… | |
… | |
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 |
… | |
… | |
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 you are wielding on certain body parts. For example as |
75 | fireborn, you have 4 fingers to put rings on. If you have 3 rings on it will |
75 | fireborn, you have 4 fingers to put rings on. If you have 3 rings on it will |
76 | say: "on your finger 3 1", meaning you have 3 fingers full and one free. |
76 | say: "on your finger 3 1", meaning you have 3 fingers full and one free. |
77 | |
77 | |
78 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
78 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
79 | |
79 | |
80 | Bowmode controls how you will fire arrows and bolts. |
80 | The C<bowmode> controls how you will fire arrows and bolts. |
81 | |
81 | |
82 | The options are: |
82 | The options are: |
83 | |
83 | |
84 | =over 4 |
84 | =over 4 |
85 | |
85 | |
… | |
… | |
110 | |
110 | |
111 | When you enter the B<brace> command to brace your character, your |
111 | When you enter the B<brace> command to brace your character, your |
112 | character will no longer move. It can still attack adjoining |
112 | character will no longer move. It can still attack adjoining |
113 | spaces. Bracing can be useful to hold a location. |
113 | spaces. Bracing can be useful to hold a location. |
114 | |
114 | |
115 | When you are braced, you lose your dex bonus and incur a 2 point |
115 | 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 |
116 | 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 |
117 | 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. |
118 | for killing creatures, and incur a 4 point WC (to hit) penalty. |
119 | |
119 | |
120 | =head2 chat |
120 | =head2 chat |
121 | |
121 | |
122 | chat <message> |
122 | chat <message> |
123 | |
123 | |
124 | Sends a message to all players on the server. This is the normal way to |
124 | Sends a message to all players on the server. This is the normal way to |
125 | chat with others. |
125 | chat with others. |
126 | |
126 | |
127 | =head2 cast |
127 | =head2 cast |
128 | |
128 | |
129 | You use the cast command to set your range-weapon to the spell you |
129 | You use the cast command to set your range-action-slot to the spell you |
130 | want. Example: |
130 | want. Example: |
131 | |
131 | |
132 | cast burning hands |
132 | cast burning hands |
133 | |
133 | |
134 | sets your I<range> weapon to B<spell: burning hands>. |
134 | sets your I<range> slot to B<spell: burning hands>. |
135 | |
135 | |
136 | If you don't know the spell, shows which spells you do know. |
136 | If you don't know the spell, shows which spells you do know. |
137 | |
137 | |
138 | It is helpful to bind string like B<cast burning hands> to keys. |
138 | It is helpful to bind string like B<cast burning hands> to keys. |
139 | |
139 | |
140 | See B<range> for more information on range weapons. |
140 | See C<help range> for more information on range weapons. |
141 | |
141 | |
142 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
142 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
143 | |
143 | |
144 | drop [number] name |
144 | drop [number] name |
145 | |
145 | |
… | |
… | |
149 | |
149 | |
150 | There are a few special name values: |
150 | There are a few special name values: |
151 | |
151 | |
152 | =over 4 |
152 | =over 4 |
153 | |
153 | |
154 | =item B<all> |
154 | =item B<all>: matches any item. |
155 | |
155 | |
156 | matches any item. |
156 | =item B<unpaid>: matches unpaid items. |
157 | |
157 | |
158 | =item B<unpaid> |
158 | =item B<cursed>: drops items known to be cursed or damned. |
159 | |
159 | |
160 | matches unpaid items |
160 | =item B<unlocked>: drops items not locked in your inventory. |
161 | |
|
|
162 | =item B<cursed> |
|
|
163 | |
|
|
164 | drops items known to be cursed or damned. |
|
|
165 | |
|
|
166 | =item B<unlocked> |
|
|
167 | |
|
|
168 | drops items not locked in your inventory |
|
|
169 | |
161 | |
170 | =back |
162 | =back |
171 | |
163 | |
172 | B<number> is optional. This acts as the number of the object to drop. The |
164 | 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 |
165 | objects number must be at least the number for it to be dropped. For |
… | |
… | |
294 | Do not show the hints themselves, but notify you when a hint would have |
