to attack |
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78 multiple times in a single turn. |
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79 This obviously further increases his chances at winning battles. |
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80 Intrinsic to the fighter class is a robustness which results in |
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81 1 to 12 extra hit points for every new experience |
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82 level. |
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83 .H 2 "The Magician" |
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84 A Magician is able to "cast" spells. |
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85 The number and variety of spells increases as |
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86 the magician gains experience and intelligence. |
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87 Magic users are not as hearty as fighters; |
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88 they receive 1 to 6 extra hit |
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89 points for every new experience level. |
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90 .H 2 "The Cleric" |
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91 A cleric is able to "pray" to his god for help. |
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92 The number and variety of prayers which the gods are willing to grant to |
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93 a cleric increase as the cleric gains experience and wisdom. |
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94 .P |
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95 Because of their religious nature, clerics can also affect the "undead" |
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96 beings, like \fIzombies\fR and \fIghouls\fR, which became monsters after they |
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97 died. |
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98 If an "undead" creature is next to a cleric, the cleric may try |
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99 to turn it and cause it to flee. |
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100 If the cleric is sufficiently powerful relative to the monster, |
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101 the cleric will destroy it. |
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102 This ability increases as the character gains experience levels. |
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103 .P |
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104 Clerics can gain from 1 to 8 extra hit points on |
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105 reaching a new experience level. |
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106 .H 2 "The Druid" |
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107 The druid is a cleric of sorts but worships nature rather than a god. |
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108 The druid is able to "chant" and thereby recieve certain types |
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109 of spells. Most of the chants are targeted more towards the |
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110 elements and nature. |
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111 .P |
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112 Druids gain from 1 to 8 hit points when they gain an experience level. |
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113 .H 2 "The Thief" |
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114 A thief is exceptionally dextrous and has a good chance to |
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115 set a trap or rob a monster. |
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116 .P |
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117 By their nature, thieves can automatically detect all the gold on the |
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118 current level of the dungeon. |
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119 They are also good at detecting hidden traps. |
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120 Because thieves slink along, they are not as likely as other characters |
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121 to wake sleeping monsters. |
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122 If a \fIthief\fR manages to sneak up on a creature without waking it, he |
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123 will get a chance to \fIbackstab\fR the monster. When this is done, |
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124 the damage done by the \fIthief\fR greatly increases based on his experience |
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125 level. |
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126 .P |
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127 Thieves gain from 1 to 6 extra hit points from a new experience level. |
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128 .H 2 "The Paladin" |
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129 The paladin is a type of holy warrior. Somewhat of a cross between a |
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130 fighter and a cleric. He is able to pray and turn undead as a cleric, |
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131 (but to a lesser degree) but fights as a fighter. He is on the side of |
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132 all that is good and righteous. Therefore he would never attack a |
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133 creature that would not attack him first. If he does kill a non-violent |
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134 creature inadvertantly he will feel "uneasy" and his god may retaliate |
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135 by making him a mere fighter. |
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136 .P |
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137 Paladins gain 1 to 10 hit points per experience level. |
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138 .H 2 "The Ranger" |
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139 The ranger is somewhat of a cross between a druid and a fighter. He |
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140 too is on the side of righteousness and good. Therefore, the same |
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141 same restrictions apply to his as they do to a paladin. The ranger |
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142 can "chant" and "cast" but to a lesser degree than the druid and |
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143 magician. |
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144 .P |
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145 Rangers gain 1 to 8 hit points per experience level. |
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146 .H 2 "The Monk" |
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147 The Monk is a martial arts expert. He wears no armor but has |
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148 an effective armor class based on his ability to dodge attacks. |
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149 He does not need a weapon in combat for his hands and feet are |
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150 a formidable weapon. His ability to dodge and use his hands |
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151 as weapons increases as he gains in level. |
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152 .P |
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153 Monks gain 1 to 6 hit points per experience level. |
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154 .H 2 "The Assassin" |
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155 The assassin is a person trained in the art of killing people |
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156 by surprise. He has most of the abilities of the thief except |
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157 the "backstab". Instead, the assassin has the chance to kill |
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158 an opponent outright with one strike. He is also a ruthless |
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159 character and trained in the use of poison. He can recognize |
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160 poison on sight and can coat his weapon with it thereby making |
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161 his next attack an exceptionally lethal one. |
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162 .P |
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163 Assassins gain 1 to 6 hit points per experience level. |
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164 .H 1 "ATTRIBUTES" |
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165 .H 2 "Intelligence" |
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166 Intelligence is the primary attribute associated with casting |
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167 spells. With higher intelligence comes the knowledge of more |
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168 spells, the ability to cast more spells, and faster recovery |
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169 of spells that have been cast. |
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170 .H 2 "Strength" |
