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1 root 1.1 <html>
2     <head>
3     <title>Crossfire Playerbook - Chapter 2</title>
4     </head>
5     <body>
6    
7     <H1>Playing <em>Crossfire</em></h1>
8    
9     <H2><a name="3.1.0">Section 3.1. Basics</a></h2>
10    
11     In this section, several basic bits of information are detailed in a concise
12     way in rough order of importance. Various pointers to other sections of
13     this document will help you to round out your knowledge if you want to. All
14     of the available player commands are concisely explained in appendix <a
15     href="appA.html">A (commands)</a>. You can always get a summary of available
16     commands while playing the game; hit ``<samp>?</samp>'' for help.<p>
17    
18     <h4><a name="3.1.1">How to do simple stuff</a></h4>
19    
20     <Strong>Move around and attack</strong><p>
21     Movement is accomplished with the mouse, or
22     with the same keys that some rouge-like computer games use. To move using
23     the mouse, position the cursor over a square you wish to move to
24     in the view window
25     then click the right hand button. If you want to use the keys, here's a
26     simple diagram of where the various movement keys will take you:<p>
27     <center>
28     <a name="table_keys">
29     <table cellpadding=3>
30     <tr><th>y</th><th></th><th>k</th><th></th><th>u</th></tr>
31     <tr><th></th><th><img src="fig/nwarrow.gif"></th><th><img src="fig/narrow.gif"></th><th><img src="fig/nearrow.gif"</th><th></th></tr>
32     <tr><th>h</th><th><img src="fig/warrow.gif"></th><th>.</th><th><img src="fig/earrow.gif"></th><th>l</th></tr>
33     <tr><th></th><th><img src="fig/swarrow.gif"></th><th><img src="fig/sarrow.gif"></th><th><img src="fig/searrow.gif"</th><th></th></tr>
34     <tr><th>b</th><th></th><th>j</th><th></th><th>n</th></tr>
35     </table>
36     </center>
37    
38     The ``<samp>.</samp>'' refers to yourself; you don't move anywhere when you
39     press it.
40     In order to ``run'' in a particular direction (i.e. move continuously
41     without having to repeatedly punch the key) hold down the control
42     key then hit any movement key or the right hand mouse button to
43     start moving. Release the <samp>&ltcontrol&gt</samp> key when you wish to stop running. <p>
44    
45     If you move into something, you will attack it. This means walls,
46     doors, and monsters will be damaged if you hit them. Players and
47     friendly monsters may also be attacked in this way, but only if
48     you set the peaceful flag to ``off''. To learn more about the combat
49     system see section <a href="chap3.html#3.2.1">combat</a>.<p>
50    
51     <strong>Picking up items</strong><p>
52    
53     To pickup items, move over the item, then either hit the ``<samp>,</samp>''
54     key or move the cursor over to the look window, position it over the desired
55     item and click the left mouse button. You will see the item appear in your
56     inventory window. If you pick up too much stuff, you won't be able to see it
57     all at once. Use the ``<samp>&lt</samp>'' and ``<samp>&gt</samp>'' keys to
58     rotate through the inventory list. <p>
59    
60     <strong>Applying stuff: wear armour, wield a weapon, eat, and so on.</strong><p>
61     Most of the time, in order to manipulate or ``<samp>apply</samp>'' items you have
62     to be holding them. Move the cursor over to the desired item in the
63     inventory window. By using the middle button on the mouse, you may
64     toggle the status (ie between ``applied'' or ``unapplied'') of items.
