Mercurial > hg > early-roguelike
annotate srogue/rogue.nr @ 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 |
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rev | line source |
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36
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1 .PH |
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2 .fp 9 CR |
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3 .nr Hu 1 |
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4 .nr Pt 0 |
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5 .SA 1 |
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6 .S +4 C |
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7 .ad c |
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8 .B "Super-Rogue Version 9.0" |
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9 .br |
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10 .ad b |
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11 .SP 0.45 |
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12 .S -4 C |
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13 .ad c |
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14 .I "Robert D. Kindelberger" |
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15 .br |
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16 .ad b |
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17 .SP 2.6 |
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18 .ad c |
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19 .I "A Tutorial on the Visual Game of Rogue - Version 9.0" |
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20 .br |
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21 .ad b |
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22 .SP 2 |
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23 .P |
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24 Rogue is a visual CRT based fantasy game which runs |
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25 under the UNIX\*F |
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26 .FS |
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27 UNIX is a trademark of AT&T Bell Laboratories. |
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28 .FE |
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29 timesharing system. This paper describes |
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30 how to play rogue and gives a few hints for those who might |
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31 otherwise get lost (or killed) in the Dungeons of Doom. |
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32 .SP 5 |
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33 .PH "''- % -''" |
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34 .H 1 INTRODUCTION |
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35 .P |
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36 You have just finished your years as a student |
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37 at the local fighter's guild. |
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38 After much practice and sweat you have finally completed your training and |
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39 are ready to embark upon a perilous adventure. As a test of your skills, |
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40 the local guildmasters have sent you into the Dungeons of Doom. Your |
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41 task is to return with the Amulet of Yendor. |
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42 Your reward for the completion |
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43 of this task will be a full membership in the local guild. |
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44 In addition, you are |
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45 allowed to keep all the loot you bring back from the dungeons. |
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46 .P |
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47 In preparation for your journey, you are given an enchanted weapon, taken |
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48 from a dragon's hoard in the far off Dark Mountains. |
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49 You are also outfitted |
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50 with elf-crafted armor and given enough food to reach the dungeons. You |
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51 say good-bye to family and friends for what may be the last time and head |
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52 up the road. |
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53 .P |
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54 You set out on your way to the dungeons and after |
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55 several days of uneventful |
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56 travel, you see the ancient ruins that mark the entrance to the Dungeons |
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57 of Doom. It is late at night so you make camp at the entrance and spend |
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58 the night sleeping under the open skies. In the morning you gather |
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59 your weapon, put on your armor, eat what is almost your last food and enter |
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60 the dungeons. |
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61 .H 1 "WHAT IS GOING ON HERE?" |
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62 .P |
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63 You have just begun a game of rogue. |
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64 Your goal is to grab as much treasure |
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65 as you can, find the \f3Amulet of Yendor\f1, and get out of the Dungeons |
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66 of Doom alive. |
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67 On the screen, a map of where you have been and what you have seen on |
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68 the current dungeon level is kept. As you explore more of the level, |
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69 it appears on the screen in front of you. |
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70 .P |
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71 Rogue differs from most computer fantasy games in that it is screen |
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72 oriented. Commands are all one or two keystrokes\*F |
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73 .FS |
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74 As opposed to pseudo English sentences. |
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75 .FE |
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76 and the results of your commands are displayed |
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77 graphically on the screen rather than being explained in words. |
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78 .P |
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79 Another major difference between rogue and other computer fantasy games |
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80 is that once you have solved all the puzzles in a standard fantasy game, |
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81 it has lost most of its excitement and it ceases to be fun. Rogue on the |
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82 other hand generates a new dungeon every time you play it and |
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83 even the author finds it an entertaining and exciting game. |
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84 .H 1 "WHAT DO ALL THOSE THINGS ON THE SCREEN MEAN?" |
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85 .P |
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86 In order to understand what is going on in rogue you have to first get |
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87 some grasp of what rogue is doing with the screen. |
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88 The rogue screen is intended to replace the \f3You can see ...\f1 descriptions |
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89 of standard fantasy games. Here is a sample of what a rogue screen might |
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90 look like: |
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91 .SP |
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92 .DS |
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93 \f9 |