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171 This is, of course, the measure of a character's physical strength. |
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172 With higher strength a character can carry more, cause more damage |
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173 when striking, have a better chance to strike an opponent, and |
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174 move about more quickly when carrying a load. |
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175 .H 2 "Wisdom" |
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176 Wisdom is the primary attribute associated with Praying |
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177 to a god. With higher wisdom comes the knowledge of more |
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178 prayers, the ability to pray more often, and faster recovery |
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179 of prayer ability. |
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180 .H 2 "Dexterity" |
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181 Dexterity is a measure of a character's agility. With higher dexterity |
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182 a character is harder to hit, can hit a opponent more easily, and |
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183 can move about more quickly when carrying a load. |
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184 .H 2 Constitution |
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185 Every character has a constitution rating. |
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186 A character with an exceptionally good constitution will gain more than |
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187 the normal amount of hit points associated with the character's class |
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188 when the character reaches a new experience level. Exceptional constitution |
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189 also provides better protection versus poison-based attacks and diseases. |
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190 .H 2 "Charisma" |
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191 Charisma is a measure of a characters looks and general likeableness. |
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192 It effects transactions when trying to purchase things. |
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193 .H 2 "Experience Levels" |
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194 Characters gain experience for killing monsters, stealing from monsters, |
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195 and turning monsters. |
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196 Each character class has a set of thresholds associated with it. |
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197 When a character reaches a threshold, the character attains the next |
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198 experience level. |
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199 This new level brings extra hit points and a greater chance of success |
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200 in performing the abilities associated with the character's class. |
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201 For example, magicians receive new spells, and clerics receive new prayers. |
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202 .P |
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203 .H 2 "Allocating Attributes" |
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204 The player starts with 72 "attribute points" to create a character and |
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205 can distribute them in any manner among the six attributes described |
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206 above. |
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207 When prompting the player for each attribute, the game displays the |
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208 minimum and maximum allowable values for that attribute. |
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209 The player can type a backspace (control-H) to go back and change |
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210 a value; typing an escape (ESC) sets the remaining attributes to |
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211 the maximum value possible given the remaining attribute points. |
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212 .H 1 "THE SCREEN" |
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213 During the normal course of play, the screen consists of three separate |
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214 sections:~ the top line of the terminal, the bottom two lines of the |
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215 terminal, and the remaining middle lines. |
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216 The top line reports actions which occur during the game, the middle |
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217 section depicts the dungeon, and the bottom lines describe the player's |
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218 current condition. |
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219 .H 2 "The Top Line" |
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220 Whenever anything happens to the player, such as finding a scroll or |
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221 hitting or being hit by a monster, a short report of the occurrence |
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222 appears on the top line of the screen. |
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223 When such reports occur quickly, one right after another, |
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224 the game displays the notice followed by the prompt '\(emMore\(em.'~ |
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225 After reading this notice, the player can press a space to display |
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226 the next message. |
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227 At such a point, the game ignores all commands until the player presses |
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228 a space. |
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229 .H 2 "The Dungeon Section" |
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230 The large middle section of the screen displays the player's surroundings using |
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231 the following symbols: |
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232 .tr ~~ |
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233 .VL 10 |
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234 .LI | |
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235 A wall of a room. |
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236 .LI - |
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237 A wall of a room. |
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238 .LI * |
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239 A pile of gold. |
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240 .LI % |
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241 A way to the next level. |
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242 .LI + |
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243 A doorway. |
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244 .LI . |
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245 The floor in a room. |
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246 .LI @ |
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247 The player. |
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248 .LI _ |
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249 The player, when invisible. |
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250 .LI # |
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251 The floor in a passageway. |
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252 .LI ! |
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253 A flask containing a potion. |
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254 .LI ? |
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255 A sealed scroll. |
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256 .LI : |
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257 Some food. |
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258 .LI ) |
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259 A weapon. |
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260 .LI \ |
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261 Solid rock (denoted by a space). |
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262 .LI ] |
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263 Some armor. |
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264 .LI ; |
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265 A miscellaneous magic item |
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266 .LI , |
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267 An artifact |
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268 .LI = |
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269 A ring. |
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270 .LI / |
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271 A wand or a staff. |
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272 .LI ^ |