65     Note that
66     some items when applied will be used up (they disappear from the
67     inventory window). Examples of these kind of
68     items include ``food''
69     <!--#include file="foodone.html"-->
70     , ``potions''
71     <!--#include file="potions.html"-->
72     and ``scrolls''
73     <!--#include file="scrolls.html"-->
74     To learn more
75     about the uses of various items see chapter <a href="chap6.html">6 (Equipment)</a>. <p>
76    
77     <Strong>Shoot a ranged weapon</Strong><p>
78     Ranged weapons include bows
79     <!--#include file="bows.html"-->
80     wands
81     <!--#include file="wands.html"-->
82     rods
83     <!--#include file="rods.html"-->
84     , or horns
85     <!--#include file="horns.html"-->
86     . Apply the desired
87     weapon, then check to see that the <samp>Range:</samp> slot in the status
88     window indicates that item is ``readied'' (yes...you can have something
89     applied but not readied). If its not ready, use either the plus or minus
90     keys to rotate though all of the slots. Once readied, use the
91     ``<samp>&lotshift&gt</samp>'' key followed by a movement key to fire the
92     object in that direction. Alternatively, place the cursor in the view
93     window, then hit the middle mouse button to fire. <p>
94    
95     <strong>Enter a building or boat.</strong><p>
96     <!--#include file="guild.html"-->
97     Move over on top of the desired structure. Then hit either middle mouse
98     button while the cursor is on the icon of the structure in the look window,
99     or hit the <samp>A</samp> key. If there is a link to a map drawn of the ``inside''
100     you will be taken there. If no link exists, you will get the message
101     ``<samp>the &ltstructure&gt is closed.</samp>''. <p>
102    
103     <strong>Use a skill</strong><p>
104    
105     In order to use a skill, it must first be readied. You can ready any skill
106     you have with the <samp>ready_skill</samp> command. Also, some skills will
107     automatically be readied when you undertake certain actions. For example, if
108     you run into a hostile monster with a wielded weapon the <samp>melee
109     weapons</samp> skill is readied. A ready skill will show up in the stat
110     window in the <samp>Range:</samp> slot. If a skill doesn't appear in the
111     slot, rotate the range slot to check for the skill. When a skill is readied,
112     the range slot will appear as ``<samp>Skill: &ltskill&gt</samp>''
113     (otherwise it appears as ``<samp>Skill: none</samp>''). To use the skill,
114     make a ``ranged attack'' (ie hit the same keys or mouse button as for firing
115     a wand). To learn more about the skills system see chapter
116     <a href="chap5.html">5 (Skills)</a>. <p>
117    
118     <strong>Cast a spell</strong><p> In order to ``<samp>cast</samp>'' spells
119     (either incantations or prayers), you must have the skills of
120     <samp>wizardry</samp> (incantations) or <samp>praying</samp> (prayers).
121     Possession of a ``talisman''
122     <!--#include file="talisman.html"-->
123     or a ``holy symbol''
124     <!--#include file="holysymbol.html"-->
125     will also allow you to respectively
126     <samp>cast</samp> incantations or prayers). You can only <samp>cast</samp>
127     those spells you have </em>learned</em>. Issue the meta-command <samp>`cast
128     &ltspell&gt</samp> to ready a spell in the <samp>Range:</samp> slot. To
129     ``fire'' the spell, make a ranged attack. Note: if you don't have enough
130     mana an incantation will fail. If you don't have enough grace a prayer
131     <em>may</em> work. For more information concerning the magic system see
132     chapter <a href="chap4.html">4 (Magic)</a>.<p>
133    
134     <h4><a name="3.1.2">Saving the game and ending the <em>Crossfire</em> session:</a></h4>
135    
136     The <samp>save</samp> command is to provide an emergency backup in case of a
137     game crash. To save your player at the end of your game session you must
138     find a ``Bed to reality''
139     <!--#include file="savebed.html"-->
140     , move your player
141     over it and <samp>apply</samp> it (``<samp>A</samp>''). These beds can
142     usually be found in the inns and taverns dotted around the maps (especially
143     in cities). This prevents you just saving anywhere and forces you to finish
144     what you are doing and return somewhere safe.<p>
145    
146     <h4><a name="3.1.3">About NPCs</a></h4>
147    
148     <em>N</em>on <em>P</em>layer <em>C</em>haracters are special ``monsters''
149     which have ``intelligence''. Players may be able to interact with these
150     monsters to help solve puzzles and find items of interest. To speak with a
151     monster you suspect to be a NPC, simply move to an adjacent square to them
152     and push the double-quote, ie. <samp>"</samp>. Enter your message, and press
153     <samp>&ltreturn&gt</samp>. You can also use the meta-command
154     <samp>'say</samp> if you feel like typing a little extra.<p>
155    
156     Other NPCs may not speak to you, but display intelligence with their
157     movement. Some monsters can be friendly, and may attack the nearest of your
158     enemies. Others can be ``pets'', in that they follow you around and help you
