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# Content
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>