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273 The entrance to a trading post |
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274 .LI > |
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275 A trapdoor leading to the next level |
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276 .LI { |
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277 An arrow trap |
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278 .LI $ |
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279 A sleeping gas trap |
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280 .LI } |
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281 A beartrap |
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282 .LI ~ |
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283 A trap that teleports you somewhere else |
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284 .LI \` |
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285 A poison dart trap |
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286 .LI \fR"\fR |
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287 A shimmering magic pool |
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288 .LI \' |
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289 An entrance to a maze |
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290 .LI $ |
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291 Any magical item. (During magic detection) |
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292 .LI > |
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293 A blessed magical item. (During magic detection) |
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294 .LI < |
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295 A cursed magical item. (During magic detection) |
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296 .LI A\ letter |
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297 A monster. |
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298 Note that a given letter may signify multiple monsters, |
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299 depending on the level of the dungeon. |
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300 The player can always identify a current monster by using |
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301 the identify command ('\fB/\fR'). |
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302 .LE |
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303 .tr ~ |
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304 .H 2 "The Status Section" |
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305 The bottom two lines of the screen describe the player's current status. |
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306 The first line gives the player's characteristics: |
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307 .BL |
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308 .LI |
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309 Intelligence (\fBInt\fR) |
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310 .LI |
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311 Strength (\fBStr\fR) |
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312 .LI |
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313 Wisdom (\fBWis\fR) |
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314 .LI |
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315 Dexterity (\fBDxt\fR) |
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316 .LI |
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317 Constitution (\fBConst\fR) |
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318 .LI |
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319 Charisma (\fBChar\fR) |
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320 .LI |
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321 Encumberance (\fBCarry\fR) |
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322 .LE |
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323 .P |
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324 Intelligence, strength, wisdom, dexterity, charisma, and constitution have a |
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325 normal maximum of 25, but can be higher when augmented by a ring. |
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326 Encumberance is a measurement of how much the player can carry versus |
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327 how much he is currently carrying. The more you carry relative to your |
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328 maximum causes you to use more food. |
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329 .P |
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330 The second status line provides the following information: |
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331 .BL |
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332 .LI |
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333 The current level (\fBLvl\fR) in the dungeon. This number increases as the |
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334 player goes further down. |
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335 .LI |
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336 The player's current number of hit points (\fBHp\fR), followed in parentheses |
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337 by the player's current maximum number of hit points. |
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338 Hit points express the player's health. |
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339 As a player heals by resting, the player's current hit points gradually |
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340 increase until reaching the current maximum. |
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341 This maximum increases each time a player attains a new experience level. |
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342 If the player's current hit points reach 0, the player dies. |
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343 .LI |
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344 The player's armor class (\fBAc\fR). |
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345 This number describes the amount of protection provided by the armor, cloaks, |
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346 and/or rings currently worn by the player. |
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347 It is also affected by high or low dexterity. |
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348 Wearing no armor is equivalent to an armor class of 10. |
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349 The protection level increases as the armor class decreases. |
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350 .LI |
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351 The player's current experience level (\fBExp\fR) followed by the player's |
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352 experience points. |
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353 The player can gain experience points by killing monsters, successfully |
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354 stealing from monsters, and turning monsters. |
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355 When a player gains enough experience points to surpass a threshold that |
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356 depends on the player's character type, the player reaches a new |
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357 experience level. |
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358 A new experience level brings extra hit points and possibly added |
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359 abilities, such as a new spell for a magician or a new prayer for |
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360 a cleric. |
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361 .LI |
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362 A description of the player's character. |
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363 This description depends on the player's character type and experience |
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364 level. |
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365 .LE |
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366 .H 1 COMMANDS |
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367 A player can invoke most Rogue commands by typing a single character. |
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368 Some commands, however, require a direction, in which case the player |
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369 types the command character followed by a directional command. |
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370 Many commands can be prefaced by a number, indicating how many times |
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371 the command should be executed. |
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372 .P |
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373 When the player invokes a command referring to an item in the player's |
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374 pack (such as reading a scroll), the game prompts for the item. |
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375 The player should then type the letter associated with the item, as |
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376 displayed by the \fBinventory\fR command. |
