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File Contents

# Content
1
2 \chapter{Playing \cf}
3
4 \section{Basics}\label{sec:basic}
5
6 In this section, several basic bits of information are detailed in
7 a concise way in rough order of importance.
8 Various pointers to other sections of this document will help you to
9 round out your knowledge if you want to. All of the available player
10 commands are concisely explained in appendix \ref{app:commands}. You
11 can always get a summary of available commands while playing the game;
12 hit ``{\tt ?}'' for help. \\
13
14 \subsection{How to do simple stuff} \index{How to do simple stuff}
15
16 \subsubsection{Move around and attack}\index{commands, movement}\index{movement}\index{combat}\index{running}
17 Movement is accomplished with the mouse, or
18 with the same keys that some rouge-like computer games use. To move using
19 the mouse, position the cursor over a square you wish to move to
20 in the view window
21 then click the right hand button. If you want to use the keys, here's a
22 simple diagram of where the various movement keys will take you: \\
23 \begin{center}
24 \begin{tabular}{ccccc}
25 {\tt y} & & {\tt k} & & {\tt u} \\
26 & $\nwarrow$ & $\uparrow$ & $\nearrow$ & \\
27 {\tt h} & $\longleftarrow$ & . & $\longrightarrow$ & {\tt l} \\
28 & $\swarrow$ & $\downarrow$ & $\searrow$ & \\
29 {\tt b} & & {\tt j} & & {\tt n} \\
30 \end{tabular}
31 \end{center}
32 The ``{\tt .}'' refers to yourself; you don't move anywhere when you
33 press it.
34 In order to ``run'' in a particular direction (i.e. move continuously
35 without having to repeatedly punch the key) hold down the control
36 key then hit any movement key or the right hand mouse button to
37 start moving. Release the {\tt $<$control$>$} key when you wish to stop running.
38
39 If you move into something, you will attack it. This means walls,
40 doors, and monsters will be damaged if you hit them. Players and
41 friendly monsters may also be attacked in this way, but only if
42 you set the peaceful flag to ``off''. To learn more about the combat
43 system see section \ref{sec:combat}. \\
44
45 \subsubsection{Pickup stuff}\index{commands, pickup}\index{picking up items}
46 To pickup items, move over the item, then either hit the ``{\tt ,}'' key
47 or move the cursor over to the look window, position it over the desired
48 item and click the left mouse button. You will see the item appear in your
49 inventory window. If you pick up too much stuff, you won't be
50 able to see it all at once. Use the ``{\tt $<$}'' and ``{\tt $>$}'' keys
51 to rotate through the inventory list. \\
52
53 \subsubsection{Applying stuff: wear armour, wield a weapon, eat, and so on.}\index{commands, apply}
54 Most of the time, in order to manipulate or ``{\tt apply}'' items you have
55 to be holding them. Move the cursor over to the desired item in the
56 inventory window. By using the middle button on the mouse, you may
57 toggle the status (ie between ``applied'' or ``unapplied'') of items.
58 Note that
59 some items when applied will be used up (they disappear from the
60 inventory window). Examples of these kind of
61 items include ``food''\inputimage{foodone}, ``potions''\inputimage{potion},
62 and ``scrolls''\inputimage{scrolls}.
63 To learn more
64 about the uses of various items see chapter \ref{chap:equip}. \\
65
66 \subsubsection{Shoot a ranged weapon}\index{commands, fire}\index{bows}
67 \index{wands}\index{rods}\index{horns}
68 Ranged weapons include bows\inputimage{bows}, wands\inputimage{wands},
69 rods\inputimage{rods}, or horns\inputimage{horns}. Apply the desired
70 weapon, then check to see that the {\tt Range:} slot in the status window
71 indicates that item is ``readied'' (yes...you can have something applied but
72 not readied). If its not ready, use either the plus or minus keys to
73 rotate though all of the slots. Once readied, use the ``{\tt $<$shift$>$}'' key
74 followed by a movement key to fire the object in that direction. Alternatively,
75 place the cursor in the view window, then hit the middle mouse button to fire. \\
76
77 \subsubsection{Enter a building or boat.}\index{commands, apply}
78 \index{entering buildings}\index{movement}\inputimage{guild}
79 Move over on top of the desired structure. Then hit either middle mouse
80 button while the cursor is on the icon of the structure in the look window,
81 or hit the {\tt A} key. If there is a link to a map drawn of the ``inside''
82 you will be taken there. If no link exists, you will get the message
83 ``{\tt the $<$structure$>$ is closed.}''. \\
84
85 \subsubsection{Use a skill}\index{commands, ready\_skill}
86 \index{skills, how to use}
87 In order to use a skill, it must first be readied. You can ready any skill
88 you have with the {\tt ready\_skill} command. Also, some skills will
89 auto-matically be readied when you undertake certain
90 actions. For example, if you run into a hostile monster with a wielded weapon
91 the {\tt melee weapons} skill is readied. A ready skill will show up in the
92 stat window in the {\tt Range:} slot. If a skill doesn't appear in the slot, rotate
93 the range slot to check for the skill. When a skill is readied, the range slot will
94 appear as ``{\tt Skill: $<$skill$>$}'' (otherwise it appears as
95 ``{\tt Skill: none}'').
