… | |
… | |
34 | |
34 | |
35 | These two options disable the toggling feature. |
35 | These two options disable the toggling feature. |
36 | |
36 | |
37 | =head2 X<applymode>applymode (nochoice|never|always) |
37 | =head2 X<applymode>applymode (nochoice|never|always) |
38 | |
38 | |
39 | Applymode controls what happens when you are equipping something that would |
39 | the C<applymode> controls what happens when you are equipping something that would |
40 | require something else to be unequipped. |
40 | require something else to be unequipped. |
41 | |
41 | |
42 | The options are: |
42 | The options are: |
43 | |
43 | |
44 | =over 4 |
44 | =over 4 |
… | |
… | |
77 | |
77 | |
78 | See L<apply|command/apply>. |
78 | See L<apply|command/apply>. |
79 | |
79 | |
80 | =head2 body |
80 | =head2 body |
81 | |
81 | |
82 | Shows how much you are wielding on certain bodyparts. For example as |
82 | Shows how much (and what) you are wielding on certain body parts. |
|
|
83 | |
83 | fireborn, you have 4 fingers to put rings on. If you have 3 rings on it will |
84 | For example as fireborn, you have 4 fingers to put rings on. If you have |
84 | say: "on your finger 3 1", meaning you have 3 fingers full and one free. |
85 | 3 rings on it will say: "on your finger 3 1", meaning you have 3 fingers |
|
|
86 | full and one free. |
|
|
87 | |
|
|
88 | Both items as well as skills and other more esoteric objects can use those |
|
|
89 | body parts. |
85 | |
90 | |
86 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
91 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
87 | |
92 | |
88 | Bowmode controls how you will fire arrows and bolts. |
93 | The C<bowmode> controls how you will fire arrows and bolts. |
89 | |
94 | |
90 | The options are: |
95 | The options are: |
91 | |
96 | |
92 | =over 4 |
97 | =over 4 |
93 | |
98 | |
… | |
… | |
118 | |
123 | |
119 | When you enter the B<brace> command to brace your character, your |
124 | When you enter the B<brace> command to brace your character, your |
120 | character will no longer move. It can still attack adjoining |
125 | character will no longer move. It can still attack adjoining |
121 | spaces. Bracing can be useful to hold a location. |
126 | spaces. Bracing can be useful to hold a location. |
122 | |
127 | |
123 | When you are braced, you lose your dex bonus and incur a 2 point |
128 | When you are braced, you lose your Dex bonus and incur a 2 point |
124 | ac penalty beyond that (if you have a negative dex bonus, you may in |
129 | ac penalty beyond that (if you have a negative Dex bonus, you may in |
125 | fact come out ahead. You also only get 20% of the normal experience |
130 | fact come out ahead. You also only get 20% of the normal experience |
126 | for killing creatures, and incure a 4 point wc (to hit) penalty. |
131 | for killing creatures, and incur a 4 point WC (to hit) penalty. |
127 | |
132 | |
128 | =head2 chat |
133 | =head2 chat |
129 | |
134 | |
130 | chat <message> |
135 | chat <message> |
131 | |
136 | |
132 | Sends a message to all players on the server. This is the normal way to |
137 | Sends a message to all players on the server. This is the normal way to |
133 | chat with others. |
138 | chat with others. |
134 | |
139 | |
135 | =head2 cast |
140 | =head2 cast |
136 | |
141 | |
137 | You use the cast command to set your range-weapon to the spell you |
142 | You use the cast command to set your range-action-slot to the spell you |
138 | want. Example: |
143 | want. Example: |
139 | |
144 | |
140 | cast burning hands |
145 | cast burning hands |
141 | |
146 | |
142 | sets your I<range> weapon to B<spell: burning hands>. |
147 | sets your I<range> slot to B<spell: burning hands>. |
143 | |
148 | |
144 | If you don't know the spell, shows which spells you do know. |
149 | If you don't know the spell, shows which spells you do know. |
145 | |
150 | |
146 | It is helpful to bind string like B<cast burning hands> to keys. |