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377 Typing a '*' at this point produces a list of the eligible items. |
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378 .P |
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379 Rogue understands the following commands:~ |
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380 .VL 4 |
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381 .LI ? |
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382 Preceding a command by a '\fB?\fR' produces a brief explanation of the command. |
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383 The command '\fB?*\fR' gives an explanation of all the commands. |
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384 .LI / |
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385 Preceding a symbol by a '\fB/\fR' identifies the symbol. |
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386 .LI = |
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387 Clarify. |
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388 After typing an '\fB=\fR' sign, the player can use the movement keys to |
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389 position the cursor anywhere on the current level. |
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390 As long as the player can normally see the selected position, Rogue will |
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391 identify whatever is at that space. |
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392 Examples include a \fIsleeping giant rat\fR, a \fIblue potion\fR, and a \fIfood |
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393 ration\fR. |
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394 .LI h |
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395 Move one position to the left. |
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396 .LI j |
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397 Move one position down. |
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398 .LI k |
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399 Move one position up. |
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400 .LI l |
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401 Move one position to the right. |
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402 .LI y |
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403 Move one position to the top left. |
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404 .LI u |
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405 Move one position to the top right. |
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406 .LI b |
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407 Move one position to the bottom left. |
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408 .LI n |
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409 Move one position to the bottom right. |
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410 .LI H |
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411 Run to the left until reaching something interesting. |
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412 .LI J |
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413 Run down until reaching something interesting. |
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414 .LI K |
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415 Run up until reaching something interesting. |
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416 .LI L |
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417 Run to the right until reaching something interesting. |
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418 .LI Y |
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419 Run to the top left until reaching something interesting. |
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420 .LI U |
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421 Run to the top right until reaching something interesting. |
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422 .LI B |
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423 Run to the bottom left until reaching something interesting. |
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424 .LI N |
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425 Run to the bottom right until reaching something interesting. |
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426 .LI t |
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427 This command prompts for an object from the players pack. |
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428 The player then \fBt\fRhrows the object in the specified direction. |
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429 .LI f |
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430 When this command precedes a directional command, the player moves |
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431 in the specified direction until passing something interesting. |
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432 .LI z |
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433 This command prompts for a wand or staff from the player's pack and |
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434 \fBz\fRaps it in the specified direction. |
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435 .LI > |
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436 Go down to the next level. |
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437 .LI < |
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438 Go up to the next level. |
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439 .LI s |
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440 \fBS\fRearch for a secret door or a trap in the circle surrounding the player. |
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441 .LI . |
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442 This command (a dot) causes the player to rest a turn. |
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443 .LI i |
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444 Display an \fBi\fRnventory of the player's pack. |
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445 .LI I |
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446 This command prompts for an item from the player's pack and displays |
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447 the \fBi\fRnventory information for that item. |
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448 .LI q |
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449 \fBQ\fRuaff a potion from the player's pack. |
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450 .LI r |
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451 \fBR\fRead a scroll from the player's pack. |
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452 .LI e |
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453 \fBE\fRat some food from the player's pack. |
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454 .LI w |
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455 \fBW\fRield a weapon from the player's pack. |
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456 .LI W |
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457 \fBW\fRear some armor, ring, or miscellaneous magic item from the player's pack. |
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parents:
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458 The player can wear a maximum of eight rings. |
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|
459 .LI T |
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460 \fBT\fRake off whatever the player is wearing. |
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|
461 .LI ^U |
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462 \fBU\fRse a magic item in the player's pack. |
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|
463 .LI d |
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parents:
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464 \fBD\fRrop an item from the player's pack. |
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|
465 .LI P |
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466 \fBP\fRick up the items currently under the player. |
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467 .LI ^N |
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468 When the player types this command, Rogue prompts for a monster or an item |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
469 from the player's pack and a one-line \fBn\fRame. |
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parents:
diff
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470 For monsters, the player can use the movement keys to position the cursor |
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diff
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|
471 over the desired monster, and Rogue will use the given \fBn\fRame to refer |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
472 to that monster. |
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parents:
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|
473 For items, Rogue gives all similar items (such as all the blue potions) |
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parents:
diff
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|
474 the specified \fBn\fRame. |
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|
475 .LI m |
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parents:
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|
476 When the player types this command, Rogue prompts for an item from the |
