1 | =head1 Crossfire TRT Command ListingX<command> |
1 | =head1 Deliantra Command ListingX<command> |
2 | |
2 | |
3 | =head2 accept-invitation |
3 | =head2 accept-invitation |
4 | |
4 | |
5 | Accepts an invitation previously issued by another player using the invite |
5 | Accepts an invitation previously issued by another player using the invite |
6 | command. This will transfer you to the location you were invited to. |
6 | command. This will transfer you to the location you were invited to. |
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26 | |
26 | |
27 | These two options disable the toggling feature. |
27 | These two options disable the toggling feature. |
28 | |
28 | |
29 | =head2 X<applymode>applymode (nochoice|never|always) |
29 | =head2 X<applymode>applymode (nochoice|never|always) |
30 | |
30 | |
31 | Applymode controls what happens when you are equipping something that would |
31 | the C<applymode> controls what happens when you are equipping something that would |
32 | require something else to be unequipped. |
32 | require something else to be unequipped. |
33 | |
33 | |
34 | The options are: |
34 | The options are: |
35 | |
35 | |
36 | =over 4 |
36 | =over 4 |
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69 | |
69 | |
70 | See L<apply|command/apply>. |
70 | See L<apply|command/apply>. |
71 | |
71 | |
72 | =head2 body |
72 | =head2 body |
73 | |
73 | |
74 | Shows how much you are wielding on certain bodyparts. For example as |
74 | Shows how much (and what) you are wielding on certain body parts. |
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75 | |
75 | fireborn, you have 4 fingers to put rings on. If you have 3 rings on it will |
76 | For example as fireborn, you have 4 fingers to put rings on. If you have |
76 | say: "on your finger 3 1", meaning you have 3 fingers full and one free. |
77 | 3 rings on it will say: "on your finger 3 1", meaning you have 3 fingers |
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78 | full and one free. |
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79 | |
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80 | Both items as well as skills and other more esoteric objects can use those |
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81 | body parts. |
77 | |
82 | |
78 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
83 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
79 | |
84 | |
80 | Bowmode controls how you will fire arrows and bolts. |
85 | The C<bowmode> controls how you will fire arrows and bolts. |
81 | |
86 | |
82 | The options are: |
87 | The options are: |
83 | |
88 | |
84 | =over 4 |
89 | =over 4 |
85 | |
90 | |
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110 | |
115 | |
111 | When you enter the B<brace> command to brace your character, your |
116 | When you enter the B<brace> command to brace your character, your |
112 | character will no longer move. It can still attack adjoining |
117 | character will no longer move. It can still attack adjoining |
113 | spaces. Bracing can be useful to hold a location. |
118 | spaces. Bracing can be useful to hold a location. |
114 | |
119 | |
115 | When you are braced, you lose your dex bonus and incur a 2 point |
120 | When you are braced, you lose your Dex bonus and incur a 2 point |
116 | ac penalty beyond that (if you have a negative dex bonus, you may in |
121 | ac penalty beyond that (if you have a negative Dex bonus, you may in |
117 | fact come out ahead. You also only get 20% of the normal experience |
122 | fact come out ahead. You also only get 20% of the normal experience |
118 | for killing creatures, and incure a 4 point wc (to hit) penalty. |
123 | for killing creatures, and incur a 4 point WC (to hit) penalty. |
119 | |
124 | |
120 | =head2 chat |
125 | =head2 chat |
121 | |
126 | |
122 | chat <message> |
127 | chat <message> |
123 | |
128 | |
124 | Sends a message to all players on the server that have |
129 | Sends a message to all players on the server. This is the normal way to |
125 | L<listen|command/listen> level B<10> or higher. |
130 | chat with others. |
126 | |
131 | |
127 | =head2 cast |
132 | =head2 cast |
128 | |
133 | |
129 | You use the cast command to set your range-weapon to the spell you |
134 | You use the cast command to set your range-action-slot to the spell you |
130 | want. Example: |
135 | want. Example: |
131 | |
136 | |
132 | cast burning hands |
137 | cast burning hands |
133 | |
138 | |
134 | sets your I<range> weapon to B<spell: burning hands>. |
139 | sets your I<range> slot to B<spell: burning hands>. |
135 | |
140 | |
136 | If you don't know the spell, shows which spells you do know. |
141 | If you don't know the spell, shows which spells you do know. |
137 | |
142 | |
138 | It is helpful to bind string like B<cast burning hands> to keys. |
