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Revision: 1.7
Committed: Thu Jul 19 21:02:03 2007 UTC (16 years, 11 months ago) by root
Branch: MAIN
Changes since 1.6: +4 -4 lines
Log Message:
nuke unused sc_newbie_scorn.png/jpg, replace some pngs with uglier, much smaller, jpegs

File Contents

# Content
1 =head1 CFPlus Manual
2
3 =head2 Features
4
5 =over 4
6
7 =item Fullscreen Map
8
9 CF+ can uses a fullscreen map, which greatly enhances how much of the
10 game world you can see.
11
12 =item Persistent Map Cache (Crossfire+ only)
13
14 CF+ can persistently cache all map data it received from the
15 server. This not only allows it to display an overview map, but also
16 ensures that once-explored areas will be available the next time you want
17 to explore more.
18
19 =item Hardware acceleration
20
21 Unlike most Crossfire clients, CF+ take advantage of OpenGL hardware
22 acceleration. Most modern graphics cards have difficulties with 2D
23 acceleration, while 3D graphics is accelerated well.
24
25 =item No arbitrary limits
26
27 Unlike other Crossfire clients, CF+ does not suffer from arbitrary
28 limits (like a fixed amount of face numbers). There are still limits, but
29 they are not arbitrarily low :)
30
31 =item High quality text rendering
32
33 Although surprising at first, high quality text rendering is a real
34 must have feature. For this, CF+ leverages Παν語 (PanGo) to offer
35 real-world text output quality, so you can chat in 日本語 (japanese),
36 ﺎﻠﻋﺮﺒﻳﺓ (arabic) or most any other language/script, as long
37 as suitable fonts are installed.
38
39 =back
40
41 =head1 Usage
42
43 =head2 X<the_keyboard>Keyboard/Keymappings
44
45 The keyboard works quite similar to other programs: If a widget (e.g. a text entry) has the focus,
46 you can enter and edit text there.
47
48 Special key bindings apply to the playing area. It needs to be focused to
49 work. If it doesn't have the focus, it will be tinted in red, in that case
50 you can focus it by clicking into it.
51
52 The following keys are available in the playing area:
53
54 =over 4
55
56 =item B<F1>..B<F9> - open various dialogs (use the right mouse button menu to see which).
57
58 =item B<Tab> - toggle (make visible/invisible) the playerbook window.
59
60 =item B<Spacebar> - apply the item below you (selected by the server, usually the topmost item).
61
62 =item B<Return>, B<Enter> - examine the item below you (selected by the server, usually the topmost item).
63
64 =item B<,> (the comma) - take the item below you (selected by the server, usually the topmost item).
65
66 =item Cursor/Arrow Keys, Keypad-B<12346789> - try to move in the given direction.
67
68 =item Keypad-B<5> - use your current range slot on yourself or the space where you are standing.
69
70 =item B<Shift>-I<direction> - use your current weapon to attack the space indicated by the direction key.
71
72 =item B<Ctrl>-I<direction> - run into the indicate direction as fats as possible, attacking everything in your way.
73
74 =item B<+>, Keypad-B<+> - rotate through your range weapons.
75
76 =item B<->, Keypad-B<-> - rotate through your range weapons, the other way round.
77
78 =item B<'> - open the completer.
79
80 =item B<"> - open the completer, presetting it with your current communication command.
81
82 =item B<a>-B<z> (lowercase characters) - open the completer, presetting it with the character types.
83
84 =item B<Ctrl>-B<Insert> - open the macro recorder/key binding editor and start recording.
85
86 =back
87
88 =head2 The Map
89
90 The map is always displayed in the background, behind all other windows and UI elements.
91
92 #TODO# middle-click scrolls
93 #
94 # keys:
95 #
96 # a apply
97 # keypad moves, kp_5 applies ranged attack to self
98
99 Starting to type enters the I<completion mode>. In that mode, you can type
100 abbreviations or commands and have them executed as soon as they match a
101 valid command. This is best explained by a few examples:
102
103 Typing B<climb> will display a list of commands with I<climb> in their
104 name, such as I<ready_skill climbing> and I<use_skill climbing>.
105
106 You can abbreviate commands by typing only the first character of every
107 word (or even characters within the word - the client will try to make
108 a good guess, as long as the characters are in order). For example,
109 typing I<iwor> will likely select I<invoke word of recall>, while I<ccfo>
110 will select I<cast create food>. Likewise, I<rscli> will likely select
111 I<ready_skill climbing> and I<usl> will give you I<use_skill levitation>.
112
113 You can enter space and other text as arguemnt to the command. For
114 example, C<cfoo waybread> will expand to C<cast create food waybread>.
115
116 =head2 The map overview
117
118 This is the small mini map in the upper left corner. It displays the areas which
119 you already visited before.
120
121 =head2 The Status area in the lower right corner
122
123 The area in the lower right corner displays the most interesting
124 stats while playing. The 4 gauges: Health, Mana/Spellpoints,
125 Grace and Food. The top of each gauge shows the current value
126 and the bottom value is the maximum value.
127
128 Going over each gauge with the mouse cursor will show a tooltip
129 with a detailed explanation of each stat.
130
131 Below the gauges there is a line that looks like this:
132
133 Exp: ######## (lvl ####)
134
135 The former number are the experience points and the number in the parents
136 is the level of your character.
137 The level of the character depends on the experience points you have.
138 If the experience points reach a certain value your level rises or falls.
139 This depends on the experience table of the server you are currently playing on.
140
141 On the bottom there is a line:
142
143 Rng: xxxxxxxxx
144
145 It tells you have you have in your range slot. The range slot is activated
146 if you "fire" (by pressing ctrl+direction key). For example there could be a spell
147 in your range slot or a weapon (like a bow) you will fire with.