96 To use the skill, make a ``ranged attack'' (ie hit the same keys or
97 mouse button as for firing a wand). To learn more about the skills
98 system see chapter \ref{chap:skills}. \\
99
100 \subsubsection{Cast a spell}\index{spells, how to use}\index{commands, cast}
101 \index{talisman}\index{holy symbol}
102 In order to ``{\tt cast}'' spells (either \incantation s or prayers), you must have
103 the skills of {\tt \spellcasting\ } (\incantation s) or {\tt praying} (prayers).
104 Possession
105 of a ``talisman''\inputimage{talisman}\ or a ``holy symbol''\inputimage{holysymbol}\
106 will also allow you to respectively {\tt cast} \incantation s or prayers). You can
107 only {\tt cast} those spells you have {\em learned}. Issue the meta-command
108 {\tt `cast $<$spell$>$} to ready a spell in the {\tt Range:} slot. To
109 ``fire'' the spell, make
110 a ranged attack. Note! if you don't have enough mana a\ina\ \incantation\
111 {\em} will fail.
112 If you don't have enough grace a prayer {\em may} work. For more information
113 concerning the magic system see chapter \ref{chap:magic}.
114
115 \subsection{Saving the game and ending the \cf\ session:}\index{commands, quit}
116 \index{commands, save}\index{quitting}\index{saving}
117
118 The {\tt save} command is to provide an emergency backup in case of a game crash.
119 To save your player at the end of your game session you must find a ``Bed to
120 reality''\inputimage{savebed}, move your player over it and
121 {\tt apply} it (``{\tt A}''). These beds can usually be
122 found in the inns and
123 taverns dotted around the maps (especially in cities). This prevents you
124 just saving anywhere and forces you to finish what you are doing and return
125 somewhere safe.
126
127 \subsection{About NPCs}\index{commands, say}\index{commands, \"}
128 \index{NPC}\index{talking}
129 {\em N}on {\em P}layer {\em C}haracters are special
130 ``monsters'' which have ``intelligence''. Players
131 may be able to interact with these monsters to help solve puzzles and find
132 items of interest. To speak with a monster you suspect to be a NPC, simply
133 move to an adjacent square to them and push the double-quote, ie. {\tt "}. Enter
134 your message, and press {\tt $<$return$>$}. You can also use the meta-command
135 {\tt 'say} if you feel like typing a little extra.
136
137 Other NPCs may not speak to you, but display intelligence with their
138 movement. Some monsters can be friendly, and may attack the nearest of your
139 enemies. Others can be ``pets'', in that they follow you around and help you
140 in your quest to kill enemies and find treasure.