151 | It is helpful to bind string like B<cast burning hands> to keys. |
147 | |
152 | |
148 | See B<range> for more information on range weapons. |
153 | See C<help range> for more information on range weapons. |
149 | |
154 | |
150 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
155 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
151 | |
156 | |
152 | drop [number] name |
157 | drop [number] name |
153 | |
158 | |
… | |
… | |
157 | |
162 | |
158 | There are a few special name values: |
163 | There are a few special name values: |
159 | |
164 | |
160 | =over 4 |
165 | =over 4 |
161 | |
166 | |
162 | =item B<all> |
167 | =item B<all>: matches any item. |
163 | |
168 | |
164 | matches any item. |
169 | =item B<unpaid>: matches unpaid items. |
165 | |
170 | |
166 | =item B<unpaid> |
171 | =item B<cursed>: drops items known to be cursed or damned. |
167 | |
172 | |
168 | matches unpaid items |
173 | =item B<unlocked>: drops items not locked in your inventory. |
169 | |
|
|
170 | =item B<cursed> |
|
|
171 | |
|
|
172 | drops items known to be cursed or damned. |
|
|
173 | |
|
|
174 | =item B<unlocked> |
|
|
175 | |
|
|
176 | drops items not locked in your inventory |
|
|
177 | |
174 | |
178 | =back |
175 | =back |
179 | |
176 | |
180 | B<number> is optional. This acts as the number of the object to drop. The |
177 | B<number> is optional. This acts as the number of the object to drop. The |
181 | objects number must be at least the number for it to be dropped. For |
178 | objects number must be at least the number for it to be dropped. For |
… | |
… | |
302 | Do not show the hints themselves, but notify you when a hint would have |
299 | Do not show the hints themselves, but notify you when a hint would have |
303 | been available. |
300 | been available. |
304 | |
301 | |
305 | =item hide |
302 | =item hide |
306 | |
303 | |
307 | Hide all hints: You will not be able to tell wether there is a hint |
304 | Hide all hints: You will not be able to tell whether there is a hint |
308 | available or not. |
305 | available or not. |
309 | |
306 | |
310 | =back |
307 | =back |
311 | |
308 | |
312 | =head2 hiscore |
309 | =head2 hiscore |
… | |
… | |
320 | Lists all players that you currently ignore. |
317 | Lists all players that you currently ignore. |
321 | |
318 | |
322 | ignore <player> <tell|shout|all> [timeout] |
319 | ignore <player> <tell|shout|all> [timeout] |
323 | |
320 | |
324 | This command ignores the specified messages (B<tell> ignores tells, |
321 | This command ignores the specified messages (B<tell> ignores tells, |
325 | B<shout> ignores chat and shout and all ignores everything from the given |
322 | B<shout> ignores chat and shout and B<all> ignores everything from the given |
326 | user). |
323 | user). |
327 | |
324 | |
328 | The optional timeout (specified in hours) specifies then the ignore entry |
325 | The optional timeout (specified in hours) specifies when the ignore entry |
329 | expires. The default is 24 (one day). The reason why all ignores expire |
326 | expires. The default is 24 (one day). The reason why all ignore entries |
330 | after a day by default is that most troublemakers stop soon after they are |
327 | expire after a day by default is that most troublemakers stop soon after |
331 | being ignored. |
328 | they are being ignored. |
332 | |
329 | |
333 | To revoke an ignore, use the B<unignore> command. |
330 | To revoke an ignore, use the B<unignore> command. |
334 | |
331 | |
335 | =head2 inventory |
332 | =head2 inventory |
336 | |
333 | |
… | |
… | |
338 | status. Example: |
335 | status. Example: |
339 | |
336 | |
340 | inventory |
337 | inventory |
341 | |
338 | |
342 | Inventory: |
339 | Inventory: |
343 | - arrow 0.1 |
340 | - arrow 0.1 |
344 | - Knife * 2 |
341 | - Knife * 2 |
345 | - long sword (wielded) 15 |
342 | - long sword (wielded) 15 |
346 | |
343 | |