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94 --------------------- |
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95 |...................+###########+ |
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96 |...@...........[...| |
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97 |........H..........| |
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98 |...................| |
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99 --------+------------ |
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100 #### |
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101 + |
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102 |
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103 Level: 1 Gold: 0 Hp:12(12) Ac: 6 Exp:1/0 Vol:36% |
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104 Str:16(16) Exp:12(12) Dex:11(11) Wis:14(14) Con:18(18) Carry:50/170 |
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105 \f1 |
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106 .DE |
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107 .H 1 "THE BOTTOM LINES" |
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108 At the bottom line of the screen is a few pieces of cryptic information, |
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109 describing your current status. Here is an explanation of what these |
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110 things mean: |
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111 .SP |
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112 .H 2 "LEVEL" |
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113 .SP |
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114 This number indicates how deep you have gone in the dungeon. It starts |
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115 at one and goes up forever.\*F |
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116 .FS |
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117 Or until you get killed or decide to quit. Level 500 is really the |
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118 maximum, but almost impossible. |
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119 .FE |
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120 .SP |
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121 .H 2 "GOLD" |
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122 .SP |
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123 The number of gold pieces you have managed to attain. |
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124 .SP |
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125 .H 2 "HP" |
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126 .SP |
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127 Your current and maximum hit points. Hit points indicate how much |
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128 damage you can take before you die. The more you get hit in a |
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129 fight, the lower they |
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130 get. You can regain hit points by moving around. The number in |
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131 parentheses is the maximum number of hit points you can regain. |
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132 .SP |
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133 .H 2 "AC" |
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134 .SP |
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135 Your current armor class. This number indicates how effective |
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136 your armor is in stopping blows from unfriendly creatures. The lower |
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137 this number is, the more effective the armor. Armor class can get |
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138 lower than zero. |
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139 .SP |
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140 .H 2 "EXP" |
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141 .SP |
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142 These two numbers give your current experience level and experience points. |
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143 As you kill monsters, you gain experience points. At certain experience |
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144 point totals, you gain an experience level. The more experienced you are, |
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145 the better you are able to fight and to withstand magical attacks. You |
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146 must gain 10 experience points to advance to the 2nd experience level. |
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147 Now you must double the previous experience point total to advance |
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148 to the next experience level. (i.e. 20 to get to level 3, 40 to 4...) |
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149 Every time you advance to a new experience level, your hit points |
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150 will increase. This is random, so don't expect a lot every time. |
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151 .SP |
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152 .H 2 "VOL" |
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153 .SP |
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154 This is the percentage of what your pack contains. \f3100%\f1 |
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155 means that your pack is full. |
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156 .SP |
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157 .H 2 "STR" |
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158 .SP |
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159 Your current strength. This can be any integer from 0 to 24. |
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160 The larger the number, the stronger you are. |
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161 .SP |
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162 .H 2 "DEX" |
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163 .SP |
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164 This is your dexterity. Dexterity gives you the ability to dodge arrow |
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165 and dart traps more effectively. It also gives you the ability to dodge |
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166 attacks from monters (maximum of 18). |
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167 .SP |
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168 .H 2 "WIS" |
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169 .SP |
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170 This is your wisdom. If you are smarter than the monsters, |
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171 then you have a better chance of defeating them (maximum of 18). |
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172 .SP |
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173 .H 2 "CON" |
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174 .SP |
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175 This is your constitution. Constitution makes up your ability to |
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176 regain your hit points, once you have been battered. The higher |
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177 your constitution (maximum of 18), the faster you will gain back |
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178 the hit points you have lost. |
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179 .SP |
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180 .H 2 "CARRY" |
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181 .SP |
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182 This is similar to your volume, but tells you the maximum of what |
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183 you can carry and what you are currently carrying in weight. |
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184 .H 1 "THE TOP LINE" |
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185 .P |
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186 The top line of the screen is reserved for printing messages that describe |
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187 things that are impossible to represent visually. If you see a |
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188 \f3-- More --\f1 on the top line, this means that rogue wants to print another |