141
142
143 \subsection{Important special items}
144
145 There are many special items which can be found in \cf , of those shown
146 below, the most important may be the signs. \\
147
148 $\bullet$ {\bf Signs:}\index{signs}\inputimage{sign}
149
150 Signs often have messages that might clue you in on quests and puzzles
151 or even refer you to NPCs. It is your job as a player to make sure you
152 read every sign to make sure you do not miss things. \\
153
154 $\bullet$ {\bf Handles and Buttons:}\index{handles}\index{buttons}
155 \inputimage{handbutt}
156
157 These items can often be manipulated to open up new areas of the map.
158 In the case of handles, all a player must do is apply the handle. In
159 the case of buttons, the player must move items over the button to
160 "hold" it down. Some of the larger buttons may need very large items to
161 be moved onto them, before they can be activated. \\
162
163 $\bullet$ {\bf Gates and locked doors:} \inputimage{gatedoor}
164 \index{doors}\index{gates}
165
166 Gates are often tied to a handle or button and can only be opened by
167 manipulating the the handle/button. Doors that are locked can either be
168 smashed down by attacking the door, by using keys\inputimage{keys}\
169 which can be found
170 throughout the game, or by picking the lock. \\
171
172 $\bullet$ {\bf Pits:}\inputimage{pit}
173 \index{pits}
174
175 Pits can be doorways to new areas of the map too, but be careful, for
176 you could fall down into a pit full of ghosts or dragons and not be
177 able to get back out! \\
178
179 $\bullet$ {\bf Break away walls:}\inputimage{br_wall}
180 \index{walls}
181
182 Are a common occurrence in \cf . These type of walls can be
183 "destroyed" by attacking them. Thus, sometimes it may be worth a
184 player's time to test the walls of a map for ``secret doors''. \\
185
186 $\bullet$ {\bf Fire walls:} \inputimage{fr_wall}
187
188 Will shoot missiles (including bullets, lightning, etc.) at players.
189 Some firewalls can be destroyed while others cannot. \\
190
191 $\bullet$ {\bf Spinners and Directors:} \inputimage{dir_spin}
192 \index{spinners}\index{directors}
193
194 These odd items will change the direction of any item flying over them,
195 such as missile weapons and spells. \\
196
197
198 \section{Matters of life and death}
199
200 \subsection{Attack system}
201 \label{sec:combat}
202 \index{combat}\index{attacktypes}\index{slaying}\index{Dam}\index{Wc}\index{Ac}
203
204 Every time you make an attack, your attack is classified with one or more
205 ``attacktypes''. For example, an attack made with a ordinary sword
206 results in the attack being made with the attacktype of ``physical''.
207 For another example, if a Mage attacks with a fireball spell the
208 attack is made with the ``magic'' and ``fire'' attacktypes. In
209 similar fashion, a defender may be protected, vulnerable, or immune
210 to any attacktype. \\
211
212 \noindent{Here} is a summary of the attack system; in fact, its a
213 bit more complicated. \\
214
215 \subsubsection{Hitting an opponent}
216 \indent{Several} quantities are involved in determining whether an attack will
217 hit its target. The attacker will hit if his {\tt Wc} is less than or equal
218 to the
219 defender's {\tt Ac} + 1D20\footnote{a random number between 1 and 20} or
220 if the D20 gives a 20 (remember, both {\tt Wc} and {\tt Ac} improve as
221 their value drops {\em lower}).\\
222
223 \subsubsection{Damaging a hit opponent}
224 \indent{Damages} are randomly generated, with the magnitude of the random number
225 being based on the attacker's {\tt Dam} stat.
226 If defender is immune to an attacktype
227 in the attack, he receives no damage, if he's protected he receives
228 half damage, if he's vulnerable to this kind of
229 attacktype, he receives double damage. For physical attacks, the percent
230 of your {\tt Arm} value is subtracted from incoming damage.
231 Some magic weapons can ``slay'' various races of creatures. If the weapon
232 slays the defender, the attack damage is tripled.
233
234
235 \subsection{Experience}\label{sec:experience}\index{experience}
236 \index{experience, categories}\index{level, overall}\index{level}
237
238 Accumulation of experience will result in increasing the {\tt level} of the
239 player's character. In a \cf\ game where skills are {\em not} present,
240 experience is only gained for removing traps and killing monsters.
241 A player will gain a new {\tt level} when their
242 experience total reaches a new amount in the hierarchy shown
243 in table \ref{tab:exp_level}.
244
245 In the skills-based game, {\em several} kinds of experience exist. The
246 {\tt score} represents the ``{\em overall}'' proficiency of the player
247 and is the
248 {\em sum} of all the differing kinds of experience possessed.
249
250 The player accumulates experience into various ``{\em experience
251 categories}'' according to their actions.
252 Another way of putting this is that you become better
253 at what you do most often and most successfully. For example,
254 a player who kills monsters with \incantation s gains experience in
255 casting \incantation s. A player who steals from creatures often will
256 get better at stealing, and so on.
257
258 Each experience category will have a {\tt level} assigned to it based on
259 the amount of experience accumulated in it (using the same schedule
260 shown in table
261 \ref{tab:exp_level}). Use the {\tt skills} command to
262 investigate which skills your character has and to see the {\tt level} of
263 ability you have in each experience category. See chapter
264 \ref{chap:skills} for more information about skills and skill-based
265 experience.
266
267 As an aside, monsters {\em also} are assigned a {\tt level} of proficiency
268 and may gain experience. The main way which monsters gain experience
269 is by {\em killing} players! Beware going after a monster that has
270 killed several players, it will be much more difficult to challenge!
