… | |
… | |
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 you are wielding on certain body parts. For example as |
83 | fireborn, you have 4 fingers to put rings on. If you have 3 rings on it will |
83 | fireborn, you have 4 fingers to put rings on. If you have 3 rings on it will |
84 | say: "on your finger 3 1", meaning you have 3 fingers full and one free. |
84 | say: "on your finger 3 1", meaning you have 3 fingers full and one free. |
85 | |
85 | |
86 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
86 | =head2 X<bowmode>bowmode (normal|threewide|spreadshot|bestarrow|.*) |
87 | |
87 | |
88 | Bowmode controls how you will fire arrows and bolts. |
88 | The C<bowmode> controls how you will fire arrows and bolts. |
89 | |
89 | |
90 | The options are: |
90 | The options are: |
91 | |
91 | |
92 | =over 4 |
92 | =over 4 |
93 | |
93 | |
… | |
… | |
118 | |
118 | |
119 | When you enter the B<brace> command to brace your character, your |
119 | When you enter the B<brace> command to brace your character, your |
120 | character will no longer move. It can still attack adjoining |
120 | character will no longer move. It can still attack adjoining |
121 | spaces. Bracing can be useful to hold a location. |
121 | spaces. Bracing can be useful to hold a location. |
122 | |
122 | |
123 | When you are braced, you lose your dex bonus and incur a 2 point |
123 | 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 |
124 | 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 |
125 | 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. |
126 | for killing creatures, and incur a 4 point WC (to hit) penalty. |
127 | |
127 | |
128 | =head2 chat |
128 | =head2 chat |
129 | |
129 | |
130 | chat <message> |
130 | chat <message> |
131 | |
131 | |
132 | Sends a message to all players on the server. This is the normal way to |
132 | Sends a message to all players on the server. This is the normal way to |
133 | chat with others. |
133 | chat with others. |
134 | |
134 | |
135 | =head2 cast |
135 | =head2 cast |
136 | |
136 | |
137 | You use the cast command to set your range-weapon to the spell you |
137 | You use the cast command to set your range-action-slot to the spell you |
138 | want. Example: |
138 | want. Example: |
139 | |
139 | |
140 | cast burning hands |
140 | cast burning hands |
141 | |
141 | |
142 | sets your I<range> weapon to B<spell: burning hands>. |
142 | sets your I<range> slot to B<spell: burning hands>. |
143 | |
143 | |
144 | If you don't know the spell, shows which spells you do know. |
144 | If you don't know the spell, shows which spells you do know. |
145 | |
145 | |
146 | It is helpful to bind string like B<cast burning hands> to keys. |
146 | It is helpful to bind string like B<cast burning hands> to keys. |
147 | |
147 | |
148 | See B<range> for more information on range weapons. |
148 | See C<help range> for more information on range weapons. |
149 | |
149 | |
150 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
150 | =head2 X<drop>drop (all|unpaid|cursed|unlocked|.*) |
151 | |
151 | |
152 | drop [number] name |
152 | drop [number] name |
153 | |
153 | |
… | |
… | |
157 | |
157 | |
158 | There are a few special name values: |
158 | There are a few special name values: |
159 | |
159 | |
160 | =over 4 |
160 | =over 4 |
161 | |
161 | |
162 | =item B<all> |
162 | =item B<all>: matches any item. |
163 | |
163 | |
164 | matches any item. |
164 | =item B<unpaid>: matches unpaid items. |
165 | |
165 | |
166 | =item B<unpaid> |
166 | =item B<cursed>: drops items known to be cursed or damned. |
167 | |
167 | |
168 | matches unpaid items |
168 | =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 | |
169 | |
178 | =back |
170 | =back |
179 | |
171 | |
180 | B<number> is optional. This acts as the number of the object to drop. The |
172 | 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 |
173 | 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 |
294 | Do not show the hints themselves, but notify you when a hint would have |
303 | been available. |
295 | been available. |
304 | |
296 | |
305 | =item hide |
297 | =item hide |
306 | |
298 | |
307 | Hide all hints: You will not be able to tell wether there is a hint |
299 | Hide all hints: You will not be able to tell whether there is a hint |
308 | available or not. |
300 | available or not. |
309 | |
301 | |
310 | =back |
302 | =back |
311 | |
303 | |
312 | =head2 hiscore |
304 | =head2 hiscore |
… | |
… | |
320 | Lists all players that you currently ignore. |
312 | Lists all players that you currently ignore. |
321 | |
313 | |
322 | ignore <player> <tell|shout|all> [timeout] |
314 | ignore <player> <tell|shout|all> [timeout] |
323 | |
315 | |
324 | This command ignores the specified messages (B<tell> ignores tells, |
316 | This command ignores the specified messages (B<tell> ignores tells, |
325 | B<shout> ignores chat and shout and all ignores everything from the given |
317 | B<shout> ignores chat and shout and B<all> ignores everything from the given |
326 | user). |
318 | user). |
327 | |
319 | |
328 | The optional timeout (specified in hours) specifies then the ignore entry |