159     in your quest to kill enemies and find treasure.<p>
160    
161    
162     <h4><a name="3.1.4">Important special items</a></h4>
163    
164     There are many special items which can be found in <em>Crossfire</em>, of
165     those shown below, the most important may be the signs. <p>
166    
167     <UL>
168     <li><strong>Signs:</strong>
169     <!--#include file="sign.html"-->
170    
171     Signs often have messages that might clue you in on quests and puzzles
172     or even refer you to NPCs. It is your job as a player to make sure you
173     read every sign to make sure you do not miss things. <p>
174    
175     <li> <strong>Handles and Buttons:</strong>
176     <!--#include file="handbutt.html"-->
177    
178     These items can often be manipulated to open up new areas of the map.
179     In the case of handles, all a player must do is apply the handle. In
180     the case of buttons, the player must move items over the button to
181     "hold" it down. Some of the larger buttons may need very large items to
182     be moved onto them, before they can be activated. <p>
183    
184     <li> <strong>Gates and locked doors:</strong>
185     <!--#include file="gatedoor.html"-->
186    
187     Gates are often tied to a handle or button and can only be opened by
188     manipulating the the handle/button. Doors that are locked can either be
189     smashed down by attacking the door, by using keys
190     <!--#include file="keys.html"-->
191     which can be found
192     throughout the game, or by picking the lock. <p>
193    
194     <li> <strong>Pits:</strong>
195     <!--#include file="pit.html"-->
196    
197     Pits can be doorways to new areas of the map too, but be careful, for
198     you could fall down into a pit full of ghosts or dragons and not be
199     able to get back out! <p>
200    
201     <li> <strong>Break away walls:</strong>
202     <!--#include file="br_wall.html"-->
203    
204     Are a common occurrence in <em>Crossfire</em> . These type of walls can be
205     "destroyed" by attacking them. Thus, sometimes it may be worth a
206     player's time to test the walls of a map for ``secret doors''. <p>
207    
208     <li> <strong>Fire walls:</strong>
209     <!--#include file="fr_wall.html"-->
210    
211     Will shoot missiles (including bullets, lightning, etc.) at players.
212     Some firewalls can be destroyed while others cannot. <p>
213    
214     <li> <strong>Spinners and Directors:</strong>
215     <!--#include file="dir_spin.html"-->
216    
217     These odd items will change the direction of any item flying over them,
218     such as missile weapons and spells. <p>
219     </ul>
220    
221     <h2><a name="3.2.0">Matters of life and death</h2>
222    
223    
224     <h4><a name="3.2.1">Attack system</h4>
225    
226     Every time you make an attack, your attack is classified with one or more
227     ``attacktypes''. For example, an attack made with a ordinary sword
228     results in the attack being made with the attacktype of ``physical''.
229     For another example, if a Mage attacks with a fireball spell the
230     attack is made with the ``magic'' and ``fire'' attacktypes. In
231     similar fashion, a defender may be protected, vulnerable, or immune
232     to any attacktype. <p>
233    
234     Here is a summary of the attack system; in fact, its a
235     bit more complicated. <p>
236    
237     <strong>Hitting an opponent</strong><p>
238     Several quantities are involved in
239     determining whether an attack will hit its target. The attacker will hit if
240     his <samp>Wc</samp> is less than or equal to the defender's <samp>Ac</samp>
241     + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives
242     a 20 (remember, both <samp>Wc</samp> and <samp>Ac</samp> improve as their
243     value drops <em>lower</em>).<p>
244    
245     <strong>Damaging a hit opponent</strong><p>
246     Damages are randomly generated, with the magnitude of the random number
247     being based on the attacker's <samp>Dam</samp> stat.
248     If defender is immune to an attacktype
249     in the attack, he receives no damage, if he's protected he receives
250     half damage, if he's vulnerable to this kind of
251     attacktype, he receives double damage. For physical attacks, the percent
252     of your <samp>Arm</samp> value is subtracted from incoming damage.