143 | It is helpful to bind string like B<cast burning hands> to keys. |
139 | |
144 | |
140 | See B<range> for more information on range weapons. |
145 | See C<help range> for more information on range weapons. |
141 | |
146 | |
142 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
147 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
143 | |
148 | |
144 | drop [number] name |
149 | drop [number] name |
145 | |
150 | |
146 | B<name> is the name of the item(s) to drop. It may match multiple items. |
151 | B<name> is the name of the item(s) to drop. It may match multiple items. |
147 | The name is matched against the start of the objects in your inventory. |
152 | An object name matches when it contains the name. The name matching is |
148 | The name matching is case insensitive. |
153 | case insensitive. |
149 | |
154 | |
150 | There are a few special name values: |
155 | There are a few special name values: |
151 | |
156 | |
152 | =over 4 |
157 | =over 4 |
153 | |
158 | |
154 | =item B<all> |
159 | =item B<all>: matches any item. |
155 | |
160 | |
156 | matches any item. |
161 | =item B<unpaid>: matches unpaid items. |
157 | |
162 | |
158 | =item B<unpaid> |
163 | =item B<cursed>: drops items known to be cursed or damned. |
159 | |
164 | |
160 | matches unpaid items |
165 | =item B<unlocked>: drops items not locked in your inventory. |
161 | |
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162 | =item B<cursed> |
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163 | |
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164 | drops items known to be cursed or damned. |
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165 | |
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166 | =item B<unlocked> |
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167 | |
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168 | drops items not locked in your inventory |
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169 | |
166 | |
170 | =back |
167 | =back |
171 | |
168 | |
172 | B<number> is optional. This acts as the number of the object to drop. The |
169 | B<number> is optional. This acts as the number of the object to drop. The |
173 | objects number must be at least the number for it to be dropped. For |
170 | objects number must be at least the number for it to be dropped. For |
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294 | Do not show the hints themselves, but notify you when a hint would have |
291 | Do not show the hints themselves, but notify you when a hint would have |
295 | been available. |
292 | been available. |
296 | |
293 | |
297 | =item hide |
294 | =item hide |
298 | |
295 | |
299 | Hide all hints: You will not be able to tell wether there is a hint |
296 | Hide all hints: You will not be able to tell whether there is a hint |
300 | available or not. |
297 | available or not. |
301 | |
298 | |
302 | =back |
299 | =back |
303 | |
300 | |
304 | =head2 hiscore |
301 | =head2 hiscore |
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312 | Lists all players that you currently ignore. |
309 | Lists all players that you currently ignore. |
313 | |
310 | |
314 | ignore <player> <tell|shout|all> [timeout] |
311 | ignore <player> <tell|shout|all> [timeout] |
315 | |
312 | |
316 | This command ignores the specified messages (B<tell> ignores tells, |
313 | This command ignores the specified messages (B<tell> ignores tells, |
317 | B<shout> ignores chat and shout and all ignores everything from the given |
314 | B<shout> ignores chat and shout and B<all> ignores everything from the given |
318 | user). |
315 | user). |
319 | |
316 | |
320 | The optional timeout (specified in hours) specifies then the ignore entry |
317 | The optional timeout (specified in hours) specifies when the ignore entry |
321 | expires. The default is 24 (one day). The reason why all ignores expire |
318 | expires. The default is 24 (one day). The reason why all ignore entries |
322 | after a day by default is that most troublemakers stop soon after they are |
319 | expire after a day by default is that most troublemakers stop soon after |
323 | being ignored. |
320 | they are being ignored. |
324 | |
321 | |
325 | To revoke an ignore, use the B<unignore> command. |
322 | To revoke an ignore, use the B<unignore> command. |
326 | |
323 | |
327 | =head2 inventory |
324 | =head2 inventory |
328 | |
325 | |
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330 | status. Example: |
327 | status. Example: |
331 | |
328 | |
332 | inventory |
329 | inventory |
333 | |
330 | |
334 | Inventory: |
331 | Inventory: |
335 | - arrow 0.1 |
332 | - arrow 0.1 |
336 | - Knife * 2 |
333 | - Knife * 2 |
337 | - long sword (wielded) 15 |
334 | - long sword (wielded) 15 |
338 | |
335 | |
339 | This shows that you have one arrow which weighs 0.1kg and one Knife which you |