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189 message on the screen, but it wants to make certain that you have read |
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190 the one that is there first. To read the next message, just press a |
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191 space. |
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192 .H 1 "THE REST OF THE SCREEN" |
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193 .P |
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194 The rest of the screen is the map of the level |
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195 as you have explored it so far. |
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196 Each symbol on the screen represents something. Here is a list of what |
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197 the various symbols mean: |
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198 .bp |
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199 .DS |
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200 .B "@ " "This symbol represents you, the adventurer." |
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201 |
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202 .B "| " "A wall running north/south." |
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203 |
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204 .B "- " "A wall running east/west." |
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205 |
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206 .B "+ " "A door to/from a room." |
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207 |
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208 .B "\. " "The floor of a room." |
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209 |
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210 .B "# " "The floor of a passage between rooms." |
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211 |
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212 .B "* " "A pile or pot of gold." |
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213 |
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214 .B ") " "A weapon of some sort." |
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215 |
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216 .B "] " "A suit of armor." |
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217 |
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218 .B "! " "A flask containing a magic potion." |
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219 |
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220 .B "? " "A piece of paper, usually a magic scroll." |
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221 |
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222 .B "/ " "A wand or staff of magic." |
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223 |
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224 .B "= " "A magical ring. Can be good or bad." |
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225 |
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226 .B "{ " "An arrow trap. Loss of hit points." |
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227 |
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228 .B "} " "A bear trap. Holds you for awhile." |
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229 |
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230 .B "~ " "A teleportation trap. Teleports you to a random room." |
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231 |
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232 .B "` " "A dart trap. Loss of strength." |
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233 |
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234 .B "$ " "A sleeping gas trap, watch out for these." |
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235 |
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236 .B "> " "A trap door leading down to the next level." |
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237 |
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238 .B "^ " "A flee market to exchange gold for objects, or vice-versa." |
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239 |
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240 .B "\e " "A trap door that leads down to an invisible maze." |
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241 |
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242 \f3"\f1 A magical pool that does strange things to wielded objects. |
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243 |
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244 .B "% " "The staircase leading down to the next level." |
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245 |
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246 .B ": " "A piece of food or zany fruit." |
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247 |
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248 .B ", AMULET OF YENDOR." |
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249 |
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250 .B "a-Z " "There are 52 inhabitants of the Dungeons of Doom." |
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251 .DE |
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252 .bp |
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253 .H 1 COMMANDS |
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254 .P |
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255 Commands are given to rogue by pressing single letters. Some commands can |
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256 be preceded by a count to repeat them |
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257 (i.e. typing \f310s\f1 will do ten searches) |
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258 The list of commands is rather long, but it can be read at any time during |
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259 the game with the \f3?\f1 command. Here it is for reference, with a short |
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260 explanation of each command: |
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261 .SP |
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262 .DS |
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263 \f3?\f1 The help command. Asks for a character to give help on. |
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264 If you type a \f3*\f1, it will list all the commands, otherwise |
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265 it will explain what the character you type does. |
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266 |
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267 \f3/\f1 This is the \f3What is that on the screen\f1? command. |
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268 A \f3/\f1 followed by any character that you see on the level, |
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269 will tell you what that character is. For instance, typing |
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270 \f3/@\f1 will tell you that the \f3@\f1 symbol represents you, |
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271 the player. |
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272 |
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273 \f3h, H\f1 Move left. You move one space to the left. If you use |
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274 upper case, \f3H,\f1 you will continue to move left until you |
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275 run into something. This works for all movement commands. |
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276 (i.e. \f3L\f1 means run in direction \f3l\f1) |
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277 |
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278 .B "j, J " "Move down." |
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279 |
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280 .B "k, K " "Move up." |
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281 |
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282 .B "l, L " "Move right." |
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283 |
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284 .B "y, Y " "Move diagonally up and left." |
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285 |
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286 .B "u, U " "Move diagonally up and right." |
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287 |
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288 .B "b, B " "Move diagonally down and left." |
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289 |