271
272 \begin{table}
273 \begin{center}
274 \caption{Relationship between experience and {\tt level} for the first
275 10 levels. \label{tab:exp_level}}
276 \vskip 12pt
277 \small
278 \begin{tabular}{|rl|}
279 \hline
280 {\tt Level} & \multicolumn{1}{c|}{Experience} \\ \hline\hline
281 \input{levels}
282 ... & ... \\
283 \hline
284 \end{tabular}
285 \end{center}
286 \end{table}
287
288 \subsection{Calculation of selected secondary stats}\label{sec:stat_calc}
289 \index{stats, secondary}
290
291 Both the primary stats and {\tt level} of the character will influence
292 the secondary stats given below. In the skills-based game, the
293 appropriate experience category\footnote{categories
294 are given for the default settings, this can be changed by the
295 server administrator} is identified for purposes of determining
296 which {\tt level} is used in the calculation. In the non-skills
297 game, the {\em overall} {\tt level}\index{level, overall} is always used.
298
299 Refer to table \ref{tab:pri_eff} if a quantity in a calculation is
300 left unexplained.
301
302 \subsubsection{Weapon class ({\tt Wc})}\index{Wc}\index{stats, Wc}
303 The {\tt Wc} calculation is:
304 \begin{quote}
305 class {\tt Wc} - {\tt thaco}(STR)\index{thaco} - weapon {\tt Wc} - {\tt level} - 1 every 6 {\tt level}s
306 \end{quote}
307 where {\tt thaco} is found using the STR stat on table \ref{tab:pri_eff},
308 the weapon {\tt Wc}
309 can be determined from the \spoiler\ and the {\tt level} is taken from the
310 {\tt physique} experience category.
311
312 \subsubsection{Weapon Speed}\index{stats, weapon speed}
313 \index{weapon speed}
314 The calculation for weapon speed is quite complex (but here it is!).
315 The value for the weapon speed is:
316 \begin{quote}
317 {\tt speed}/({\tt LF} * {\sl NastyFactor} * {\sl LessNastyFactor})
318 \end{quote}
319 where {\tt LF} (``level factor'') is a number between 0.8 and 1.2 that
320 increases with the {\tt level} as (4+{\tt level})/(6+{\tt level})*1.2,
321 (the {\tt level} is taken from the overall {\tt level}),
322 and both {\sl NastyFactor} and {\sl LessNastyFactor} are calculated below.
323
324 The value of {\sl NastyFactor} is:
325 {\small
326 \begin{quote}
327 2/3 + {\tt MaxC}/363 - ((0.00167*{\tt WpnW})/{\tt MaxC}) + ({\tt speed}/5) + ((Dex-14)/28)
328 \end{quote}
329 }
330 \noindent{where} {\tt MaxC} is the maximum carrying
331 limit of the character, {\tt WpnW} is
332 the weapon weight. Weapon weight can be determined from examining the given
333 weapon (ie look at the number to the right side of the weapon icon in the
334 inventory window).
335
336 The value of {\sl LessNastyFactor} is:
337 \begin{quote}
338 2 - ((WpnF - {\tt magic}/2)/10)
339 \end{quote}
340 where {\tt WpnF} is the ``weapon factor'' and {\tt magic} is the
341 value of the enchantment on the weapon (i.e. $+$1, $+$2, etc.).
