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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 body parts. For example as |
82 | Shows how much (and what) you are wielding on certain body parts. |
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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 |
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86 | full and one free. |
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87 | |
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88 | Both items as well as skills and other more esoteric objects can use those |
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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 | The C<bowmode> controls how you will fire arrows and bolts. |
93 | The C<bowmode> controls how you will fire arrows and bolts. |
89 | |
94 | |
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469 | mark sword |
474 | mark sword |
470 | |
475 | |
471 | 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 |
472 | 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 |
473 | finds. |
478 | finds. |
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479 | |
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480 | =head2 me |
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481 | |
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482 | me <message> |
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483 | |
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484 | Sends a message to all players on the server, similar to chat, but instead |
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485 | of using C<name chats: message>, the form C<* name message> is used, which |
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486 | is useful to describe yourself, such as: |
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487 | |
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488 | me feels lonely |
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489 | => |
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490 | * schmorp feels lonely |
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491 | |
474 | |
492 | |
475 | =head2 motd |
493 | =head2 motd |
476 | |
494 | |
477 | Shows the message of the day. It takes no arguments. |
495 | Shows the message of the day. It takes no arguments. |
478 | |
496 | |
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582 | |
600 | |
583 | =over 4 |
601 | =over 4 |
584 | |
602 | |
585 | =item B<normal> |
603 | =item B<normal> |
586 | |
604 | |
587 | As you would expect. |
605 | Monsters behave normally, i.e. according to their own character. |
588 | |
606 | |
589 | =item B<sad> (search and destroy) |
607 | =item B<sad> (search and destroy) |
590 | |
608 | |
591 | Pets will roam and seek out things to attack. |
609 | Pets will roam and seek out things to attack. |
592 | |
610 | |
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618 | "arrow", "helmet", "shield", "armour", "boots", "gloves", "cloak", |
636 | "arrow", "helmet", "shield", "armour", "boots", "gloves", "cloak", |
619 | "key", "missile", "allweapon", "magical", "potion", "spellbook", |
637 | "key", "missile", "allweapon", "magical", "potion", "spellbook", |
620 | "skillscroll", "readables", "magicdevice", "notcursed", "jewels", |
638 | "skillscroll", "readables", "magicdevice", "notcursed", "jewels", |
621 | "flesh" |
639 | "flesh" |
622 | |
640 | |
623 | If a number (C<density>) is specified, then items of at least the |
641 | If a number (C<density>, must be 0..15) is specified, then items of at |
624 | specified value density are picked up. Value density is given as |
642 | least the specified value density are picked up. Value density is given as |
625 | gold/weight in kilograms. |
643 | gold/weight in kilograms. |
626 | |
644 | |
627 | 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. |
628 | |
646 | |
629 | =head2 prepare |
647 | =head2 prepare |