Mercurial > hg > early-roguelike
annotate srogue/rogue.nr @ 260:b80e1bf4eaec
UltraRogue: don't overwrite the savefile name when restoring.
author | John "Elwin" Edwards |
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date | Thu, 09 Feb 2017 20:13:25 -0500 |
parents | 2128c7dc8a40 |
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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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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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513 .P |
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514 Here is a list of the options and an explanation for each one. |
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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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|
517 .LI |
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518 .B "NAME [LOGIN NAME]" |
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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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522 .B "FRUIT [JUICY-FRUIT]" |
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523 This should hold the name of a |
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524 fruit that you enjoy eating. It is basically |
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parents:
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|
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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|
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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536 .SP |
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|
537 .DS 1 |
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538 .B "rogue .rogue.save" |
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539 .DE |
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540 .SP |
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541 This is how one would read the top ten score list of rogue: |
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542 .SP |
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|
543 .DS 1 |
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544 .B "rogue -s" |
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parents:
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|
545 .DE |
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|
546 .SP |
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|
547 .bp |
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parents:
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|
548 .H 1 SYNOPSIS |
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|
549 .B Rogue |
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|
550 is a video oriented game with the object being to survive the attacks |
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551 of various monsters and gather a lot of gold. |
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552 To get started, you really only need to know two commands. The command |
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parents:
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|
553 .B ? |
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parents:
diff
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|
554 will give you a list of the available commands and the command |
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|
555 .B / |
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parents:
diff
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|
556 will identify the things you see on the screen. |
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|
557 .P |
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|
558 To win the game (as opposed to merely playing to beat other people high |
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|
559 scores) you must locate the |
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parents:
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|
560 .B "Amulet of Yendor" |
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|
561 which is somewhere below |
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|
562 the \f335th\f1 level of the dungeon and get it out. |
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|
563 .P |
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564 When the game ends, either by your death, when you chicken-out by |
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565 quitting, or if you (by some miracle) manage to win, |
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|
566 .B rogue |
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diff
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|
567 will give you a list of what was in your pack and |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
568 will give you a list of the top ten scorers. The scoring is based |
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parents:
diff
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|
569 upon how much gold you get. |
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diff
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|
570 If for some reason you manage to win, then the stuff in your |
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571 pack is also worth points. The better the stuff, the more points you'll |
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572 get. There is a \f310%\f1 penalty for getting yourself killed. |
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|
573 .H 1 ACKNOWLEDGEMENTS |
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574 Rogue was originally conceived of by Glenn Wichman and Michael Toy. The |
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|
575 version of Super-Rogue 9.0 has been established |
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576 through the persistence of a co-worker, who would like to remain nameless. |
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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 |
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|
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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581 .BL |
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diff
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|
582 .LI |
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583 \f3srogue:\f1 Rogue game (object) |
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584 .LI |
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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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|
587 .br |
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588 \f3/var/games/roguelike/srogue.scr \f1 |
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|
589 .br |
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|
590 \f3/var/lib/roguelike/srogue.scr \f1 |
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|
591 .br |
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|
592 \f3/var/roguelike/srogue.scr \f1 |
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|
593 .br .br |
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|
594 \f3/usr/games/lib/srogue.scr \f1 |
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diff
changeset
|
595 .br |
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|
596 \f3/games/roguelik/srogue.scr \f1 |
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|
597 .br |
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|
598 \f3srogue.scr:\f1 |
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|
599 .LI |
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|
600 \f3srogue.sav (user defineable):\f1 Rogue save file |
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|
601 .LE |
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|
602 .H 1 BUGS |
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|
603 As of the release of this memo, there are no known bugs. |
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|
604 Going past level 500 would be suicidal. |
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parents:
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|
605 .bp |
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|
606 .H 1 "SHORT REFERENCE OF COMMANDS" |
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|
607 .DS |
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|
608 \f9 |
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parents:
diff
changeset
|
609 ? prints help / identify object |
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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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|
610 h left H run left |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
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|
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)
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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
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elwin
parents:
diff
changeset
|
615 u up & right U run up & right |
2128c7dc8a40
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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
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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
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elwin
parents:
diff
changeset
|
623 e eat food T take armor off |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
624 q quaff potion Q quit game |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
625 r read a scroll S save game |
2128c7dc8a40
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elwin
parents:
diff
changeset
|
626 v program version number D dip object in magic pool |
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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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diff
changeset
|
628 t <dir> throw something f <dir> forward until find |
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elwin
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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
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|
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
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|
633 ! escape to shell |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
634 \f1 |
2128c7dc8a40
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parents:
diff
changeset
|
635 .DE |
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parents:
diff
changeset
|
636 |