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parents:
diff
changeset
|
477 player's pack and a one-line name. |
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parents:
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478 Rogue then \fBm\fRarks the specified item with the given name. |
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|
479 .LI o |
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|
480 Typing this command causes Rogue to display all the settable \fBo\fRptions. |
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parents:
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|
481 The player can then merely examine the options or change any or all of them. |
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parents:
diff
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|
482 .LI C |
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parents:
diff
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|
483 This command, restricted to magicians and rangers |
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John "Elwin" Edwards
parents:
diff
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|
484 produces a listing of the current supply of spells. |
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John "Elwin" Edwards
parents:
diff
changeset
|
485 The player can select one of the displayed spells and, if the player's |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
486 energy level is sufficiently high, \fBC\fRast it. |
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John "Elwin" Edwards
parents:
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changeset
|
487 The more complicated the spell, the more energy it takes. |
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John "Elwin" Edwards
parents:
diff
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|
488 .LI c |
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parents:
diff
changeset
|
489 This command, restricted to druids and rangers |
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John "Elwin" Edwards
parents:
diff
changeset
|
490 produces a listing of the current supply of chants. |
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John "Elwin" Edwards
parents:
diff
changeset
|
491 The player can select one of the displayed chants and, if the player's |
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John "Elwin" Edwards
parents:
diff
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|
492 energy level is sufficiently high, \fBc\fRhant it. |
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John "Elwin" Edwards
parents:
diff
changeset
|
493 The more complicated the spell, the more energy it takes. |
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John "Elwin" Edwards
parents:
diff
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|
494 .LI p |
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John "Elwin" Edwards
parents:
diff
changeset
|
495 This command, restricted to clerics and paladins, |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
496 produces a listing of the character's known \fBp\fRrayers. |
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John "Elwin" Edwards
parents:
diff
changeset
|
497 The player can then offer one of these prayers to the character's deity. |
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John "Elwin" Edwards
parents:
diff
changeset
|
498 Deities are not known for favoring characters which continually pray |
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John "Elwin" Edwards
parents:
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changeset
|
499 to them, and they are most likely to answer the least "ambitious" prayers. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
500 .LI a |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
501 This command is restricted to clerics and paladins |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
502 must be followed by a directional command. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
503 If there is an "undead" monster standing next to the player in the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
504 specified direction, there is a chance the player will \fBa\fRffect the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
505 monster by causing it to flee or possibly even destroying it. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
506 .LI * |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
507 Count the gold in the player's pack. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
508 .LI ^ |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
509 This command sets a trap and is limited to thieves and assassins. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
510 If the character is successful, Rogue prompts the player for a type of trap |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
511 and sets it where the player is standing. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
512 .LI G |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
513 This command is restricted to thieves and assassins. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
514 It causes Rogue to display all the gold on the current level. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
515 .LI D |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
516 \fBD\fRip something into a magic pool. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
517 .LI ^T |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
518 This command is restricted to thieves and assassins. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
519 It must be followed by a directional command. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
520 If there is a monster standing next to the player in the specified direction, |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
521 the player tries to \fBs\fRteal an item from the monster's pack. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
522 If the player is successful, the monster does not notice anything, but if |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
523 the player is unsuccessful, there is a chance the monster will wake up. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
524 .LI ^L |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
525 Redraw the screen. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
526 .LI ^R |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
527 \fBR\fRepeat the last message that was displayed on the top line of the screen. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
528 .LI ^[ |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
529 Typing an escape will usually cause Rogue to cancel the current command. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
530 .LI v |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
531 Print the current Rogue \fBv\fRersion number. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
532 .LI ! |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
533 Escape to the shell. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
534 .LI S |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
535 Quit and \fBs\fRave the game for resumption at a later time. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
536 .LI Q |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
537 \fBQ\fRuit without saving the game. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
538 .LE |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
539 .H 1 "IMPLICIT COMMANDS" |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
540 There is no "attack" command. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
541 If a player wishes to attack a monster, the player simply tries to |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
542 move onto the spot where the monster is standing. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
543 The game then assumes that the player wishes to attack the monster |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
544 with whatever weapon the player is wielding. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
545 .P |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
546 When the player moves onto an item, the game automatically places the |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
547 object into the player's pack. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
548 If there is no room left in the pack, the game announces that fact and |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
549 leaves the item on the floor. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
550 .H 1 TIME |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
551 All actions except for purely bookkeeping commands, such as taking an |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
552 inventory, take time. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
553 The amount of time varies with the command. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
554 Swinging a weapon, for example, takes more time than simply moving; |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
555 so a monster could move several spaces in the time it takes the player |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
556 to make one attack. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
557 The time it takes to swing a weapon also varies based on the bulk of the |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
558 weapon, and the time it takes to simply move a space varies with the type |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