253     Some magic weapons can ``slay'' various races of creatures. If the weapon
254     slays the defender, the attack damage is tripled. <p>
255    
256    
257     <h4><a name="3.2.2">Experience</h4>
258    
259     Accumulation of experience will result in increasing the <samp>level</samp>
260     of the player's character. In a <em>Crossfire</em> game where skills are
261     <em>not</em> present, experience is only gained for removing traps and
262     killing monsters. A player will gain a new <samp>level</samp> when their
263     experience total reaches a new amount in the hierarchy shown in the
264     following table:<p>
265    
266     <center>
267     <a name="table_exp_level">
268     <table border=1 cellpadding = 5>
269     <tr><th>Level</th><th>Experience</th></tr>
270     <!--#include file="levels.html"-->
271     </table>
272     Relationship between experience and <samp>level</samp> for the first
273     10 levels.<p>
274     </center>
275    
276     In the skills-based game, <em>several</samp> kinds of experience exist. The
277     <samp>score</samp> represents the ``<em>overall</em>'' proficiency of the
278     player and is the <em>sum</em> of all the differing kinds of experience
279     possessed.<p>
280    
281     The player accumulates experience into various ``<em>experience
282     categories</em>'' according to their actions.
283     Another way of putting this is that you become better
284     at what you do most often and most successfully. For example,
285     a player who kills monsters with incantations gains experience in
286     casting incantations. A player who steals from creatures often will
287     get better at stealing, and so on. <p>
288    
289     Each experience category will have a <samp>level</samp> assigned to it based
290     on the amount of experience accumulated in it (using the same schedule shown
291     in the table above.) Use the <samp>skills</samp> command to investigate
292     which skills your character has and to see the <samp>level</samp> of ability
293     you have in each experience category. See chapter <a href="chap5.html">5 (Skills)</a> for more
294     information about skills and skill-based experience.<p>
295    
296     As an aside, monsters <em>also</em> are assigned a <samp>level</samp> of
297     proficiency and may gain experience. The main way which monsters gain
298     experience is by <em>killing</em> players! Beware going after a monster that
299     has killed several players, it will be much more difficult to challenge!
300    
301    
302     <h4><a name="3.2.3">Calculation of selected secondary stats</h4>
303    
304     Both the primary stats and <samp>level</samp> of the character will influence
305     the secondary stats given below. In the skills-based game, the
306     appropriate experience category is identified for purposes of determining
307     which <samp>level</samp> is used in the calculation. In the non-skills
308     game, the <em>overall</em> <samp>level</samp> is always used.<p>
309    
310     Note: categories
311     are given for the default settings, and this can be changed by the
312     server administrator<p>
313    
314     Refer to table <a href="chap2.html#table_pri_eff">primary stat effects</a> if a quantity in a calculation is
315     left unexplained. <p>
316    
317     <strong>Weapon class (<samp>Wc</samp>)</strong><p>
318     The <samp>Wc</samp> calculation is:
319     <p><quote>
320     class <samp>Wc</samp> - <samp>thaco</samp>(STR) - weapon <samp>Wc</samp> - <samp>level</samp> - 1 every 6 <samp>level</samp>s