336 | This shows that you have one arrow which weighs 0.1kg and one Knife which you |
340 | protected from dropping by locking it as well as a long sword which you are |
337 | protected from dropping by locking it as well as a long sword which you are |
341 | currently using to attack. |
338 | currently using to attack. |
342 | |
339 | |
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378 | invoke magic rune of large fireball |
375 | invoke magic rune of large fireball |
379 | invoke reincarnation of Iamdead |
376 | invoke reincarnation of Iamdead |
380 | invoke create food of waybread |
377 | invoke create food of waybread |
381 | |
378 | |
382 | It is very helpful to bind healing spells to keys, for example go to your |
379 | It is very helpful to bind healing spells to keys, for example go to your |
383 | I<playerbook>, tab I<spells>, the press the right mosue button on the |
380 | I<playerbook>, tab I<spells>, the press the right mouse button on the |
384 | spell I<medium healing> and choose C<bind invoke ... to a key>. It is |
381 | spell I<medium healing> and choose C<bind invoke ... to a key>. It is |
385 | recommended to bind a healing spell or potion to an easily-accessible-key, |
382 | recommended to bind a healing spell or potion to an easily-accessible-key, |
386 | such as '1'. |
383 | such as '1'. |
387 | |
384 | |
388 | |
385 | |
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396 | they had will be left behind, but you will get no |
393 | they had will be left behind, but you will get no |
397 | experience for their death. However, it kills them |
394 | experience for their death. However, it kills them |
398 | instantaneously. |
395 | instantaneously. |
399 | |
396 | |
400 | If a name is specified then only pets with that |
397 | If a name is specified then only pets with that |
401 | name will be killed, eg killpets bat will kill bats |
398 | name will be killed, e.g. killpets bat will kill bats |
402 | but not bees. If a number is specified, the pet |
399 | but not bees. If a number is specified, the pet |
403 | corresponding to that number is killed. |
400 | corresponding to that number is killed. |
404 | |
401 | |
405 | =head2 listen |
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406 | |
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407 | listen <listen-level> |
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408 | |
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409 | Listen sets the level of messages you will hear. |
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410 | Priorities are defined as follows: |
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411 | |
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412 | 0 - Nothing, not even "You punch kobold." or "You say: hi". |
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413 | 1 - Only messages that have to do with yourself. |
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414 | 2 - Emergency calls from other users |
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415 | 10 - General chatter with the 'chat' command. |
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416 | 11 - See what players kill what monster with what attack/spell. Very |
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417 | verbose - only for the fanatics. |
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418 | |
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419 | =head2 logs |
402 | =head2 lock |
420 | |
403 | |
421 | TODO |
404 | lock [object] |
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405 | |
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406 | The lock command is a quick and convenient way to |
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407 | lock items in your inventory. |
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408 | |
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409 | If a object name is specified then only the |
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410 | objects that match that name are locked. |
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411 | e.g lock materials will lock any materials |
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412 | in your inventory and not touch anything else. |
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413 | |
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414 | lock by itself will lock everything in your |
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415 | inventory. |
422 | |
416 | |
423 | =head2 mapinfo |
417 | =head2 mapinfo |
424 | |
418 | |
425 | Shows some information about the map like this: |
419 | Shows some information about the map like this: |
426 | |
420 | |
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436 | The rest is information the mapper may or may not provide. Often, this is |