342 Weapon factor\index{weapon factor} is given for some weapons
343 in table \ref{tab:weap_factor}. \\
344
345 \begin{table}
346 \begin{center}
347 \caption{Weapon factor ({\tt WpnF}) for selected weapons}\label{tab:weap_factor}
348 \small
349 \vskip 12pt
350 \begin{tabular}{|crlc|} \hline
351 & & & \\
352 & 1.6 & nunchacu & \\
353 & 1.5 & dagger & \\
354 & 1.4 & Sting, katana, shortsword, taifu & \\
355 & 1.3 & Belzebub's sword, Darkblade, Excalibur & \\
356 & 1.2 & Firebrand, Frostbrand, Mjoellnir, Mournblade, & \\
357 & & Stormbringer, broadsword, falchion, light sword & \\
358 & & long sword, quarterstaff, sabre, sword, trident & \\
359 & 1.1 & Deathbringer, Demonbane, Dragonslayer, Holy Avenger & \\
360 & & club, hammer, mace, unicorn horn & \\
361 & 1.0 & axe, stonehammer & \\
362 & 0.9 & Skullcleaver, morningstar, stake, stoneaxe & \\
363 & 0.8 & large morningstar & \\
364 & 0.5 & Bonecrusher, Gram, shovel & \\
365 & 0.3 & large club & \\
366 & 0.1-0.4 & chair & \\
367 & 0.1 & bed & \\
368 & & & \\ \hline
369 \end{tabular}
370 \end{center}
371 \end{table}
372
373
374 \subsubsection{Damage ({\tt Dam})}\index{stats, Dam}\index{damage}
375
376 Current weapon, character class
377 (table \ref{tab:char_cls}) and STR ({\tt DmB} in table \ref{tab:pri_eff})
378 all effect the value of {\tt Dam}. The calculation for {\tt Dam} is:
379 \begin{quote}
380 Class bonus $+$ {\tt DmB} $+$ Weapon damage $+$ Skill damage
381 \end{quote}
382 In addition, for every 4 levels of fighting expertise ({\tt physique}
383 experience category level) 1$+$({\tt Dmb}/5)) is added to {\tt Dam}.
384 Some skills (namely the hand-to-hand, or martial arts skills)
385 can add significant damage to the overall total. The amount
386 that is added depends on the user's {\tt level} in that skill.
387 Note that weapon damage is automatically added to your damage
388 rating in the stat window when you wield any weapon.
389
390
391 \subsubsection{Armour class ({\tt Ac})}\index{stats, Ac}\index{Ac}
392
393 For characters that cannot wear armour (ex. Fireborn), their
394 {\tt Ac} can improve as their score increases. The calculation for {\tt Ac} is then:
395 \begin{quote}
396 Class {\tt Ac} $-$ {\tt level}/3
397 \end{quote}
398 The value of the character {\tt Ac} may decrease to the value of -10.
399 After that, no more improvement is made regardless of earned
400 experience. The overall {\tt level}\index{level, overall} is
401 {\em always} used for this calculation.
402
403
404 \subsubsection{Hit points ({\tt Hp})}\index{hit points}\index{stats, Hp}
405
406 A character will gain the following number of {\tt Hp} for {\em each} new
407 overall {\tt level} gained between levels 1$-$10:
408 \begin{quote}
409 ({\tt HpB})/2 + D4 + D4 + 1 + 1/every even {\tt level} {\em if} {\tt HpB} is even.
410 \end{quote}
411 Where D4 is a random number between 1 and 4 and you always get 1 hit point
412 gained per {\tt level}, regardless of {\tt HpB}.
413 For levels after 10th, {\tt Hp} grow 2 per {\tt level}.
414 The overall {\tt level} provides the correct value for {\tt level} in
415 the calculation.
416
417
418 \subsubsection{Mana ({\tt Sp})}\index{mana}\index{stats, mana}
419
420 A character will gain the following number of {\tt Sp} for {\em each} new
421 {\tt magic} experience category {\tt level} gained between levels 1$-$10:
422 \begin{quote}
423 ({\tt MgB}(POW))/2 + D3 + D3 + 1 every even {\tt level} {\em if} {\tt MgB} is even.
424 \end{quote}
425 Where D3 is a random number between 1 and 3 and you always get 1 mana gained
426 per new {\tt level}. For {\tt magic} levels past the 10th, mana grows 2 per level.
427
428
429 \subsubsection{Grace ({\tt Gr})}\index{stats, grace}\index{grace}
430
431 A character will gain the following number of {\tt Gr} for {\em each} new
432 {\tt wisdom} experience category {\tt level} gained between levels 1$-$10:
433 \begin{quote}
434 ({\tt MgB}(WIS) + {\tt MgB}(POW))/8 + D3
435 \end{quote}
436 Where D3 is a random number between 1 and 3 and you always get 1 grace gained
437 per new {\tt level}. For levels past the 10th,
438 grace grows 1 per {\tt wisdom} {\tt level}.
439
440 \subsection{Death $---$ the ultimate penalty?}\label{sec:death}
441
442 Should your hit point total drop below 0 you will die\inputimage{gravestone}.
443 What happens next depends on how the game is compiled. If the
444 {\tt NOT\_PERMDEATH} option is being
445 used (this is the default) then your character (and his all of his
446 {\em carried}
447 equipment at the instant of death) will appear in the base map (the one
448 you first started out in).
449
450 For each time you die, your character loses 20\%
451 of their experience (in all categories) and a random primary stat decreases by 1.