286 | Do not show the hints themselves, but notify you when a hint would have |
295 | been available. |
287 | been available. |
296 | |
288 | |
297 | =item hide |
289 | =item hide |
298 | |
290 | |
299 | Hide all hints: You will not be able to tell wether there is a hint |
291 | Hide all hints: You will not be able to tell whether there is a hint |
300 | available or not. |
292 | available or not. |
301 | |
293 | |
302 | =back |
294 | =back |
303 | |
295 | |
304 | =head2 hiscore |
296 | =head2 hiscore |
… | |
… | |
312 | Lists all players that you currently ignore. |
304 | Lists all players that you currently ignore. |
313 | |
305 | |
314 | ignore <player> <tell|shout|all> [timeout] |
306 | ignore <player> <tell|shout|all> [timeout] |
315 | |
307 | |
316 | This command ignores the specified messages (B<tell> ignores tells, |
308 | This command ignores the specified messages (B<tell> ignores tells, |
317 | B<shout> ignores chat and shout and all ignores everything from the given |
309 | B<shout> ignores chat and shout and B<all> ignores everything from the given |
318 | user). |
310 | user). |
319 | |
311 | |
320 | The optional timeout (specified in hours) specifies then the ignore entry |
312 | 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 |
313 | 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 |
314 | expire after a day by default is that most troublemakers stop soon after |
323 | being ignored. |
315 | they are being ignored. |
324 | |
316 | |
325 | To revoke an ignore, use the B<unignore> command. |
317 | To revoke an ignore, use the B<unignore> command. |
326 | |
318 | |
327 | =head2 inventory |
319 | =head2 inventory |
328 | |
320 | |
… | |
… | |
330 | status. Example: |
322 | status. Example: |
331 | |
323 | |
332 | inventory |
324 | inventory |
333 | |
325 | |
334 | Inventory: |
326 | Inventory: |
335 | - arrow 0.1 |
327 | - arrow 0.1 |
336 | - Knife * 2 |
328 | - Knife * 2 |
337 | - long sword (wielded) 15 |
329 | - long sword (wielded) 15 |
338 | |
330 | |
339 | This shows that you have one arrow which weighs 0.1kg and one Knife which you |
331 | 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 |
332 | protected from dropping by locking it as well as a long sword which you are |
341 | currently using to attack. |
333 | currently using to attack. |
342 | |
334 | |
… | |
… | |
378 | invoke magic rune of large fireball |
370 | invoke magic rune of large fireball |
379 | invoke reincarnation of Iamdead |
371 | invoke reincarnation of Iamdead |
380 | invoke create food of waybread |
372 | invoke create food of waybread |
381 | |
373 | |
382 | It is very helpful to bind healing spells to keys, for example go to your |
374 | 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 |
375 | 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 |
376 | 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, |
377 | recommended to bind a healing spell or potion to an easily-accessible-key, |
386 | such as '1'. |
378 | such as '1'. |
387 | |
379 | |
388 | |
380 | |
… | |
… | |
396 | they had will be left behind, but you will get no |
388 | they had will be left behind, but you will get no |
397 | experience for their death. However, it kills them |
389 | experience for their death. However, it kills them |
398 | instantaneously. |
390 | instantaneously. |
399 | |
391 | |
400 | If a name is specified then only pets with that |
392 | If a name is specified then only pets with that |
401 | name will be killed, eg killpets bat will kill bats |
393 | name will be killed, e.g. killpets bat will kill bats |
402 | but not bees. If a number is specified, the pet |
394 | but not bees. If a number is specified, the pet |
403 | corresponding to that number is killed. |
395 | corresponding to that number is killed. |
404 | |
396 | |
405 | =head2 mapinfo |
397 | =head2 mapinfo |
406 | |
398 | |
… | |
… | |
445 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
437 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
446 | |
438 | |
447 | Most maps will not reset as long as players are on it, and usually the |
439 | Most maps will not reset as long as players are on it, and usually the |
448 | reset counter only starts going down when all players left the map. Some |
440 | reset counter only starts going down when all players left the map. Some |