430 | The rest is information the mapper may or may not provide. Often, this is |
437 | the mapper's name, email and map creation date as this example shows. |
431 | the mapper's name, email and map creation date as this example shows. |
438 | |
432 | |
439 | =head2 maps |
433 | =head2 maps |
440 | |
434 | |
441 | [crossfire+] |
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442 | |
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443 | maps <mapname> |
435 | maps <mapname> |
444 | |
436 | |
445 | Shows a list of maps matching the regex <mapname> that are currently being |
437 | Shows a list of maps matching the regex <mapname> that are currently being |
446 | known to the server. The different fields are Pl, I, Svd, Reset and Path: |
438 | known to the server. The different fields are Pl, I, Svd, Reset and Path: |
447 | |
439 | |
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452 | =item I: B<I>n memory, B<S>wapped out or B<L>oading. |
444 | =item I: B<I>n memory, B<S>wapped out or B<L>oading. |
453 | |
445 | |
454 | The server keeps maps in memory only for a short time (by default about |
446 | The server keeps maps in memory only for a short time (by default about |
455 | 40 seconds). After that time, it saves them to disk. As the server loads |
447 | 40 seconds). After that time, it saves them to disk. As the server loads |
456 | most maps in the background it is possible that you can see a map that is |
448 | most maps in the background it is possible that you can see a map that is |
457 | currently being loaded, but thats rare, as loading a map is fast. |
449 | currently being loaded, but that's rare, as loading a map is fast. |
458 | |
450 | |
459 | =item Svd: the amount of seconds the map was last saved (++ means >99). |
451 | =item Svd: the amount of seconds the map was last saved (++ means >99). |
460 | |
452 | |
461 | The server by default tries to save each map at least every 20 seconds if |
453 | The server by default tries to save each map at least every 20 seconds if |
462 | it changed, so in case of a disastrous crash (one where the server cannot |
454 | it changed, so in case of a disastrous crash (one where the server cannot |
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465 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
457 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
466 | |
458 | |
467 | Most maps will not reset as long as players are on it, and usually the |
459 | Most maps will not reset as long as players are on it, and usually the |
468 | reset counter only starts going down when all players left the map. Some |
460 | reset counter only starts going down when all players left the map. Some |
469 | maps will never reset in the common sense, these are usually marked with a |
461 | maps will never reset in the common sense, these are usually marked with a |
470 | very high number (sucha s C<1e+99>). |
462 | very high number (such as C<1e+99>). |
471 | |
463 | |
472 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
464 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
473 | |
465 | |
474 | =back |
466 | =back |
475 | |
467 | |
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489 | mark sword |
481 | mark sword |
490 | |
482 | |
491 | B<mark> will look for best match first, and then look for matches based |
483 | B<mark> will look for best match first, and then look for matches based |
492 | on shortened name, object name, archetype name. It prints the match it |
484 | on shortened name, object name, archetype name. It prints the match it |
493 | finds. |
485 | finds. |
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486 | |
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487 | =head2 me |
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488 | |
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489 | me <message> |
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490 | |
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491 | Sends a message to all players on the server, similar to chat, but instead |
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492 | of using C<name chats: message>, the form C<* name message> is used, which |
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493 | is useful to describe yourself, such as: |
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494 | |
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495 | me feels lonely |
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496 | => |
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497 | * schmorp feels lonely |
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498 | |
494 | |
499 | |
495 | =head2 motd |
500 | =head2 motd |
496 | |
501 | |
497 | Shows the message of the day. It takes no arguments. |
502 | Shows the message of the day. It takes no arguments. |