321     </quote><p>
322    
323     where <samp>thaco</samp> is found using the STR stat on table <a
324     href="chap2.html#table_pri_eff">primary stat effects</a>, the weapon
325     <samp>Wc</samp> can be determined from the <a
326     href="../spoiler-html/spoiler.html">Crossfire Spoiler</a> and the
327     <samp>level</samp> is taken from the <samp>physique</samp> experience
328     category. <p>
329    
330     <strong>Weapon Speed</strong><p>
331    
332     The calculation for weapon speed is quite complex (but here it is!).
333     The value for the weapon speed is:<p>
334     <quote>
335     <samp>speed</samp>/(<samp>LF</samp> * <em>NastyFactor</em> * <em>LessNastyFactor</em>)<p>
336     </quote>
337    
338     where <samp>LF</samp> (``level factor'') is a number between 0.8 and 1.2
339     that increases with the <samp>level</samp> as
340     (4+<samp>level</samp>)/(6+<samp>level</samp>)*1.2, (the <samp>level</samp>
341     is taken from the overall <samp>level</samp>), and both <em>NastyFactor</em>
342     and <em>LessNastyFactor</em> are calculated below.<p>
343    
344     The value of <em>NastyFactor</em> is:<p>
345     <quote>
346     2/3 + <samp>MaxC</samp>/363 - ((0.00167*<samp>WpnW</samp>)/<samp>MaxC</samp>) + (<samp>speed</samp>/5) + ((Dex-14)/28)
347     </quote><p>
348    
349     where <samp>MaxC</samp> is the maximum carrying
350     limit of the character, <samp>WpnW</samp> is
351     the weapon weight. Weapon weight can be determined from examining the given
352     weapon (ie look at the number to the right side of the weapon icon in the
353     inventory window).<p>
354    
355     The value of <em>LessNastyFactor</em> is:<p>
356     <quote>
357     2 - ((WpnF - <samp>magic</samp>/2)/10)
358     </quote>
359     where <samp>WpnF</samp> is the ``weapon factor'' and <samp>magic</samp> is the
360     value of the enchantment on the weapon (i.e. +1, +2, etc.).
361     Weapon factor is given for some weapons
362     in the table below. <p>
363    
364     <center>
365     <a name="table_weap_factor">
366     <table border=1 cellpadding = 5>
367     <tr><th> 1.6 </th><th> nunchacu </th></tr>
368     <tr><th> 1.5 </th><th> dagger </th></tr>
369     <tr><th> 1.4 </th><th> Sting, katana, shortsword, taifu </th></tr>
370     <tr><th> 1.3 </th><th> Belzebub's sword, Darkblade, Excalibur </th></tr>
371     <tr><th> 1.2 </th><th> Firebrand, Frostbrand, Mjoellnir, Mournblade,
372     Stormbringer, broadsword, falchion, light sword <
373     long sword, quarterstaff, sabre, sword, trident </th></tr>
374     <tr><th> 1.1 </th><th> Deathbringer, Demonbane, Dragonslayer, Holy Avenger
375     club, hammer, mace, unicorn horn </th></tr>
376     <tr><th> 1.0 </th><th> axe, stonehammer </th></tr>
377     <tr><th> 0.9 </th><th> Skullcleaver, morningstar, stake, stoneaxe </th></tr>
378     <tr><th> 0.8 </th><th> large morningstar </th></tr>
379     <tr><th> 0.5 </th><th> Bonecrusher, Gram, shovel </th></tr>
380     <tr><th> 0.3 </th><th> large club </th></tr>
381     <tr><th> 0.1-0.4 </th><th> chair </th></tr>
382     <tr><th> 0.1 </th><th> bed </th></tr>
383     </table>
384     Weapon factor (<samp>WpnF</samp>) for selected weapons<p>
385     </center>
386    
387    
388    
389     <h4>Damage (<samp>Dam</samp>)</h4>
390    
391     Current weapon, character class (table <a
392     href="chap2.html#table2.2>character classes</a>) and STR (<samp>DmB</samp>
393     in table <a href="chap2.html#table_pri_eff">primary stat effects</a>) all
394     effect the value of <samp>Dam</samp>. The calculation for <samp>Dam</samp>
395     is:<p>
396    
397     <quote> Class bonus + <samp>DmB</samp> + Weapon damage + Skill damage
398     <p> </quote>
399    
400     In addition, for every 4 levels of fighting expertise (<samp>physique</samp>
401     experience category level) 1+(<samp>Dmb</samp>/5)) is added to
402     <samp>Dam</samp>. Some skills (namely the hand-to-hand, or martial arts
403     skills) can add significant damage to the overall total. The amount that is
404     added depends on the user's <samp>level</samp> in that skill. Note that
405     weapon damage is automatically added to your damage rating in the stat
406     window when you wield any weapon.