449 | maps will never reset in the common sense, these are usually marked with a |
441 | maps will never reset in the common sense, these are usually marked with a |
450 | very high number (sucha s C<1e+99>). |
442 | very high number (such as C<1e+99>). |
451 | |
443 | |
452 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
444 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
453 | |
445 | |
454 | =back |
446 | =back |
455 | |
447 | |
… | |
… | |
485 | message '10 times you kill orc' would be printed out. The default value is |
477 | message '10 times you kill orc' would be printed out. The default value is |
486 | 1 - this means that all messages get printed out as they are requested - |
478 | 1 - this means that all messages get printed out as they are requested - |
487 | buffering is disabled in this regard. |
479 | buffering is disabled in this regard. |
488 | |
480 | |
489 | output-sync controls how often information is sent to the screen. Each |
481 | output-sync controls how often information is sent to the screen. Each |
490 | buffer has its own time value, and will be flushed independantly. The |
482 | buffer has its own time value, and will be flushed independently. The |
491 | default value is usually less than a second. |
483 | default value is usually less than a second. |
492 | |
484 | |
493 | See also L<output-sync>. |
485 | See also L<output-sync>. |
494 | |
486 | |
495 | =head2 output-rate |
487 | =head2 output-rate |
… | |
… | |
511 | =head2 output-sync |
503 | =head2 output-sync |
512 | |
504 | |
513 | output-sync [seconds] |
505 | output-sync [seconds] |
514 | |
506 | |
515 | output-sync controls how often information is sent to the screen. Each |
507 | output-sync controls how often information is sent to the screen. Each |
516 | buffer has its own time value, and will be flushed independantly. The |
508 | buffer has its own time value, and will be flushed independently. The |
517 | default value is usually less than a second. |
509 | default value is usually less than a second. |
518 | |
510 | |
519 | output-count sets after how many messages of the same type, they are |
511 | output-count sets after how many messages of the same type, they are |
520 | then printed out. If the value was 10, then after killing ten orcs, the |
512 | then printed out. If the value was 10, then after killing ten orcs, the |
521 | message '10 times you kill orc' would be printed out. The default value is |
513 | message '10 times you kill orc' would be printed out. The default value is |
… | |
… | |
679 | |
671 | |
680 | If either of the names contain spaces, you have to use the C<">-form, |
672 | If either of the names contain spaces, you have to use the C<">-form, |
681 | otherwise you can just write the name as-is. If you omit the old name, the |
673 | otherwise you can just write the name as-is. If you omit the old name, the |
682 | marked item will be used instead. |
674 | marked item will be used instead. |
683 | |
675 | |
684 | If the new name is empty (i.e. C<"">), then the original (unrenamed) name |
676 | If the new name is empty (i.e. C<"">), then the original (before the |
685 | will be restored. |
677 | rename) name will be restored. |
686 | |
678 | |
687 | Note: maximum allowed name length is 127 characters. |
679 | Note: maximum allowed name length is 127 characters. |
688 | |
680 | |
689 | |
681 | |
690 | =head2 resistances |
682 | =head2 resistances |
… | |
… | |
782 | applies to new items you pick up - items that you are already holding will |
774 | applies to new items you pick up - items that you are already holding will |
783 | not be sorted. |
775 | not be sorted. |
784 | |
776 | |
785 | If sort_inventory is not set (default), items will be inserted via type, |
777 | If sort_inventory is not set (default), items will be inserted via type, |
786 | subtype and magic. This, all axes will be grouped together in magic order, |
778 | subtype and magic. This, all axes will be grouped together in magic order, |
787 | all daggers by magic order, etc. Unforunately, for scrolls and rings, new |
779 | all daggers by magic order, etc. Unfortunately, for scrolls and rings, new |
788 | ones just get inserted last. |
780 | ones just get inserted last. |
789 | |
781 | |
790 | If you have a lot of stuff that is not in alphabetical order but you would |