148
149 =head2 The Floorbox
150
151 Right to the left of the status area there is the floorbox.
152 It displays what is on the tile your character stands on. If there are very many
153 items there will be a "More..." button which will open up the Inventory.
154
155 If you opened a container a button "Close container" will show up.
156
157 =head2 Setup
158
159 This is the main setup window (opened via the I<Setup> button on the top of
160 the client window), with following sub-windows:
161
162 =head3 Server
163
164 This window is for editing the connection settings and shows
165 some information about the currently connected server.
166
167 =head3 Pickup
168
169 Here you can configure your automatic pickup configuration.
170
171 =head3 Graphics
172
173 Here you can configure some aspects of the graphical appearance
174 of the client.
175
176 =head3 Audio
177
178 This window lets you enable/disable audio and set the background music
179 volume.
180
181 =head3 Keyboard
182
183 Here you can edit the key bindings you have made.
184
185 B<PLEASE DON'T FORGET TO PRESS> I<Save Config> on the top of the client window
186 after you are finished.
187
188 =head3 Debug
189
190 Here are some debugging options, which are maybe only interesting to the developers
191 of the client.
192
193 =head2 The Playerbook
194
195 You can open the Playerbook by pressing B<tab> or by pressing B<F2> for
196 the Statistics, B<F3> for the Skills, B<F4> for the Spellbook or B<F5> for the
197 Inventory.
198
199 What these are is explained below:
200
201 =head3 Statistics
202
203 =for image sc_statistics.jpg
204
205 You can toggle this windows via B<F2>.
206
207 This page tells you about your current status and statistics.
208 The B<Player> frame shows your name, title and current map, and your
209 current weight and maximum weight.
210
211 The B<Primary/Secondary Statistics> informs you about the status of
212 your L<primary statistics|glossary/primary statistics>, which is the group on the left and about the
213 L<secondary statistics|glossary/secondary statistics> which is the group on the right.
214
215 =head3 Skills
216
217 =for image sc_skill_list.jpg
218
219 You can toggle this windows via B<F3>.
220
221 TBD
222
223 =head3 Spellbook
224
225 =for image sc_spellbook.jpg
226
227 You can toggle this windows via B<F4>.
228
229 =head3 X<playerbook_inventory>Inventory
230
231 =for image sc_inventory.jpg
232
233 You can toggle this windows via B<F5>.
234
235 On the left side of this windows you see the player's inventory.
236 On top the current weight and maximum weight are listed on the right
237 of the B<sort order button>, which reveals following possible orders:
238
239 =over 4
240
241 =item Type/Name
242
243 This order sorts the items first by type, and then by name.
244
245 =item Recent/Normal/Locked
246
247 This order puts the recently picked up or applied items to the top,
248 then it displays the normal not so recently changed items, and to the last
249 it displays the locked items.
250
251 =item Weight/Type
252
253 This order first sorts by weight and then by type.
254
255 =back
256
257 Below the sort order button there is the item list. You can hover the mouse cursor over
258 the items to see what actions you can do with the mouse. Right click will
259 show you the B<context menu>, with the following actions:
260
261 =over 4
262
263 =item examine
264
265 This will let you examine the item further and print informations like this:
266
267 That is cloak (unidentified)
268 It is made of: leather.
269 It goes around your shoulders.
270 It weights 5.000 kg.
271 You reckon it is worth between 1 gold coin and 1 gold coin.
272
273 =item mark
274
275 This marks the item for further operations, like L<thawing or igniting
276 something with a flint and steel|faq_igniteandthaw>.
277
278 =item ignite/thaw
279
280 This will ignite for example a torch or thaw an icecube with a B<flint &
281 steel> L<$ARCH/light/flint_and_steel.base.111.png>, which is B<required to
282 be in your inventory> for this to work.
283
284 =item inscribe
285
286 This will let you write on something (eg. scrolls) with a B<pen>
287 L<$ARCH/skills/Skill_Tools/stylus.base.111.png>, which is I<required to
288 be in your inventory> for this to work.
289
290 When you click on this context menu entry a small popup window will open
291 where you can type in what you want to inscribe.
292
293 =item rename
294
295 This lets you rename an item. When you click on this context menu entry
296 a small popup window will open and let you type in the new name for the
297 item.
298
299 =item apply
300
301 This L<applies|command/apply> an object.
302
303 =item lock/unlock
304
305 =item drop/put/take all
306
307 =item drop/put/take <n>
308
309 =back
310
311 On the right side there will be displayed the currently open container
312 or the floor on which you stand. There are nearly the same context menu
313 operation aviable. On the top the is the name of the currently opened
314 container or just 'Floor'.
315
316 If a container is open, there will be a button 'Close container' which
317 will apply the container in your inventory again to close it.
318
319 =head2 X<binding_recorder>Binding Recorder
320
321 This is a special facility which lets you record commands issued via the
322 completer or the message window and bind them to a key.
323
324 (I<Note:> as this facility is quite complicated it might change in future).
325
326 It mainly works this way:
327
328 First you have to I<start recording> via the button on the top.
329
330 Then you can issue commands via the completer, or just run around, the
331 commands will be recorded in the background.
332
333 If you are finished with the command sequence click on I<stop recording>
334 (the same button you used to start recording).
335
336 Then you can see a list of the commands you issued and delete them if you
337 want.
338
339 Next you have to click on I<bind>, which will open a key query, where you
340 have to press the corresponding key combination which you want to bind to
341 this command sequence.
342
343 After you are finished you have to click on B<OK>.
344
345 B<Don't forget to> I<Save Config> B<!>
346