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290 .B "n, N " "Move diagonally down and right." |
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291 |
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292 \f3f\f1 Find prefix. When followed by a direction it means to |
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293 continue moving in the specified direction until you pass |
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294 something interesting or run into a wall. |
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295 |
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296 \f3t\f1 Throw an object. This is a prefix command. Follow it |
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297 with a direction and you throw an object in the specified |
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298 direction. (i.e. type \f3th\f1 to throw something left.) |
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299 |
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300 \f3p\f1 Zap an object with a staff or wand. This is a prefix |
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301 command. Follow it with a direction and you will zap in the |
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302 specified direction. (i.e. type \f3ph\f1 to zap something left.) |
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303 .DE |
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304 .bp |
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305 .DS |
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306 \f3z\f1 Zap an object with no direction. This means that you |
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307 could be zapped with it as well. |
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308 |
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309 .B "D " "Dip an object in the magic pool." |
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310 |
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311 \f3>\f1 If you are standing over the passage down to the next |
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312 level, this command means to climb down. |
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313 |
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314 \f3<\f1 If you have found the \f3Amulet of Yendor\f1, then |
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315 you have the ability to climb back up a level, hopefully on |
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316 your way out. |
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317 |
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318 \f3s\f1 Search for traps and secret doors. Examine each space |
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319 immediately adjacent to you for the existence of a trap or |
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320 secret door. There is a large chance that even if there is |
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321 something there, you won't find it so you might have to |
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322 search a while before you find something. |
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323 |
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324 .B "\. " "Rest. This is the \f3do nothing\f1 command. This is |
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325 good for waiting and healing." |
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326 |
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327 .B "i " "Inventory. List what you are carrying in your pack." |
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328 |
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329 \f3I\f1 Selective inventory. Tells you what a single item in |
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330 your pack is. |
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331 |
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332 .B "q " "Quaff. Drink one of the potions you are carrying." |
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333 |
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334 .B "r " "Read. Read one of the scrolls in your pack." |
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335 |
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336 .B "e " "Eat food. Take some food out of your pack and eat it." |
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337 |
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338 \f3w\f1 Wield a weapon. Take a weapon out of your pack and carry |
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339 it. You must be wielding a weapon to use it (except to |
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340 throw things). To fire an arrow, you must wield the bow. |
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341 You can only wield one weapon at a time. |
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342 |
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343 \f3W\f1 Wear armor. Take a piece of armor out of your pack and |
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344 put it on. You can only wear one suit of armor at a time. |
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345 |
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346 .B "T " "Take armor off. You can't remove armor that is cursed." |
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347 |
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348 \f3P\f1 Put a ring on your finger. You can only wear two rings |
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349 at a time. |
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350 |
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351 \f3R\f1 Remove a ring from your finger. Cursed rings are hard |
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352 to remove. |
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353 |
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354 \f3d\f1 Drop an object. Take something out of your pack and |
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355 leave it lying on the floor. Only one object can occupy |
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356 each space. |
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357 .DE |
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358 .bp |
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359 .DS |
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360 \f3O\f1 Examine and set options. This command is further |
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361 explained in the section on options. |
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362 |
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363 \f3^l\f1 Redraws the screen. Useful if spurious messages or |
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364 transmission errors have messed up the display. |
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365 |
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366 \f3^r\f1 Repeat last message. Useful when a message disappears |
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367 before you can read it. |
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368 |
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369 .B "^[ " "This is the escape key. This will cancel the last command." |
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370 |
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371 \f3a\f1 Reports your encumbrance. This is the weight factor of |
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372 your pack. The heavier your pack is weighted down with |
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373 objects, the less effective you are in an attack and the |
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374 more food you'll eat. |
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375 |
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376 .B "c " "Call an object. You can call an object anything you like." |
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377 |
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378 .B "v " "Prints the program version number." |
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379 |
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380 .B "Q " "Quit. Leave the game. This is the chicken-way out." |
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381 |
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382 \f3!\f1 This is the shell escape key. Use this to get back to |
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383 shell level. To get back to the game, just hit \f3^d\f1. |
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384 |