559 of armor worn. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
560 Movement is always faster when flying. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
561 .P |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
562 Since actions take time, some of them can be disrupted. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
563 If the player is casting a spell, for example, and gets hit before finishing |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
564 it, the spell is lost. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
565 Similarly, the player might choke if hit while trying to eat. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
566 Of course, the same rule applies when the player hits a monster. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
567 .P |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
568 Magical hasting (or slowing) will decrease (or increase) the time it takes |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
569 to perform an action. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
570 .H 1 LIGHT |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
571 Some rooms in the dungeon possess a natural light source. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
572 In other rooms and in corridors the player can see only those things |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
573 within a one space radius from the player. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
574 These dark rooms can be lit with magical light or by a \fIfire beetle\fR. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
575 .H 1 "WEAPONS AND ARMOR" |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
576 The player can wield exactly one weapon at a time. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
577 When the player attacks a monster, the amount of damage depends on the |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
578 particular weapon the player is wielding. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
579 To fire a projectile weapon, such as a crossbow or a short bow, the player |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
580 should wield the bow and "throw" the bolt or arrow at the monster. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
581 .P |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
582 A weapon may be cursed or blessed, affecting the likelihood of hitting a |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
583 monster with the weapon and the damage the weapon will inflict on the monster. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
584 If the player has identified a weapon, the "to hit" and "to damage" bonuses |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
585 appear in that order before the weapon's name in an inventory listing. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
586 A positive bonus indicates a blessed weapon, and a negative bonus usually |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
587 indicates a cursed weapon. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
588 The player cannot release a cursed weapon. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
589 .P |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
590 Without any armor the player has an armor class of 10. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
591 The lower the player's armor class, the harder it is for a monster to hit |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
592 the player, so |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
593 wearing armor can improve the player's armor class. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
594 A cursed suit of armor, however, offers poor protection and may sometimes be |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
595 worse than no armor at all. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
596 .P |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
597 After the player has identified a suit of armor, the protection bonus appears |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
598 before the armor's name in an inventory listing. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
599 If the bonus is positive the armor is blessed, and if it is negative, the |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
600 armor is usually cursed. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
601 The player cannot remove a cursed suit of armor. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
602 .P |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
603 Some monsters can corrode armor when they hit it. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
604 If such a monster hits the player when the player is wearing metal armor, |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
605 the armor loses some of its protection value, but the corrosion does not |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
606 curse the armor. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
607 This corrosive property can also apply to weapons when the player hits |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
608 such a monster. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
609 .H 1 "POTIONS AND SCROLLS" |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
610 The player can frequently find potions and scrolls in the dungeon. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
611 In any given dungeon, the player can distinguish among the different types |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
612 of potions by a potion's color and among the different types of scrolls |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
613 by a scroll's name. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
614 Quaffing a potion or reading a scroll usually causes some magical occurrence. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
615 Most potions and scrolls may be cursed or blessed. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
616 .H 1 RINGS |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
617 The player can wear a maximum of eight rings, and |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
618 they have a magical effect on the player as long as they are worn. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
619 Some rings also speed up the player's metabolism, making the player require |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
620 food more often. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
621 Many rings can be cursed or blessed, and the player cannot remove a |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
622 cursed ring. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
623 The player can distinguish among different types of rings by a ring's jewel. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
624 .H 1 "WANDS AND STAVES" |
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John "Elwin" Edwards
parents:
diff
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|
625 Wands and staves affect the player's environment. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
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626 The player can zap a wand or staff at something and perhaps shoot a bolt |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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627 of lightning at it or teleport it away. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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diff
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|
628 All wands or staves of the same type are constructed with the same type of wood. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
629 Some wands and staves may be cursed or blessed. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
630 .H 1 FOOD |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
631 The player must be careful not to run out of food since moving through the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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632 dungeon fighting monsters consumes a lot of energy. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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633 Starving results in the player's fainting for increasingly longer periods |
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parents:
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634 of time, during which any nearby monster can attack the player freely. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
635 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
636 Food comes in the form of standard rations and as a variety of berries. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
637 Some berries have side effects in addition to satisfying one's hunger. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
638 .H 1 GOLD |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
639 Gold has one use in a dungeon:~ buying things. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
640 One can buy things in two ways, either in a \fItrading post\fR or from a |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
641 \fIquartermaster\fR. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
642 A trading post is a place that sometimes occurs "between levels" of the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
643 dungeon and can be entered by stepping on the entrance. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
644 A quartermaster is a person who will sometimes appear and |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