452 At low levels, the stat loss is bad news, while it is the experience loss that
453 {\em really} hurts at those high levels. You may still re-gain lost stats (up to your
454 natural limit) by drinking potions.
455
456 If the server administrator has made death permanent, there is still hope
457 for your character. When the {\tt RESURRECTION} option is enabled (the default option
458 when {\tt NOT\_PERMDEATH} is {\em not} being used) other characters may bring you back
459 from the beyond. There are 3 spells that are capable of doing this, but
460 remember to retrieve the corpse\inputimage{corpse}\ of the character
461 that is to be resurrected!
462
463
464 \section{Some advanced stuff}
465
466 \subsection{Some useful advanced commands}
467
468 \subsubsection{Meta-command ({\tt '}) }\index{meta-command}\index{commands, meta}
469 Any command listed by the use of help ({\tt ?} key) can be
470 used by spelling it out after the meta-command is issued. For example, you
471 can use the command {\tt say} either by hitting the double-quote ({\tt "} key) or
472 by issuing the command string {\tt 'say}.
473
474 \subsubsection{Binding commands ({\tt 'bind} and {\tt 'unbind})}\index{binding}\index{unbinding}
475 \index{commands, bind}
476 \index{commands, unbind}
477 You may bind any key with a complex command. For example, you could
478 bind the use of the meditation skill to the key ``{\tt m}''. To do this first
479 type:
480 \begin{quote}
481 {\tt 'bind use\_skill meditation }
482 \end{quote}
483 then press {\tt $<$return$>$}. The game will then ask you for a key to bind the
484 command to, you then hit {\tt m}. You can also re-bind this key to something
485 else later if you wish too. Issue the command:
486 command:
487 \begin{quote}
488 {\tt 'unbind reset }
489 \end{quote}
490 to totally reset bindings on keys.
491
492 \subsubsection{Pick up toggle ({\tt @})}\index{picking up items}\index{commands, pickup}
493 This allows you to change your pickup status. Eight different modes
494 for pick up exist: ``don't pick up'',``pick up 1 item'', ``pick up 1 item and
495 stop'', ``stop before picking up'', ``pick up all items'', pick up all items
496 and stop'', ``pick up all magic items'', ``pick up all coins and gems''.
497 Whenever you move over a pile of stuff your pickup mode controls
498 if and what you collect. You can always pickup stuff using the pickup
499 command ({\tt ,}) regardless of your current pickup mode.
500
501 \subsubsection{Invoke ({\tt 'invoke})} \index{commands, invoke}
502 A useful way to quickly cast both \incantation s and prayers is via the invoke
503 command. To use it effectively, {\tt bind invoke $<$spell$>$} to any
504 key. Then, when that binded key is pressed, your character will cast that magic
505 in the direction they're currently facing.
506
507 \subsection{Playing with other people}
508
509 As a general rule, other \cf\ players will prefer to co-operate or
510 at least leave each other alone. If you go about killing other player's
511 characters you may not only risk their continued wrath, but the anger of
512 the server administrator as well. Check out the house rules before you
513 start slaying players.
514
515 \subsubsection{Useful multi-player commands}
516
517 Here are some useful commands for playing with other players: \\
518
519 \noindent{\bf\tt shout}\index{commands, shout} \\
520 This meta-command will broadcast your message to every player currently
521 logged in. The say command only sends messages to players who share your
522 current map. Invoke this command just like {\tt say}.\\
523
524 \noindent{\bf\tt who}\index{commands, who} \\
525 This will give you a listing of all the current players and the maps
526 they are on currently. Invoke this command as {\tt 'who}.\\
527
528 \noindent{\bf\tt tell}\index{commands, tell} \\
529 Will send your message only to the player indicated. It is invoked as:
530 {\tt 'tell $<$character name$>$ $<$message string$>$}.\\
531
532 \subsubsection{The simple party system}\index{party system}\index{commands, party}
533 If the {\tt SIMPLE\_PARTY\_SYSTEM} has been enabled on your server you can
534 use this to adventure with other players. All experience gained by
535 members of the party is split equally, and in addition, party members
536 are always peaceful towards each other. Here's 2 useful party commands:\\
537
538 \noindent{1)} To form a party issue the command:
539 \begin{quote}
540 {\tt 'party form $<$party name$>$ }
541 \end{quote}
542 2) To join a party, type:
543 \begin{quote}
544 {\tt 'party join $<$party name$>$ }
545 \end{quote}
546 To see all of the options, type {\tt 'party help}.
547
548