320 | 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 |
321 | 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 |
322 | expire after a day by default is that most troublemakers stop soon after |
331 | being ignored. |
323 | they are being ignored. |
332 | |
324 | |
333 | To revoke an ignore, use the B<unignore> command. |
325 | To revoke an ignore, use the B<unignore> command. |
334 | |
326 | |
335 | =head2 inventory |
327 | =head2 inventory |
336 | |
328 | |
… | |
… | |
338 | status. Example: |
330 | status. Example: |
339 | |
331 | |
340 | inventory |
332 | inventory |
341 | |
333 | |
342 | Inventory: |
334 | Inventory: |
343 | - arrow 0.1 |
335 | - arrow 0.1 |
344 | - Knife * 2 |
336 | - Knife * 2 |
345 | - long sword (wielded) 15 |
337 | - long sword (wielded) 15 |
346 | |
338 | |
347 | This shows that you have one arrow which weighs 0.1kg and one Knife which you |
339 | 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 |
340 | protected from dropping by locking it as well as a long sword which you are |
349 | currently using to attack. |
341 | currently using to attack. |
350 | |
342 | |
… | |
… | |
386 | invoke magic rune of large fireball |
378 | invoke magic rune of large fireball |
387 | invoke reincarnation of Iamdead |
379 | invoke reincarnation of Iamdead |
388 | invoke create food of waybread |
380 | invoke create food of waybread |
389 | |
381 | |
390 | It is very helpful to bind healing spells to keys, for example go to your |
382 | 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 |
383 | 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 |
384 | 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, |
385 | recommended to bind a healing spell or potion to an easily-accessible-key, |
394 | such as '1'. |
386 | such as '1'. |
395 | |
387 | |
396 | |
388 | |
… | |
… | |
404 | they had will be left behind, but you will get no |
396 | they had will be left behind, but you will get no |
405 | experience for their death. However, it kills them |
397 | experience for their death. However, it kills them |
406 | instantaneously. |
398 | instantaneously. |
407 | |
399 | |
408 | If a name is specified then only pets with that |
400 | If a name is specified then only pets with that |
409 | name will be killed, eg killpets bat will kill bats |
401 | name will be killed, e.g. killpets bat will kill bats |
410 | but not bees. If a number is specified, the pet |
402 | but not bees. If a number is specified, the pet |
411 | corresponding to that number is killed. |
403 | corresponding to that number is killed. |
412 | |
404 | |
413 | =head2 mapinfo |
405 | =head2 mapinfo |
414 | |
406 | |
… | |
… | |
453 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
445 | =item Reset: the minimum number of seconds the map will stay as is (will not reset). |
454 | |
446 | |
455 | Most maps will not reset as long as players are on it, and usually the |
447 | 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 |
448 | 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 |
449 | maps will never reset in the common sense, these are usually marked with a |
458 | very high number (sucha s C<1e+99>). |
450 | very high number (such as C<1e+99>). |
459 | |
451 | |
460 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
452 | =item Path: the name that uniquely identifies the map, can be used for goto etc. |
461 | |
453 | |
462 | =back |
454 | =back |
463 | |
455 | |
… | |
… | |
493 | message '10 times you kill orc' would be printed out. The default value is |
485 | 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 - |
486 | 1 - this means that all messages get printed out as they are requested - |
495 | buffering is disabled in this regard. |
487 | buffering is disabled in this regard. |
496 | |
488 | |
497 | output-sync controls how often information is sent to the screen. Each |
489 | 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 |
490 | buffer has its own time value, and will be flushed independently. The |
499 | default value is usually less than a second. |
491 | default value is usually less than a second. |
500 | |
492 | |
501 | See also L<output-sync>. |
493 | See also L<output-sync>. |
502 | |
494 | |
503 | =head2 output-rate |
495 | =head2 output-rate |
… | |
… | |
519 | =head2 output-sync |
511 | =head2 output-sync |
520 | |
512 | |
521 | output-sync [seconds] |
513 | output-sync [seconds] |
522 | |
514 | |
523 | output-sync controls how often information is sent to the screen. Each |
515 | 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 |
516 | buffer has its own time value, and will be flushed independently. The |
525 | default value is usually less than a second. |
517 | default value is usually less than a second. |
526 | |
518 | |
527 | output-count sets after how many messages of the same type, they are |
519 | 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 |
520 | 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 |
521 | message '10 times you kill orc' would be printed out. The default value is |
… | |
… | |
687 | |
679 | |