498 | |
503 | |
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505 | message '10 times you kill orc' would be printed out. The default value is |
510 | message '10 times you kill orc' would be printed out. The default value is |
506 | 1 - this means that all messages get printed out as they are requested - |
511 | 1 - this means that all messages get printed out as they are requested - |
507 | buffering is disabled in this regard. |
512 | buffering is disabled in this regard. |
508 | |
513 | |
509 | output-sync controls how often information is sent to the screen. Each |
514 | output-sync controls how often information is sent to the screen. Each |
510 | buffer has its own time value, and will be flushed independantly. The |
515 | buffer has its own time value, and will be flushed independently. The |
511 | default value is usually less than a second. |
516 | default value is usually less than a second. |
512 | |
517 | |
513 | See also L<output-sync>. |
518 | See also L<output-sync>. |
514 | |
519 | |
515 | =head2 output-rate |
520 | =head2 output-rate |
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531 | =head2 output-sync |
536 | =head2 output-sync |
532 | |
537 | |
533 | output-sync [seconds] |
538 | output-sync [seconds] |
534 | |
539 | |
535 | output-sync controls how often information is sent to the screen. Each |
540 | output-sync controls how often information is sent to the screen. Each |
536 | buffer has its own time value, and will be flushed independantly. The |
541 | buffer has its own time value, and will be flushed independently. The |
537 | default value is usually less than a second. |
542 | default value is usually less than a second. |
538 | |
543 | |
539 | output-count sets after how many messages of the same type, they are |
544 | output-count sets after how many messages of the same type, they are |
540 | then printed out. If the value was 10, then after killing ten orcs, the |
545 | then printed out. If the value was 10, then after killing ten orcs, the |
541 | message '10 times you kill orc' would be printed out. The default value is |
546 | message '10 times you kill orc' would be printed out. The default value is |
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570 | party leave |
575 | party leave |
571 | takes you out of current party |
576 | takes you out of current party |
572 | |
577 | |
573 | =head2 peaceful |
578 | =head2 peaceful |
574 | |
579 | |
575 | TODO: rework for cf.schmorp.de, intended future behaviour is to toggle |
580 | TODO: rework for deliantra, intended future behaviour is to toggle |
576 | peaceful mode with regards to npc and monsters only, not with regards to |
581 | peaceful mode with regards to npc and monsters only, not with regards to |
577 | players (which will be controlled by priests). |
582 | players (which will be controlled by priests). |
578 | |
583 | |
579 | The B<peaceful> command will switch you between peaceful and hostile attack |
584 | The B<peaceful> command will switch you between peaceful and hostile attack |
580 | modes. |
585 | modes. |
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602 | |
607 | |
603 | =over 4 |
608 | =over 4 |
604 | |
609 | |
605 | =item B<normal> |
610 | =item B<normal> |
606 | |
611 | |
607 | As you would expect. |
612 | Monsters behave normally, i.e. according to their own character. |
608 | |
613 | |
609 | =item B<sad> (search and destroy) |
614 | =item B<sad> (search and destroy) |
610 | |
615 | |
611 | Pets will roam and seek out things to attack. |
616 | Pets will roam and seek out things to attack. |
612 | |
617 | |
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620 | |
625 | |
621 | =back |
626 | =back |
622 | |
627 | |
623 | =head2 pickup |
628 | =head2 pickup |
624 | |
629 | |
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630 | pickup +mode |
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631 | pickup -mode |
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632 | pickup density |
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633 | |
625 | B<pickup> changes how you pick up items when you step on them. to pickup |
634 | B<pickup> changes whether you pick up items when you step on them. To |
626 | an item manually, use the ',' key. |
635 | pickup an item manually, use the ',' key. |
627 | |
636 | |
628 | Mode 0: Don't pick up items. |
637 | The B<Pickup> tab in the playerbook is usually a better way to modify your |
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638 | autopickup settings than using this command. |
629 | |
639 | |
630 | Mode 1: Pick up one item |
640 | Mode can be one of: |
631 | |
641 | |
632 | Mode 2: Pickup up one item and stop |
642 | "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", |