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385 \f3S\f1 Save the current game in a file. Rogue won't let |
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386 you start up a copy of a saved game, and it removes the |
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387 save file as soon as you start up a restored game. This |
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388 is to prevent people from saving a game just before a |
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389 dangerous position and then restarting it, if they die. |
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390 Sorry no linking, copying, moving, or anything. |
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391 .DE |
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392 .bp |
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393 .H 1 "DEALING WITH OBJECTS" |
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394 .P |
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395 When you find something in the dungeon, it is common to want to pick the |
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396 object up. This is accomplished in rogue by walking over the object. |
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397 If you are carrying too many things, you won't be able to pick the |
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398 object up. Otherwise, the object will be added to your pack and you |
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399 will be notified of what you just picked up. |
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400 .P |
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401 Many of the commands that operate on objects must prompt you to find |
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402 out which object you want to use. |
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403 If you change your mind and don't want to |
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404 do that command after all, just press an \f3escape\f1 key and the command |
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405 will be aborted. |
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406 .H 1 ROOMS |
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407 .P |
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408 Rooms in the dungeons are either lit or dark. |
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409 If you walk into a lit room, |
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410 the entire room will be drawn on the screen as soon as you enter. If you |
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411 walk into a dark room, you will only be able to see the spaces immediately |
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412 next to you. |
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413 Upon leaving a dark room, all objects inside the room are |
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414 removed from the screen. |
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415 .H 1 FIGHTING |
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416 .P |
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417 If you see a monster and you wish to fight it, just attempt to run into it. |
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418 You also may throw things at it or zap it with a wand or staff. |
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419 Many times a monster you find will mind its own business unless you attack |
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420 it. It is often the case that discretion is the better part of valor. |
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421 .P |
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422 Smart monsters have the ability to run when they realize that their |
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423 lives are endangered. This will be denoted that you have wounded |
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424 the monster. |
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425 .P |
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426 Monsters will avoid lit traps. You can use this to your |
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427 advantage, if you figure out how. If the traps are not lit, they can |
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428 fall through them as you would. The hard part is trying to get them to |
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429 fall through a trap that you don't know is there. |
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430 .bp |
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431 .H 1 ARMOR |
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432 .P |
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433 There are various sorts of armor lying around in the dungeon. Some of it |
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434 is enchanted, some is cursed and some is just normal. Different armor |
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435 types have different armor classes. The lower the armor class, the |
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436 more protection the armor affords against the blows of monsters. |
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437 If a piece of armor is enchanted or |
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438 cursed, its armor class will be higher or lower than normal. Here is |
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439 a list of the various armor types and their normal armor class: |
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440 .DS 3 |
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441 .TS |
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442 box; |
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443 c|c |
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444 l|l. |
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445 TYPE CLASS |
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446 = |
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447 LEATHER ARMOR 8 |
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448 RING MAIL 7 |
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449 STUDDED LEATHER ARMOR 7 |
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450 SCALE MAIL 6 |
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451 PADDED ARMOR 6 |
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452 CHAIN MAIL 5 |
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453 SPLINT MAIL 4 |
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454 BANDED MAIL 4 |
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455 PLATE MAIL 3 |
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456 PLATE ARMOR 2 |
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457 .TE |
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458 .DE |
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459 .H 1 WEAPONS |
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460 .P |
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461 There may be many different types of weapons lying around in the dungeon, |
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462 probably left there when their previous owners ran into a monster they |
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463 couldn't handle. In order to fire arrows and crossbow bolts you must be |
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464 wielding the bow or the crossbow. Rocks are effective when thrown but |
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465 can be even more dangerous when hurled with a sling. Daggers can be used |
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466 as stabbing weapons or they can be thrown. Beware of cursed weapons, |
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467 they will not work as well as normal or enchanted weapons and once you |
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468 wield them, you will be stuck with them until you can get the curse |
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469 removed. Staffs and wands are special weapons. They need not be |
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470 wielded for you to use them. |
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471 .bp |
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472 .H 1 "POTIONS AND SCROLLS" |
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473 .P |
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474 Left by the wizard Yendor, the potions and scrolls found in the dungeon |