645 will try to sell the player some of his wares. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
646 These wares are never cursed and frequently blessed, though blessed goods |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
647 cost more than normal goods. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
648 If the player chooses to buy one of the quartermaster's items, the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
649 quartermaster trades the item for the specified amount of gold and |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
650 disappears. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
651 Attacking a quartermaster causes him to vanish without offering |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
652 a trade. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
653 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
654 The player starts the game in a trading post with a class-dependent allotment |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
655 of gold. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
656 Although there are restrictions on the use of some items (eg. only fighters, |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
657 paladins, and rangers can wield two-handed swords), the market will happily |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
658 sell the player anything that he can afford. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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diff
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|
659 |
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diff
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|
660 .H 1 "MISCELLANEOUS MAGIC ITEMS" |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
661 Miscellaneous items such as a pair of boots or a book may be found within the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
662 dungeon. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
663 These items can usually be used to the player's advantage (assuming they are |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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diff
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|
664 not cursed). |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
665 Some of these items can be worn, such as a cloak, while others are to be used, |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
666 such as a book. |
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John "Elwin" Edwards
parents:
diff
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|
667 .H 1 "ARTIFACTS" |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
668 Some monsters down in the depths of the dungeon carry unique artifacts. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
669 The game begins as a quest to retrieve one of these items. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
670 Each artifact appears only on its owner's person. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
671 These items also can usually be used to the player's advantage. However, |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
672 care must be taken when handling them for they are intelligent and will |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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|
673 reject mishandling or abuse. These items consume food and merely carrying |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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diff
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|
674 them will result in increased food use. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
675 .H 1 TRAPS |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
676 A variety of traps, including trap doors, bear traps, and sleeping traps, are |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
677 hidden in the dungeon. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
678 They remain hidden until sprung by a monster or the player. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
679 A sprung trap continues to function, but since it is visible, an intelligent |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
680 monster is not likely to tread on it. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
681 .H 1 "THE MONSTERS" |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
682 Each monster except for the merchant \fIquartermaster\fR appears in |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
683 a limited range of dungeon levels. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
684 All monsters of the same type share the same abilities; |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
685 all \fIgiant rats\fR, for example, can give the player a disease, and |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
686 all \fIjackalweres\fR can put the player to sleep. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
687 Monsters of the same type can vary, however, such that one \fIkobold\fR |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
688 may be much more difficult to kill than another one. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
689 In general, the more difficult it is to kill a monster, the more |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
690 experience points the monster is worth. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
691 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
692 Most monsters attack by biting and clawing, but some monsters carry |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
693 weapons, including such projectile weapons as short bows and crossbows, |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
694 and some monsters have breath weapons. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
695 Some monsters even use magical items, such as wands. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
696 Monsters with distance weapons or magic can attack the player from across a room |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
697 or down a corridor. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
698 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
699 Some monsters are more intelligent than others, and the more intelligent |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
700 a monster, the more likely that the monster will run away if it is about |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
701 to die. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
702 A fleeing monster will not attack the player unless cornered. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
703 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
704 It is sometimes possible to enlist a monster's aid. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
705 Reading a \fIcharm monster\fR scroll, for example, or singing a \fIcharm |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
706 monster\fR chant can make a monster believe the player is its friend. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
707 A charmed monster will fight hostile monsters for the player as long as they are |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
708 not of its race. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
709 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
710 As the player moves down in the dungeon, the monsters get more powerful. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
711 Deep down in the dungeon there exist some one-of-a-kind monsters. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
712 These monsters are greatly feared. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
713 However, once a "unique monster" is killed, the player will not find |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
714 another in the current dungeon. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
715 .H 1 OPTIONS |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
716 Rogue has several options which may be set by the player:~ |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
717 .VL 7 |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
718 .LI \fBterse\fR |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
719 Setting this Boolean option results in shorter messages appearing on |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
720 the top line of the screen. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
721 .LI \fBjump\fR |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
722 Setting this Boolean option results in waiting until the player has |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
723 finished running to draw the player's path. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
724 Otherwise the game always displays the path one step at a time. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
725 .LI \fBstep\fR |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
726 Setting this Boolean option results in most listings, such as an inventory, |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
727 appearing one item at a time on the top line of the screen. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
728 When this option is not set, the game clears the screen, displays the |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
729 list, and then redraws the dungeon. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
730 .LI \fBflush\fR |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
731 Setting this Boolean option results in flushing all typeahead (pending) commands |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