347 | This shows that you have one arrow which weighs 0.1kg and one Knife which you |
344 | This shows that you have one arrow which weighs 0.1kg and one Knife which you |
348 | protected from dropping by locking it as well as a long sword which you are |
345 | protected from dropping by locking it as well as a long sword which you are |
349 | currently using to attack. |
346 | currently using to attack. |
350 | |
347 | |
… | |
… | |
386 | invoke magic rune of large fireball |
383 | invoke magic rune of large fireball |
387 | invoke reincarnation of Iamdead |
384 | invoke reincarnation of Iamdead |
388 | invoke create food of waybread |
385 | invoke create food of waybread |
389 | |
386 | |
390 | It is very helpful to bind healing spells to keys, for example go to your |
387 | It is very helpful to bind healing spells to keys, for example go to your |
391 | I<playerbook>, tab I<spells>, the press the right mosue button on the |
388 | I<playerbook>, tab I<spells>, the press the right mouse button on the |
392 | spell I<medium healing> and choose C<bind invoke ... to a key>. It is |
389 | spell I<medium healing> and choose C<bind invoke ... to a key>. It is |
393 | recommended to bind a healing spell or potion to an easily-accessible-key, |
390 | recommended to bind a healing spell or potion to an easily-accessible-key, |
394 | such as '1'. |
391 | such as '1'. |
395 | |
392 | |
396 | |
393 | |
… | |
… | |
404 | they had will be left behind, but you will get no |
401 | they had will be left behind, but you will get no |
405 | experience for their death. However, it kills them |
402 | experience for their death. However, it kills them |
406 | instantaneously. |
403 | instantaneously. |
407 | |
404 | |
408 | If a name is specified then only pets with that |
405 | If a name is specified then only pets with that |
409 | name will be killed, eg killpets bat will kill bats |
406 | name will be killed, e.g. killpets bat will kill bats |
410 | but not bees. If a number is specified, the pet |
407 | but not bees. If a number is specified, the pet |
411 | corresponding to that number is killed. |
408 | corresponding to that number is killed. |
412 | |
409 | |
413 | =head2 mapinfo |
410 | =head2 mapinfo |
414 | |
411 | |
… | |
… | |
440 | =item I: B<I>n memory, B<S>wapped out or B<L>oading. |
437 | =item I: B<I>n memory, B<S>wapped out or B<L>oading. |
441 | |
438 | |
442 | The server keeps maps in memory only for a short time (by default about |
439 | The server keeps maps in memory only for a short time (by default about |
443 | 40 seconds). After that time, it saves them to disk. As the server loads |
440 | 40 seconds). After that time, it saves them to disk. As the server loads |
444 | most maps in the background it is possible that you can see a map that is |
441 | most maps in the background it is possible that you can see a map that is |
445 | currently being loaded, but thats rare, as loading a map is fast. |
442 | currently being loaded, but that's rare, as loading a map is fast. |
446 | |
443 | |
447 | =item Svd: the amount of seconds the map was last saved (++ means >99). |
444 | =item Svd: the amount of seconds the map was last saved (++ means >99). |
448 | |
445 | |
449 | The server by default tries to save each map at least every 20 seconds if |
446 | The server by default tries to save each map at least every 20 seconds if |
450 | it changed, so in case of a disastrous crash (one where the server cannot |
447 | it changed, so in case of a disastrous crash (one where the server cannot |
… | |
… | |
453 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
450 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
454 | |
451 | |
455 | Most maps will not reset as long as players are on it, and usually the |
452 | Most maps will not reset as long as players are on it, and usually the |
456 | reset counter only starts going down when all players left the map. Some |