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475 constitute a mixed blessing. By drinking or reading these magical items, |
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476 the intelligent adventurer can greatly increase his chances of survival. |
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477 A few of them can backfire on the unwary rogue, causing everything from |
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478 a weakening sickness to the creation of an angry monster. |
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479 .H 1 OPTIONS |
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480 .P |
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481 Due to variations in personal tastes and conceptions of the way rogue |
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482 should do things, there are a set of options you can set that cause |
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483 rogue to behave in various different ways. |
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484 .H 2 "SETTING THE OPTIONS" |
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485 .P |
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486 There are basically two ways to set the options. The first is with the |
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487 \f3O\f1 command of rogue, the second is with the \f3ROGUEOPTS\f1 environment |
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488 variable. |
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489 .H 2 "USING THE O COMMAND" |
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490 .P |
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491 When you press \f3O\f1 in rogue, it clears the screen and displays the |
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492 current settings for all the options. |
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493 It then places the cursor by the value of the |
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494 first option and waits for you to type. |
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495 You can type a \f3RETURN\f1 which means to |
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496 go to the next option, a \f3-\f1 which means to go to the previous option, |
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497 an escape which means to return to the game, or you can give the option a |
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498 value. For string options, type the new value followed by a return. |
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499 .H 2 "USING THE ROGUEOPTS VARIABLE" |
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500 .P |
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501 The \f3ROGUEOPTS\f1 variable is a string containing a comma |
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502 separated list of initial values for the various options. |
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503 Thus to set up an environment variable so that the name is |
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504 set to \f3Rapid Robert\f1, the fruit is \f3cherry\f1, |
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505 and your save file is \f3fun\f1, use the command: |
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506 .SP 2 |
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507 .DS |
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508 ROGUEOPTS="name=Rapid Robert,fruit=cherry,file=fun" |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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509 export ROGUEOPTS |
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510 .DE |
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511 .bp |
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512 .H 2 "OPTION LIST" |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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513 .P |
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diff
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514 Here is a list of the options and an explanation for each one. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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515 The default value for each is enclosed in square brackets: |
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|
516 .BL |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
517 .LI |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
518 .B "NAME [LOGIN NAME]" |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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519 This is the name of your character. It is used if you get on the top ten |
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|
520 scorer's list. It should be less than eighty characters long. |
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|
521 .LI |
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diff
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|
522 .B "FRUIT [JUICY-FRUIT]" |
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523 This should hold the name of a |
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parents:
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|
524 fruit that you enjoy eating. It is basically |
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elwin
parents:
diff
changeset
|
525 a whimsy that the program uses in a couple of places. |
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526 .LI |
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527 .B "FILE [.ROGUE.SAVE]" |
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528 The default file name for saving the game. If your phone is hung up by |
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529 accident, rogue will automatically save the game in this file. The |
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530 file name may contain the special character \f3~\f1 which expands to be |
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|
531 your home directory. |
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532 .LE |
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parents:
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|
533 .H 1 "SAVED GAMES" |
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|
534 .P |
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535 This is how one would restore a saved game: |
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parents:
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536 .SP |
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parents:
diff
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|
537 .DS 1 |
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parents:
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538 .B "rogue .rogue.save" |
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539 .DE |
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parents:
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changeset
|
540 .SP |
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541 This is how one would read the top ten score list of rogue: |
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parents:
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542 .SP |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
543 .DS 1 |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
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|
544 .B "rogue -s" |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
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|
545 .DE |
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parents:
diff
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|
546 .SP |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
547 .bp |
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parents:
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|
548 .H 1 SYNOPSIS |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
549 .B Rogue |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
550 is a video oriented game with the object being to survive the attacks |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
551 of various monsters and gather a lot of gold. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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552 To get started, you really only need to know two commands. The command |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
553 .B ? |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
554 will give you a list of the available commands and the command |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
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changeset
|
555 .B / |
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elwin
parents:
diff
changeset
|