732 when the player encounters a monster. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
733 .LI \fBaskme\fR |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
734 Setting this Boolean option results in the game prompting the player for a |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
735 name upon encountering a new type of scroll, potion, ring, staff, or wand. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
736 .LI \fBpickup\fR |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
737 This option specifys whether items should be picked up automatically as the |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
738 rogue steps over them. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
739 In the non-automatic mode, the player may still pick up items via the |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
740 pickup (P) command. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
741 The option defaults to true. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
742 .LI \fBname\fR |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
743 This string is the player's name and defaults to the player's account name. |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
744 .LI \fBfile\fR |
adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
745 This string, which defaults to rogue.save, specifies the file to use for |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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746 saving the game. |
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747 .LI \fBscore\fR |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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748 This string identifies the top-twenty score file to use for the game. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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749 .LI \fBclass\fR |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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750 This option specifies the character class of the rogue. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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751 It can be set only in the ROGUEOPTS environment variable. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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752 .LI \fBquested~item\fR |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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753 .br |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
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754 This option is set by the game at the start and cannot be reset by the player. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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755 It is merely listed to remind the player of his quest. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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756 .LE |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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757 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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758 The player can set options at the beginning of a game via the ROGUEOPTS |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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759 environment variable. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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760 Naming a Boolean option sets it, and preceding the Boolean option name by |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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761 "no" clears it. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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762 The syntax "stringoption=name" sets a string option to "name."~ |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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763 So setting ROGUEOPTS to |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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764 "terse, jump, nostep, flush, askme, name=Ivan~the~Terrible" |
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765 would set the \fIterse, jump, flush\fR, and \fIaskme\fR Boolean options, |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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766 clear the \fIstep\fR Boolean option, set the player's |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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767 \fIname\fR to "Ivan the Terrible," and use the defaults for |
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768 the \fIsave file\fR and the \fIscore file\fR. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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769 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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770 The player may change an option at any time during the game |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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771 via the \fBoption\fR command, which results in a listing of |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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772 the current options. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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773 Typing a new value changes the option, a RETURN moves to the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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774 next option, a '-' moves to the previous option, and an ESCAPE |
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775 returns the player to the dungeon. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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776 .H 1 SCORING |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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777 The player receives experience points for stealing items from |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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778 monsters, turning monsters (a clerical ability), and killing |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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779 monsters. |
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780 When the player gets killed, the player's score equals the player's |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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781 experience points. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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782 A player who quits gets a score equal to the player's experience |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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783 points and gold. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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784 If the player makes it back up out of the dungeon, the player's |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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diff
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785 score equals the player's experience points plus the gold the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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786 player carried and the gold received from selling the player's |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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diff
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787 possessions. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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788 .P |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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changeset
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789 Rogue maintains a list of the top twenty scores to date, together |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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790 with the name of the player obtaining the score, the level where |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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791 the player finished, and the manner in which the player ended the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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792 game. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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793 As an installation option, the game may record only one entry per |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
diff
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794 character type and login; |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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795 this restriction encourages a greater number of different players |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
796 in the scorechart. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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diff
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797 .H 1 ACKNOWLEDGEMENTS |
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parents:
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798 This version of Rogue is based on a version developed at the |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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799 University of California. |