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643 | "arrow", "helmet", "shield", "armour", "boots", "gloves", "cloak", |
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644 | "key", "missile", "allweapon", "magical", "potion", "spellbook", |
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645 | "skillscroll", "readables", "magicdevice", "notcursed", "jewels", |
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646 | "flesh" |
633 | |
647 | |
634 | Mode 3: Stop before picking up items |
648 | If a number (C<density>, must be 0..15) is specified, then items of at |
635 | |
649 | least the specified value density are picked up. Value density is given as |
636 | Mode 4: Pick up all items |
650 | gold/weight in kilograms. |
637 | |
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638 | Mode 5: Pick up all items and stop |
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639 | |
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640 | Mode 6: Pick up all magical items |
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641 | |
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642 | Mode 7: Pick up all coins and gems |
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643 | |
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644 | Modes above 7: Pickup items with |
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645 | a value density greater than the pickup mode. |
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646 | |
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647 | Value density is value in gold/weight in kilograms. |
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648 | |
651 | |
649 | The value in gold is what the item is worth if you sold it in the shop. |
652 | The value in gold is what the item is worth if you sold it in the shop. |
650 | |
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651 | Goldcoins have a value density of 66, |
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652 | |
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653 | Density 10 will pickup silver, gold, rings, wands, books, and scrolls. |
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654 | Artifacts are also picked up. |
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655 | |
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656 | |
653 | |
657 | =head2 prepare |
654 | =head2 prepare |
658 | |
655 | |
659 | The same as cast. Usage: |
656 | The same as cast. Usage: |
660 | |
657 | |
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699 | |
696 | |
700 | If either of the names contain spaces, you have to use the C<">-form, |
697 | If either of the names contain spaces, you have to use the C<">-form, |
701 | otherwise you can just write the name as-is. If you omit the old name, the |
698 | otherwise you can just write the name as-is. If you omit the old name, the |
702 | marked item will be used instead. |
699 | marked item will be used instead. |
703 | |
700 | |
704 | If the new name is empty (i.e. C<"">), then the original (unrenamed) name |
701 | If the new name is empty (i.e. C<"">), then the original (before the |
705 | will be restored. |
702 | rename) name will be restored. |
706 | |
703 | |
707 | Note: maximum allowed name length is 127 characters. |
704 | Note: maximum allowed name length is 127 characters. |
708 | |
705 | |
709 | |
706 | |
710 | =head2 resistances |
707 | =head2 resistances |
… | |
… | |
750 | |
747 | |
751 | =head2 search-items |
748 | =head2 search-items |
752 | |
749 | |
753 | search-items <word> |
750 | search-items <word> |
754 | |
751 | |
755 | Automatically picks up all items with <word> in their name. search-items rod |
752 | Automatically picks up all items with <word> in their name. C<search-items |
756 | will pick up all rods and heavy rods. search-items of Fire will pick up all |
753 | rod> will pick up all rods and heavy rods. C<search-items of fire> will |
757 | bolts, arrows, swords, etc. of Fire. |
754 | pick up all bolts, arrows, swords, etc. of Fire, C<search-items magic+1> |
|
|
755 | will pick up all items with magic+1, and so on, and so on. |
|
|
756 | |
|
|
757 | You can also specify C<all> (to pick up I<everything>), C<cursed> to pick |
|
|
758 | up only cursed items or C<unpaid>, which picks up only unpaid items. |
|
|
759 | |
|
|
760 | While this mode is active, you will be slower and the normal autopickup is |
|
|
761 | disabled. To disable search mode again, execute C<search-items> without |
|
|
762 | any arguments. |
758 | |
763 | |
759 | =head2 seen |
764 | =head2 seen |
760 | |
765 | |
761 | seen <login> |
766 | seen <login> |
762 | |
767 | |
… | |
… | |
765 | |
770 | |
766 | =head2 shout |
771 | =head2 shout |
767 | |
772 | |
768 | shout <message> |
773 | shout <message> |
769 | |
774 | |
770 | Sends a message to all players on the server that have |