453 | reset counter only starts going down when all players left the map. Some |
457 | maps will never reset in the common sense, these are usually marked with a |
454 | maps will never reset in the common sense, these are usually marked with a |
458 | very high number (sucha s C<1e+99>). |
455 | very high number (such as C<1e+99>). |
459 | |
456 | |
460 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
457 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
461 | |
458 | |
462 | =back |
459 | =back |
463 | |
460 | |
… | |
… | |
477 | mark sword |
474 | mark sword |
478 | |
475 | |
479 | B<mark> will look for best match first, and then look for matches based |
476 | B<mark> will look for best match first, and then look for matches based |
480 | on shortened name, object name, archetype name. It prints the match it |
477 | on shortened name, object name, archetype name. It prints the match it |
481 | finds. |
478 | finds. |
|
|
479 | |
|
|
480 | =head2 me |
|
|
481 | |
|
|
482 | me <message> |
|
|
483 | |
|
|
484 | Sends a message to all players on the server, similar to chat, but instead |
|
|
485 | of using C<name chats: message>, the form C<* name message> is used, which |
|
|
486 | is useful to describe yourself, such as: |
|
|
487 | |
|
|
488 | me feels lonely |
|
|
489 | => |
|
|
490 | * schmorp feels lonely |
|
|
491 | |
482 | |
492 | |
483 | =head2 motd |
493 | =head2 motd |
484 | |
494 | |
485 | Shows the message of the day. It takes no arguments. |
495 | Shows the message of the day. It takes no arguments. |
486 | |
496 | |
… | |
… | |
493 | message '10 times you kill orc' would be printed out. The default value is |
503 | message '10 times you kill orc' would be printed out. The default value is |
494 | 1 - this means that all messages get printed out as they are requested - |
504 | 1 - this means that all messages get printed out as they are requested - |
495 | buffering is disabled in this regard. |
505 | buffering is disabled in this regard. |
496 | |
506 | |
497 | output-sync controls how often information is sent to the screen. Each |
507 | output-sync controls how often information is sent to the screen. Each |
498 | buffer has its own time value, and will be flushed independantly. The |
508 | buffer has its own time value, and will be flushed independently. The |
499 | default value is usually less than a second. |
509 | default value is usually less than a second. |
500 | |
510 | |
501 | See also L<output-sync>. |
511 | See also L<output-sync>. |
502 | |
512 | |
503 | =head2 output-rate |
513 | =head2 output-rate |
… | |
… | |
519 | =head2 output-sync |
529 | =head2 output-sync |
520 | |
530 | |
521 | output-sync [seconds] |
531 | output-sync [seconds] |
522 | |
532 | |
523 | output-sync controls how often information is sent to the screen. Each |
533 | output-sync controls how often information is sent to the screen. Each |
524 | buffer has its own time value, and will be flushed independantly. The |
534 | buffer has its own time value, and will be flushed independently. The |
525 | default value is usually less than a second. |
535 | default value is usually less than a second. |
526 | |
536 | |
527 | output-count sets after how many messages of the same type, they are |
537 | output-count sets after how many messages of the same type, they are |
528 | then printed out. If the value was 10, then after killing ten orcs, the |
538 | then printed out. If the value was 10, then after killing ten orcs, the |
529 | message '10 times you kill orc' would be printed out. The default value is |
539 | message '10 times you kill orc' would be printed out. The default value is |
… | |
… | |
590 | |
600 | |
591 | =over 4 |
601 | =over 4 |
592 | |
602 | |
593 | =item B<normal> |
603 | =item B<normal> |
594 | |
604 | |
595 | As you would expect. |
605 | Monsters behave normally, i.e. according to their own character. |
596 | |
606 | |
597 | =item B<sad> (search and destroy) |
