Mercurial > hg > early-roguelike
annotate arogue7/aguide.mm @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | adfa37e67084 |
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rev | line source |
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125
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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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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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469 from the player's pack and a one-line \fBn\fRame. |
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470 For monsters, the player can use the movement keys to position the cursor |
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471 over the desired monster, and Rogue will use the given \fBn\fRame to refer |
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parents:
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|
472 to that monster. |
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473 For items, Rogue gives all similar items (such as all the blue potions) |
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474 the specified \fBn\fRame. |
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|
475 .LI m |
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|
476 When the player types this command, Rogue prompts for an item from the |
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parents:
diff
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|
477 player's pack and a one-line name. |
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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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|
481 The player can then merely examine the options or change any or all of them. |
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diff
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|
482 .LI C |
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|
483 This command, restricted to magicians and rangers |
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parents:
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|
484 produces a listing of the current supply of spells. |
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parents:
diff
changeset
|
485 The player can select one of the displayed spells and, if the player's |
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parents:
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|
486 energy level is sufficiently high, \fBC\fRast it. |
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parents:
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|
487 The more complicated the spell, the more energy it takes. |
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|
488 .LI c |
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|
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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parents:
diff
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|
491 The player can select one of the displayed chants and, if the player's |
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492 energy level is sufficiently high, \fBc\fRhant it. |
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|
493 The more complicated the spell, the more energy it takes. |
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John "Elwin" Edwards
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|
494 .LI p |
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parents:
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|
495 This command, restricted to clerics and paladins, |
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John "Elwin" Edwards
parents:
diff
changeset
|
496 produces a listing of the character's known \fBp\fRrayers. |
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|
497 The player can then offer one of these prayers to the character's deity. |
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|
498 Deities are not known for favoring characters which continually pray |
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499 to them, and they are most likely to answer the least "ambitious" prayers. |
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John "Elwin" Edwards
parents:
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|
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. |
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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 |
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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 |
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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, |
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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 |
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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. |
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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. |
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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 ! |
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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 |
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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. |
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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. |
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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. |
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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 |
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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. |
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parents:
diff
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|
624 .H 1 "WANDS AND STAVES" |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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)
John "Elwin" Edwards
parents:
diff
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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)
John "Elwin" Edwards
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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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
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633 Starving results in the player's fainting for increasingly longer periods |
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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)
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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
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|
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
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|
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
changeset
|
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
changeset
|
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
changeset
|
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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parents:
diff
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|
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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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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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
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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
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|
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
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|
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)
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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
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|
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 |
adfa37e67084
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 |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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)
John "Elwin" Edwards
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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)
John "Elwin" Edwards
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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)
John "Elwin" Edwards
parents:
diff
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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)
John "Elwin" Edwards
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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)
John "Elwin" Edwards
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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)
John "Elwin" Edwards
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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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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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diff
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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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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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)
John "Elwin" Edwards
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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)
John "Elwin" Edwards
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774 next option, a '-' moves to the previous option, and an ESCAPE |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
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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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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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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)
John "Elwin" Edwards
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781 experience points. |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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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)
John "Elwin" Edwards
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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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parents:
diff
changeset
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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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parents:
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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:
diff
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)
John "Elwin" Edwards
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diff
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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)
John "Elwin" Edwards
parents:
diff
changeset
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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)
John "Elwin" Edwards
parents:
diff
changeset
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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:
diff
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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)
John "Elwin" Edwards
parents:
diff
changeset
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797 .H 1 ACKNOWLEDGEMENTS |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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. |