775 | Sends a message to all players on the server. It is mainly useful for |
771 | L<listen|command/listen> level B<10> or higher. It is mainly useful for |
|
|
772 | emergency messages ("I am trapped on xxx, can somebody help me?") and |
776 | emergency messages ("I am trapped on xxx, can somebody help me?") and |
773 | should not be used for general chat. Use L<chat|command/chat> instead. |
777 | should not be used for general chat. Use L<chat|command/chat> instead. |
774 | |
778 | |
775 | =head2 showpets |
779 | =head2 showpets |
776 | |
780 | |
… | |
… | |
803 | applies to new items you pick up - items that you are already holding will |
807 | applies to new items you pick up - items that you are already holding will |
804 | not be sorted. |
808 | not be sorted. |
805 | |
809 | |
806 | If sort_inventory is not set (default), items will be inserted via type, |
810 | If sort_inventory is not set (default), items will be inserted via type, |
807 | subtype and magic. This, all axes will be grouped together in magic order, |
811 | subtype and magic. This, all axes will be grouped together in magic order, |
808 | all daggers by magic order, etc. Unforunately, for scrolls and rings, new |
812 | all daggers by magic order, etc. Unfortunately, for scrolls and rings, new |
809 | ones just get inserted last. |
813 | ones just get inserted last. |
810 | |
814 | |
811 | If you have a lot of stuff that is not in alphabetical order but you would |
815 | If you have a lot of stuff that is not in alphabetical order but you would |
812 | like it to be, the best method is to drop all of it and then pick it up. |
816 | like it to be, the best method is to drop all of it and then pick it up. |
813 | |
817 | |
814 | =head2 sound |
818 | =head2 sound |
815 | |
819 | |
816 | Toggles between sound enabled and disabled. This has no relevance to the |
820 | Toggles between sound enabled and disabled. This has no relevance to the |
817 | sound settings of the client, it only governs wether the server will send |
821 | sound settings of the client, it only governs whether the server will send |
818 | sound effect command to the client and is enabled if the client supports |
822 | sound effect command to the client and is enabled if the client supports |
819 | sound (i.e. always for cfplus). |
823 | sound (i.e. always for the deliantra client). |
820 | |
824 | |
821 | =head2 sourcecode |
825 | =head2 sourcecode |
822 | |
826 | |
823 | This command displays the means to download the sourcecode (server code, |
827 | This command displays the means to download the source code (server code, |
824 | maps and archetypes) used to implement this version of the game. |
828 | maps and archetypes) used to implement this version of the game. |
825 | |
829 | |
826 | Every player has the right to download and modify the source code of the |
830 | Every player has the right to download and modify the source code of the |
827 | server, as required by both the GNU General Public License and the GNU |
831 | server, as required by both the GNU General Public License and the GNU |
828 | Affero General Public license. |
832 | Affero General Public license. |
… | |
… | |
851 | Kills yourself. No, really. |
855 | Kills yourself. No, really. |
852 | |
856 | |
853 | This command might not look useful at first, but sometimes you can get |
857 | This command might not look useful at first, but sometimes you can get |
854 | yourself into a corner you can't escape anymore, either due to a map |
858 | yourself into a corner you can't escape anymore, either due to a map |
855 | bug or your own stupidity. Killing oneself can be difficult and time |
859 | bug or your own stupidity. Killing oneself can be difficult and time |
856 | consuming, thats why this command is provided. It is fast, painless, |
860 | consuming, that's why this command is provided. It is fast, painless, |
857 | effective, humane. |
861 | effective, humane. |
858 | |
862 | |
859 | =head2 take |
863 | =head2 take |
860 | |
864 | |
861 | The take commands take object(s) on the space the player is standing on, |
865 | The take commands take object(s) on the space the player is standing on, |
… | |
… | |
887 | thrown away. God-given items can not be thrown. You need the skill throwing |
891 | thrown away. God-given items can not be thrown. You need the skill throwing |
888 | for this to work. |
892 | for this to work. |
889 | |
893 | |
890 | =head2 time |
894 | =head2 time |
891 | |
895 | |
892 | Shows the Crossfire in-game time, not the server time. It looks like this: |
896 | Shows the Deliantra in-game time, not the server time. It looks like this: |
893 | |
897 | |
894 | It is 52 minutes past 8 o'clock am, on the Day of the Bull |
898 | It is 52 minutes past 8 o'clock am, on the Day of the Bull, |
895 | The 2nd Day of the Month of the Frost Giant, Year 63 |