607 | =item B<sad> (search and destroy) |
598 | |
608 | |
599 | Pets will roam and seek out things to attack. |
609 | Pets will roam and seek out things to attack. |
600 | |
610 | |
… | |
… | |
608 | |
618 | |
609 | =back |
619 | =back |
610 | |
620 | |
611 | =head2 pickup |
621 | =head2 pickup |
612 | |
622 | |
|
|
623 | pickup +mode |
|
|
624 | pickup -mode |
|
|
625 | pickup density |
|
|
626 | |
613 | B<pickup> changes how you pick up items when you step on them. to pickup |
627 | B<pickup> changes whether you pick up items when you step on them. To |
614 | an item manually, use the ',' key. |
628 | pickup an item manually, use the ',' key. |
615 | |
629 | |
616 | Mode 0: Don't pick up items. |
630 | The B<Pickup> tab in the playerbook is usually a better way to modify your |
|
|
631 | autopickup settings than using this command. |
617 | |
632 | |
618 | Mode 1: Pick up one item |
633 | Mode can be one of: |
619 | |
634 | |
620 | Mode 2: Pickup up one item and stop |
635 | "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", |
|
|
636 | "arrow", "helmet", "shield", "armour", "boots", "gloves", "cloak", |
|
|
637 | "key", "missile", "allweapon", "magical", "potion", "spellbook", |
|
|
638 | "skillscroll", "readables", "magicdevice", "notcursed", "jewels", |
|
|
639 | "flesh" |
621 | |
640 | |
622 | Mode 3: Stop before picking up items |
641 | If a number (C<density>, must be 0..15) is specified, then items of at |
623 | |
642 | least the specified value density are picked up. Value density is given as |
624 | Mode 4: Pick up all items |
643 | gold/weight in kilograms. |
625 | |
|
|
626 | Mode 5: Pick up all items and stop |
|
|
627 | |
|
|
628 | Mode 6: Pick up all magical items |
|
|
629 | |
|
|
630 | Mode 7: Pick up all coins and gems |
|
|
631 | |
|
|
632 | Modes above 7: Pickup items with |
|
|
633 | a value density greater than the pickup mode. |
|
|
634 | |
|
|
635 | Value density is value in gold/weight in kilograms. |
|
|
636 | |
644 | |
637 | The value in gold is what the item is worth if you sold it in the shop. |
645 | The value in gold is what the item is worth if you sold it in the shop. |
638 | |
|
|
639 | Goldcoins have a value density of 66, |
|
|
640 | |
|
|
641 | Density 10 will pickup silver, gold, rings, wands, books, and scrolls. |
|
|
642 | Artifacts are also picked up. |
|
|
643 | |
|
|
644 | |
646 | |
645 | =head2 prepare |
647 | =head2 prepare |
646 | |
648 | |
647 | The same as cast. Usage: |
649 | The same as cast. Usage: |
648 | |
650 | |
… | |
… | |
687 | |
689 | |
688 | If either of the names contain spaces, you have to use the C<">-form, |
690 | If either of the names contain spaces, you have to use the C<">-form, |
689 | otherwise you can just write the name as-is. If you omit the old name, the |
691 | otherwise you can just write the name as-is. If you omit the old name, the |
690 | marked item will be used instead. |
692 | marked item will be used instead. |
691 | |
693 | |
692 | If the new name is empty (i.e. C<"">), then the original (unrenamed) name |
694 | If the new name is empty (i.e. C<"">), then the original (before the |
693 | will be restored. |
695 | rename) name will be restored. |
694 | |
696 | |
695 | Note: maximum allowed name length is 127 characters. |
697 | Note: maximum allowed name length is 127 characters. |
696 | |
698 | |
697 | |
699 | |
698 | =head2 resistances |
700 | =head2 resistances |
… | |
… | |
738 | |
740 | |
739 | =head2 search-items |
741 | =head2 search-items |
740 | |
742 | |
741 | search-items <word> |
743 | search-items <word> |
742 | |
744 | |
743 | Automatically picks up all items with <word> in their name. search-items rod |
745 | Automatically picks up all items with <word> in their name. C<search-items |
744 | will pick up all rods and heavy rods. search-items of Fire will pick up all |
746 | rod> will pick up all rods and heavy rods. C<search-items of Fire> will |