556 will identify the things you see on the screen. |
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parents:
diff
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|
557 .P |
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parents:
diff
changeset
|
558 To win the game (as opposed to merely playing to beat other people high |
2128c7dc8a40
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elwin
parents:
diff
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|
559 scores) you must locate the |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
560 .B "Amulet of Yendor" |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
561 which is somewhere below |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
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|
562 the \f335th\f1 level of the dungeon and get it out. |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
563 .P |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
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|
564 When the game ends, either by your death, when you chicken-out by |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
565 quitting, or if you (by some miracle) manage to win, |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
566 .B rogue |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
567 will give you a list of what was in your pack and |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
568 will give you a list of the top ten scorers. The scoring is based |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
569 upon how much gold you get. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
570 If for some reason you manage to win, then the stuff in your |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
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571 pack is also worth points. The better the stuff, the more points you'll |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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572 get. There is a \f310%\f1 penalty for getting yourself killed. |
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diff
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|
573 .H 1 ACKNOWLEDGEMENTS |
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diff
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|
574 Rogue was originally conceived of by Glenn Wichman and Michael Toy. The |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
575 version of Super-Rogue 9.0 has been established |
2128c7dc8a40
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elwin
parents:
diff
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576 through the persistence of a co-worker, who would like to remain nameless. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
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577 He conceived the idea of 52 monsters, magic pools, the Flea Market, |
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578 and mazes. Many bug fixes and joys of Super-Rogue 9.0 wouldn't |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
579 be here without the savage attack that he has put on this game. |
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|
580 .H 1 FILES |
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parents:
diff
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|
581 .BL |
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parents:
diff
changeset
|
582 .LI |
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parents:
diff
changeset
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583 \f3srogue:\f1 Rogue game (object) |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
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584 .LI |
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parents:
diff
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585 \f3Rogue score file search for as follows:\f1 |
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586 \f3$ROGUEHOME/srogue.scr \f1 |
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diff
changeset
|
587 .br |
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|
588 \f3/var/games/roguelike/srogue.scr \f1 |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
589 .br |
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parents:
diff
changeset
|
590 \f3/var/lib/roguelike/srogue.scr \f1 |
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parents:
diff
changeset
|
591 .br |
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parents:
diff
changeset
|
592 \f3/var/roguelike/srogue.scr \f1 |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
593 .br .br |
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parents:
diff
changeset
|
594 \f3/usr/games/lib/srogue.scr \f1 |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
595 .br |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
596 \f3/games/roguelik/srogue.scr \f1 |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
597 .br |
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parents:
diff
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|
598 \f3srogue.scr:\f1 |
2128c7dc8a40
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parents:
diff
changeset
|
599 .LI |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
600 \f3srogue.sav (user defineable):\f1 Rogue save file |
2128c7dc8a40
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parents:
diff
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|
601 .LE |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
602 .H 1 BUGS |
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parents:
diff
changeset
|
603 As of the release of this memo, there are no known bugs. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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changeset
|
604 Going past level 500 would be suicidal. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
605 .bp |
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parents:
diff
changeset
|
606 .H 1 "SHORT REFERENCE OF COMMANDS" |
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parents:
diff
changeset
|
607 .DS |
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parents:
diff
changeset
|
608 \f9 |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
609 ? prints help / identify object |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
610 h left H run left |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
611 j down J run down |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
612 k up K run up |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
613 l right L run right |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
614 y up & left Y run up & left |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
615 u up & right U run up & right |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
616 b down & left B run down & left |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
617 n down & right N run down & right |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
618 i inventory pack I one item inventory |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
619 w wield a weapon W wear armor |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
620 a encumbrance O examine/set options |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
621 c call object R remove ring |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
622 d drop object P put on ring |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
623 e eat food T take armor off |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
624 q quaff potion Q quit game |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
625 r read a scroll S save game |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
626 v program version number D dip object in magic pool |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
627 z zap a wand or staff s search for traps |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
|
628 t <dir> throw something f <dir> forward until find |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
629 p <dir> directional zap \. rest for a while |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
630 > go down a staircase < go up a staircase |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
631 ^r repeat last message ^l redraw screen |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
632 ^[ cancel last command ^d return from shell |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
633 ! escape to shell |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
634 \f1 |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
635 .DE |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
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changeset
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