782 | If you have a lot of stuff that is not in alphabetical order but you would |
791 | like it to be, the best method is to drop all of it and then pick it up. |
783 | like it to be, the best method is to drop all of it and then pick it up. |
792 | |
784 | |
793 | =head2 sound |
785 | =head2 sound |
794 | |
786 | |
795 | Toggles between sound enabled and disabled. This has no relevance to the |
787 | Toggles between sound enabled and disabled. This has no relevance to the |
796 | sound settings of the client, it only governs wether the server will send |
788 | sound settings of the client, it only governs whether the server will send |
797 | sound effect command to the client and is enabled if the client supports |
789 | sound effect command to the client and is enabled if the client supports |
798 | sound (i.e. always for cfplus). |
790 | sound (i.e. always for the deliantra client). |
799 | |
791 | |
800 | =head2 sourcecode |
792 | =head2 sourcecode |
801 | |
793 | |
802 | This command displays the means to download the sourcecode (server code, |
794 | This command displays the means to download the source code (server code, |
803 | maps and archetypes) used to implement this version of the game. |
795 | maps and archetypes) used to implement this version of the game. |
804 | |
796 | |
805 | Every player has the right to download and modify the source code of the |
797 | Every player has the right to download and modify the source code of the |
806 | server, as required by both the GNU General Public License and the GNU |
798 | server, as required by both the GNU General Public License and the GNU |
807 | Affero General Public license. |
799 | Affero General Public license. |
… | |
… | |
877 | It is partially just for fun but it affects the darkness outside and the |
869 | It is partially just for fun but it affects the darkness outside and the |
878 | weather if weather is enabled in the server. |
870 | weather if weather is enabled in the server. |
879 | |
871 | |
880 | =head2 title |
872 | =head2 title |
881 | |
873 | |
|
|
874 | title <new title> |
|
|
875 | title clear # Sets your title back to your race. |
|
|
876 | |
882 | Players can change their title. For example you called yourself Gandalf and |
877 | Players can change their title. For example you called yourself Gandalf and |
883 | your race is elf, you can use the title command to change your name from |
878 | your race is elf, you can use the title command to change your name from |
884 | "Gandalf the elf" to "Gandalf the white". Usage: |
879 | "Gandalf the elf" to "Gandalf the white" by using C<title the white>. |
885 | |
|
|
886 | title <new title> |
|
|
887 | title clear # Sets your title back to your race. |
|
|
888 | |
880 | |
889 | Dragons cannot set their title because it changes during the game. |
881 | Dragons cannot set their title because it changes during the game. |
890 | |
882 | |
891 | =head2 unignore |
883 | =head2 unignore |
892 | |
884 | |
… | |
… | |
910 | |
902 | |
911 | The B<usekeys> option determines the behaviour of using keys. |
903 | The B<usekeys> option determines the behaviour of using keys. |
912 | |
904 | |
913 | Values are: |
905 | Values are: |
914 | |
906 | |
|
|
907 | =over 4 |
|
|
908 | |
915 | inventory: Only keys in the top level inventory are used (default) |
909 | =item B<inventory>: Only keys in the top level inventory are used (default) |
916 | |
910 | |
917 | keyrings: Only keys in active keyrings are used. |
911 | =item B<keyrings>: Only keys in active key rings are used. |
918 | |
912 | |
919 | containers: Only keys in active containers are used. |
913 | =item B<containers>: Only keys in active containers are used. |
920 | |
914 | |
|
|
915 | =back |
|
|
916 | |
921 | Note that keyrings are just a specialized container, so the containers |
917 | Note that key rings are just a specialized container, so the containers |
922 | will also find keys in keyrings. |
918 | will also find keys in key rings. |
923 | |
919 | |
924 | Only active containers are used - keys will not jump out of closed |
920 | Only active containers are used - keys will not jump out of closed |
925 | containers, but hints will be given if you have keys in such containers. |
921 | containers, but hints will be given if you have keys in such containers. |
926 | |
922 | |
927 | =head2 version |
923 | =head2 version |