745 | bolts, arrows, swords, etc. of Fire. |
747 | pick up all bolts, arrows, swords, etc. of Fire, C<search-items magic+1> |
|
|
748 | will pick up all items with magic+1, and so on, and so on. |
|
|
749 | |
|
|
750 | While this mode is active, you will be slower and the normal autopickup is |
|
|
751 | disabled. To disable search mode again, execute C<search-items> without |
|
|
752 | any arguments. |
746 | |
753 | |
747 | =head2 seen |
754 | =head2 seen |
748 | |
755 | |
749 | seen <login> |
756 | seen <login> |
750 | |
757 | |
… | |
… | |
790 | applies to new items you pick up - items that you are already holding will |
797 | applies to new items you pick up - items that you are already holding will |
791 | not be sorted. |
798 | not be sorted. |
792 | |
799 | |
793 | If sort_inventory is not set (default), items will be inserted via type, |
800 | If sort_inventory is not set (default), items will be inserted via type, |
794 | subtype and magic. This, all axes will be grouped together in magic order, |
801 | subtype and magic. This, all axes will be grouped together in magic order, |
795 | all daggers by magic order, etc. Unforunately, for scrolls and rings, new |
802 | all daggers by magic order, etc. Unfortunately, for scrolls and rings, new |
796 | ones just get inserted last. |
803 | ones just get inserted last. |
797 | |
804 | |
798 | If you have a lot of stuff that is not in alphabetical order but you would |
805 | If you have a lot of stuff that is not in alphabetical order but you would |
799 | like it to be, the best method is to drop all of it and then pick it up. |
806 | like it to be, the best method is to drop all of it and then pick it up. |
800 | |
807 | |
801 | =head2 sound |
808 | =head2 sound |
802 | |
809 | |
803 | Toggles between sound enabled and disabled. This has no relevance to the |
810 | Toggles between sound enabled and disabled. This has no relevance to the |
804 | sound settings of the client, it only governs wether the server will send |
811 | sound settings of the client, it only governs whether the server will send |
805 | sound effect command to the client and is enabled if the client supports |
812 | sound effect command to the client and is enabled if the client supports |
806 | sound (i.e. always for cfplus). |
813 | sound (i.e. always for the deliantra client). |
807 | |
814 | |
808 | =head2 sourcecode |
815 | =head2 sourcecode |
809 | |
816 | |
810 | This command displays the means to download the sourcecode (server code, |
817 | This command displays the means to download the source code (server code, |
811 | maps and archetypes) used to implement this version of the game. |
818 | maps and archetypes) used to implement this version of the game. |
812 | |
819 | |
813 | Every player has the right to download and modify the source code of the |
820 | Every player has the right to download and modify the source code of the |
814 | server, as required by both the GNU General Public License and the GNU |
821 | server, as required by both the GNU General Public License and the GNU |
815 | Affero General Public license. |
822 | Affero General Public license. |
… | |
… | |
838 | Kills yourself. No, really. |
845 | Kills yourself. No, really. |
839 | |
846 | |
840 | This command might not look useful at first, but sometimes you can get |
847 | This command might not look useful at first, but sometimes you can get |
841 | yourself into a corner you can't escape anymore, either due to a map |
848 | yourself into a corner you can't escape anymore, either due to a map |
842 | bug or your own stupidity. Killing oneself can be difficult and time |
849 | bug or your own stupidity. Killing oneself can be difficult and time |
843 | consuming, thats why this command is provided. It is fast, painless, |
850 | consuming, that's why this command is provided. It is fast, painless, |
844 | effective, humane. |
851 | effective, humane. |
845 | |