688 | If either of the names contain spaces, you have to use the C<">-form, |
680 | 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 |
681 | otherwise you can just write the name as-is. If you omit the old name, the |
690 | marked item will be used instead. |
682 | marked item will be used instead. |
691 | |
683 | |
692 | If the new name is empty (i.e. C<"">), then the original (unrenamed) name |
684 | If the new name is empty (i.e. C<"">), then the original (before the |
693 | will be restored. |
685 | rename) name will be restored. |
694 | |
686 | |
695 | Note: maximum allowed name length is 127 characters. |
687 | Note: maximum allowed name length is 127 characters. |
696 | |
688 | |
697 | |
689 | |
698 | =head2 resistances |
690 | =head2 resistances |
… | |
… | |
790 | applies to new items you pick up - items that you are already holding will |
782 | applies to new items you pick up - items that you are already holding will |
791 | not be sorted. |
783 | not be sorted. |
792 | |
784 | |
793 | If sort_inventory is not set (default), items will be inserted via type, |
785 | 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, |
786 | 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 |
787 | all daggers by magic order, etc. Unfortunately, for scrolls and rings, new |
796 | ones just get inserted last. |
788 | ones just get inserted last. |
797 | |
789 | |
798 | If you have a lot of stuff that is not in alphabetical order but you would |
790 | 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. |
791 | like it to be, the best method is to drop all of it and then pick it up. |
800 | |
792 | |
801 | =head2 sound |
793 | =head2 sound |
802 | |
794 | |
803 | Toggles between sound enabled and disabled. This has no relevance to the |
795 | 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 |
796 | 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 |
797 | sound effect command to the client and is enabled if the client supports |
806 | sound (i.e. always for cfplus). |
798 | sound (i.e. always for the deliantra client). |
807 | |
799 | |
808 | =head2 sourcecode |
800 | =head2 sourcecode |
809 | |
801 | |
810 | This command displays the means to download the sourcecode (server code, |
802 | This command displays the means to download the source code (server code, |
811 | maps and archetypes) used to implement this version of the game. |
803 | maps and archetypes) used to implement this version of the game. |
812 | |
804 | |
813 | Every player has the right to download and modify the source code of the |
805 | 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 |
806 | server, as required by both the GNU General Public License and the GNU |
815 | Affero General Public license. |
807 | Affero General Public license. |
… | |
… | |
885 | It is partially just for fun but it affects the darkness outside and the |
877 | It is partially just for fun but it affects the darkness outside and the |
886 | weather if weather is enabled in the server. |
878 | weather if weather is enabled in the server. |
887 | |
879 | |
888 | =head2 title |
880 | =head2 title |
889 | |
881 | |
|
|
882 | title <new title> |
|
|
883 | title clear # Sets your title back to your race. |
|
|
884 | |
890 | Players can change their title. For example you called yourself Gandalf and |
885 | 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 |
886 | your race is elf, you can use the title command to change your name from |
892 | "Gandalf the elf" to "Gandalf the white". Usage: |
887 | "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 | |
888 | |
897 | Dragons cannot set their title because it changes during the game. |
889 | Dragons cannot set their title because it changes during the game. |
898 | |
890 | |
899 | =head2 unignore |
891 | =head2 unignore |
900 | |
892 | |
… | |
… | |
918 | |
910 | |
919 | The B<usekeys> option determines the behaviour of using keys. |
911 | The B<usekeys> option determines the behaviour of using keys. |
920 | |
912 | |
921 | Values are: |
913 | Values are: |
922 | |
914 | |
|
|
915 | =over 4 |
|
|
916 | |
923 | inventory: Only keys in the top level inventory are used (default) |
917 | =item B<inventory>: Only keys in the top level inventory are used (default) |
924 | |
918 | |
925 | keyrings: Only keys in active keyrings are used. |
919 | =item B<keyrings>: Only keys in active key rings are used. |
926 | |
920 | |
927 | containers: Only keys in active containers are used. |
921 | =item B<containers>: Only keys in active containers are used. |
928 | |
922 | |
|
|
923 | =back |
|
|
924 | |
929 | Note that keyrings are just a specialized container, so the containers |
925 | Note that key rings are just a specialized container, so the containers |
930 | will also find keys in keyrings. |
926 | will also find keys in key rings. |
931 | |
927 | |
932 | Only active containers are used - keys will not jump out of closed |
928 | 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. |
929 | containers, but hints will be given if you have keys in such containers. |
934 | |
930 | |
935 | =head2 version |
931 | =head2 version |