407    
408    
409     <h4>Armour class (<samp>Ac</samp>)</h4>
410    
411     For characters that cannot wear armour (ex. Fireborn), their <samp>Ac</samp>
412     can improve as their score increases. The calculation for <samp>Ac</samp> is
413     then: <p>
414    
415     <quote>
416     Class <samp>Ac</samp> - <samp>level</samp>/3<p>
417     </quote>
418    
419     The value of the character <samp>Ac</samp> may decrease to the value of -10.
420     After that, no more improvement is made regardless of earned
421     experience. The overall <samp>level</samp> is
422     <em>always</em> used for this calculation.
423    
424    
425     <h4>Hit points (<samp>Hp</samp>)</h4>
426    
427     A character will gain the following number of <samp>Hp</samp> for <em>each</em<
428     new overall <samp>level</samp> gained between levels 1-10:<p>
429    
430     <quote>
431     (<samp>HpB</samp>)/2 + D4 + D4 + 1 + 1/every even <samp>level</samp>
432     <em>if</em> <samp>HpB</samp> is even.<p>
433     </quote>
434    
435     Where D4 is a random number between 1 and 4 and you always get 1 hit point
436     gained per <samp>level</samp>, regardless of <samp>HpB</samp>. For levels
437     after 10th, <samp>Hp</samp> grow 2 per <samp>level</samp>. The overall
438     <samp>level</samp> provides the correct value for <samp>level</samp> in the
439     calculation.
440    
441    
442     <h4>Mana (<samp>Sp</samp>)</h4>
443    
444     A character will gain the following number of <samp>Sp</samp> for <em>each</em> new
445     <samp>magic</samp> experience category <samp>level</samp> gained between levels 1-10:<p>
446    
447     <quote>
448     (<samp>MgB</samp>(POW))/2 + D3 + D3 + 1 every even <samp>level</samp> <em>if</em> <samp>MgB</samp> is even.<p>
449     </quote>
450    
451     Where D3 is a random number between 1 and 3 and you always get 1 mana gained
452     per new <samp>level</samp>. For <samp>magic</samp> levels past the 10th,
453     mana grows 2 per level.
454    
455    
456     <h4>Grace (<samp>Gr</samp>)</h4>
457    
458     A character will gain the following number of <samp>Gr</samp> for <em>each</em> new
459     <samp>wisdom</samp> experience category <samp>level</samp> gained between levels 1-10:<p>
460    
461     <quote>
462     (<samp>MgB</samp>(WIS) + <samp>MgB</samp>(POW))/8 + D3<p>
463     </quote>
464     Where D3 is a random number between 1 and 3 and you always get 1 grace gained
465     per new <samp>level</samp>. For levels past the 10th,
466     grace grows 1 per <samp>wisdom</samp> <samp>level</samp>.
467    
468     <h4><a name="3.2.4">Death --- the ultimate penalty?</h4>
469    
470     Should your hit point total drop below 0 you will die
471     <!--#include file="gravestone.html"-->
472     What happens next depends on how the game is compiled. If the
473     <samp>NOT_PERMDEATH</samp> option is being
474     used (this is the default) then your character (and his all of his
475     <em>carried</em>
476     equipment at the instant of death) will appear in the base map (the one
477     you first started out in). <p>
478    
479     For each time you die, your character loses 20% of their experience (in all
480     categories) and a random primary stat decreases by 1. At low levels, the
481     stat loss is bad news, while it is the experience loss that <em>really</em>
482     hurts at those high levels. You may still re-gain lost stats (up to your
483     natural limit) by drinking potions.<p>
484    
485     If the server administrator has made death permanent, there is still hope
486     for your character. When the <samp>RESURRECTION</samp> option is enabled (the default option
487     when <samp>NOT_PERMDEATH</samp> is <em>not</em> being used) other characters may bring you back
488     from the beyond. There are 3 spells that are capable of doing this, but
489     remember to retrieve the corpse
490     <!--#include file="corpse.html"-->
491     of the character
492     that is to be resurrected! <p>
493    
494    
495     <h2><a name="3.3.0">Some advanced stuff</h2>
496    
497     <h4><a name="3.3.1">Some useful advanced commands</h4>
498    
499     <h4>Meta-command (<samp>'</samp>)</h4>
500    
501     Any command listed by the use of help (<samp>?</samp> key) can be used by
502     spelling it out after the meta-command is issued. For example, you can use
503     the command <samp>say</samp> either by hitting the double-quote
504     (<samp>"</samp> key) or by issuing the command string <samp>'say</samp>.