852 | |
846 | =head2 take |
853 | =head2 take |
847 | |
854 | |
848 | The take commands take object(s) on the space the player is standing on, |
855 | The take commands take object(s) on the space the player is standing on, |
… | |
… | |
876 | |
883 | |
877 | =head2 time |
884 | =head2 time |
878 | |
885 | |
879 | Shows the Deliantra in-game time, not the server time. It looks like this: |
886 | Shows the Deliantra in-game time, not the server time. It looks like this: |
880 | |
887 | |
881 | It is 52 minutes past 8 o'clock am, on the Day of the Bull |
888 | It is 52 minutes past 8 o'clock am, on the Day of the Bull, |
882 | The 2nd Day of the Month of the Frost Giant, Year 63 |
889 | the 2nd Day of the Month of the Frost Giant, Year 63. |
883 | Time of Year: The Season of New Year |
890 | Time of Year: The Season of New Year. |
884 | |
891 | |
885 | It is partially just for fun but it affects the darkness outside and the |
892 | An hour of game time passes in 3 minutes of real time. The time and |
886 | weather if weather is enabled in the server. |
893 | calendar uses 60 minutes per hour, 28 hours per day, seven days per week, |
|
|
894 | five weeks per month, and 17 months per year. The year is additionally |
|
|
895 | split into four seasons of 4 months each, except the season of the |
|
|
896 | Blizzard, which is 5 months long. |
|
|
897 | |
|
|
898 | The number "zero" is unknown, which is why the minutes go from 1 to 60. |
|
|
899 | |
|
|
900 | Seasons and the time of the day affect the overall outdoor daylight. |
887 | |
901 | |
888 | =head2 title |
902 | =head2 title |
|
|
903 | |
|
|
904 | title <new title> |
|
|
905 | title clear # Sets your title back to your race. |
889 | |
906 | |
890 | Players can change their title. For example you called yourself Gandalf and |
907 | Players can change their title. For example you called yourself Gandalf and |
891 | your race is elf, you can use the title command to change your name from |
908 | your race is elf, you can use the title command to change your name from |
892 | "Gandalf the elf" to "Gandalf the white". Usage: |
909 | "Gandalf the elf" to "Gandalf the white" by using C<title the white>. |
893 | |
|
|
894 | title <new title> |
|
|
895 | title clear # Sets your title back to your race. |
|
|
896 | |
910 | |
897 | Dragons cannot set their title because it changes during the game. |
911 | Dragons cannot set their title because it changes during the game. |
898 | |
912 | |
899 | =head2 unignore |
913 | =head2 unignore |
900 | |
914 | |
… | |
… | |
918 | |
932 | |
919 | The B<usekeys> option determines the behaviour of using keys. |
933 | The B<usekeys> option determines the behaviour of using keys. |
920 | |
934 | |
921 | Values are: |
935 | Values are: |
922 | |
936 | |
|
|
937 | =over 4 |
|
|
938 | |
923 | inventory: Only keys in the top level inventory are used (default) |
939 | =item B<inventory>: Only keys in the top level inventory are used (default) |
924 | |
940 | |
925 | keyrings: Only keys in active keyrings are used. |
941 | =item B<keyrings>: Only keys in active key rings are used. |
926 | |
942 | |
927 | containers: Only keys in active containers are used. |
943 | =item B<containers>: Only keys in active containers are used. |
928 | |
944 | |
|
|
945 | =back |
|
|
946 | |
929 | Note that keyrings are just a specialized container, so the containers |
947 | Note that key rings are just a specialized container, so the containers |
930 | will also find keys in keyrings. |
948 | will also find keys in key rings. |
931 | |
949 | |
932 | Only active containers are used - keys will not jump out of closed |
950 | Only active containers are used - keys will not jump out of closed |
933 | containers, but hints will be given if you have keys in such containers. |
951 | containers, but hints will be given if you have keys in such containers. |
934 | |
952 | |
935 | =head2 version |
953 | =head2 version |