899 | the 2nd Day of the Month of the Frost Giant, Year 63. |
896 | Time of Year: The Season of New Year |
900 | Time of Year: The Season of New Year. |
897 | |
901 | |
898 | It is partially just for fun but it affects the darkness outside and the |
902 | An hour of game time passes in 3 minutes of real time. The time and |
899 | weather if weather is enabled in the server. |
903 | calendar uses 60 minutes per hour, 28 hours per day, seven days per week, |
|
|
904 | five weeks per month, and 17 months per year. The year is additionally |
|
|
905 | split into four seasons of 4 months each, except the season of the |
|
|
906 | Blizzard, which is 5 months long. |
|
|
907 | |
|
|
908 | The number "zero" is unknown, which is why the minutes go from 1 to 60. |
|
|
909 | |
|
|
910 | Seasons and the time of the day affect the overall outdoor daylight. |
900 | |
911 | |
901 | =head2 title |
912 | =head2 title |
|
|
913 | |
|
|
914 | title <new title> |
|
|
915 | title clear # Sets your title back to your race. |
902 | |
916 | |
903 | Players can change their title. For example you called yourself Gandalf and |
917 | Players can change their title. For example you called yourself Gandalf and |
904 | your race is elf, you can use the title command to change your name from |
918 | your race is elf, you can use the title command to change your name from |
905 | "Gandalf the elf" to "Gandalf the white". Usage: |
919 | "Gandalf the elf" to "Gandalf the white" by using C<title the white>. |
906 | |
|
|
907 | title <new title> |
|
|
908 | title clear # Sets your title back to your race. |
|
|
909 | |
920 | |
910 | Dragons cannot set their title because it changes during the game. |
921 | Dragons cannot set their title because it changes during the game. |
911 | |
922 | |
912 | =head2 unignore |
923 | =head2 unignore |
913 | |
924 | |
914 | unignore <login> |
925 | unignore <login> |
915 | |
926 | |
916 | Cancels all ignores set for the specified login. See B<ignore>. |
927 | Cancels all ignores set for the specified login. See B<ignore>. |
|
|
928 | |
|
|
929 | =head2 unlock |
|
|
930 | |
|
|
931 | unlock [object] |
|
|
932 | |
|
|
933 | The unlock command is a quick and convenient way to |
|
|
934 | unlock items in your inventory. |
|
|
935 | |
|
|
936 | If a object name is specified then only the |
|
|
937 | objects that match that name are unlocked. |
|
|
938 | |
|
|
939 | e.g unlock materials will unlock any materials |
|
|
940 | in your inventory and not touch anything else. |
|
|
941 | |
|
|
942 | unlock by itself will unlock everything in your |
|
|
943 | inventory. |
917 | |
944 | |
918 | =head2 uptime |
945 | =head2 uptime |
919 | |
946 | |
920 | Tells you something about the time the server was started and how long ago |
947 | Tells you something about the time the server was started and how long ago |
921 | that was. |
948 | that was. |
… | |
… | |
931 | |
958 | |
932 | The B<usekeys> option determines the behaviour of using keys. |
959 | The B<usekeys> option determines the behaviour of using keys. |
933 | |
960 | |
934 | Values are: |
961 | Values are: |
935 | |
962 | |
|
|
963 | =over 4 |
|
|
964 | |
936 | inventory: Only keys in the top level inventory are used (default) |
965 | =item B<inventory>: Only keys in the top level inventory are used (default) |
937 | |
966 | |
938 | keyrings: Only keys in active keyrings are used. |
967 | =item B<keyrings>: Only keys in active key rings are used. |
939 | |
968 | |
940 | containers: Only keys in active containers are used. |
969 | =item B<containers>: Only keys in active containers are used. |
941 | |
970 | |
|
|
971 | =back |
|
|
972 | |
942 | Note that keyrings are just a specialized container, so the containers |
973 | Note that key rings are just a specialized container, so the containers |
943 | will also find keys in keyrings. |
974 | will also find keys in key rings. |
944 | |
975 | |
945 | Only active containers are used - keys will not jump out of closed |
976 | Only active containers are used - keys will not jump out of closed |
946 | containers, but hints will be given if you have keys in such containers. |
977 | containers, but hints will be given if you have keys in such containers. |
947 | |
978 | |
948 | =head2 version |
979 | =head2 version |
… | |
… | |
981 | |
1012 | |
982 | |
1013 | |
983 | =head1 Authors |
1014 | =head1 Authors |
984 | |
1015 | |
985 | Parts of this document were originally taken from the crossfire server |
1016 | Parts of this document were originally taken from the crossfire server |
986 | help files with unknwon authors. |
1017 | help files with unknown authors. |
987 | |
1018 | |
988 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
1019 | Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van |
989 | Steenhoven and Marc A. Lehmann. |
1020 | Steenhoven and Marc A. Lehmann. |
990 | |
1021 | |