505    
506     <h4>Binding commands (<samp>'bind</samp> and <samp>'unbind</samp>)</h4>
507    
508     You may bind any key with a complex command. For example, you could bind the
509     use of the meditation skill to the key ``<samp>m</samp>''. To do this first
510     type:<p>
511    
512     <quote>
513     <samp>'bind use_skill meditation </samp> <p>
514     </quote>
515    
516     then press <samp>&ltreturn&gt</samp>. The game will then ask you for a key to bind the
517     command to, you then hit <samp>m</samp>. You can also re-bind this key to something
518     else later if you wish too. Issue the command:<p>
519     <quote>
520     <samp>'unbind reset </samp> <p>
521     </quote>
522     to totally reset bindings on keys. <p>
523    
524     <h4>Pick up toggle (<samp>@</samp>)</h4>
525    
526     This allows you to change your pickup status. Eight different modes
527     for pick up exist: ``don't pick up'',``pick up 1 item'', ``pick up 1 item and
528     stop'', ``stop before picking up'', ``pick up all items'', pick up all items
529     and stop'', ``pick up all magic items'', ``pick up all coins and gems''.
530     Whenever you move over a pile of stuff your pickup mode controls
531     if and what you collect. You can always pickup stuff using the pickup
532     command (<samp>,</samp>) regardless of your current pickup mode. <p>
533    
534     <h4>Invoke (<samp>'invoke</samp>)</h4>
535    
536     A useful way to quickly cast both incantations and prayers is via the invoke
537     command. To use it effectively, <samp>bind invoke &ltspell&gt</samp> to any
538     key. Then, when that binded key is pressed, your character will cast that magic
539     in the direction they're currently facing.
540    
541     <h4><a name="3.3.2">Playing with other people</h4>
542    
543     As a general rule, other <em>Crossfire</em> players will prefer to
544     co-operate or at least leave each other alone. If you go about killing other
545     player's characters you may not only risk their continued wrath, but the
546     anger of the server administrator as well. Check out the house rules before
547     you start slaying players.<p>
548    
549     <h4>Useful multi-player commands</h4>
550    
551     Here are some useful commands for playing with other players:<p>
552    
553     <ul>
554     <li><strong>shout</strong>
555     This meta-command will broadcast your message to every player currently
556     logged in. The say command only sends messages to players who share your
557     current map. Invoke this command just like <samp>say</samp>.<p>
558    
559     <li><strong>who</strong>
560     This will give you a listing of all the current players and the maps
561     they are on currently. Invoke this command as <samp>'who</samp>.<p>
562    
563     <li><strong>tell</strong>
564     Will send your message only to the player indicated. It is invoked as:
565     <samp>'tell &ltcharacter name&gt &ltmessage string&gt</samp>.<p>
566     </ul>
567    
568     <h4>The simple party system</h4>
569    
570     If the <samp>SIMPLE_PARTY_SYSTEM</samp> has been enabled on your server you
571     can use this to adventure with other players. All experience gained by
572     members of the party is split equally, and in addition, party members are
573     always peaceful towards each other. Here's 2 useful party commands:<p>
574    
575     1) To form a party issue the command: <p>
576     <quote>
577     <samp>'party form &ltparty name&gt</samp><p>
578     </quote>
579    
580     2) To join a party, type:<p>
581     <quote>
582     <samp>'party join &ltparty name&gt</samp><p>
583     </quote>
584     To see all of the options, type <samp>'party help</samp>.
585     <p>
586    
587     <a href="handbook.html"><img src="fig/book.gif">Back to table of contents</a><br>
588     <a href="chap2.html"><img src="fig/stairup.gif">Go to chapter 2</a><br>
589     <a href="chap4.html"><img src="fig/stairdown.gif">Go to chapter 4</a><br>