settings. Add vampires to manual (still needs reference to aptitudes etc.!) and reorder classes according to the new job order.
Re-introduce 't' as a synonym for 'f' in targetting, but don't document it anymore. (It's only in convenience to older players, anyway.) Also, change default wand inscription from !z to !Z, but use a hack to check for either.
Oh, and restrict Blood Evaporate effect to Stinking cloud, Fire and Steam (the latter two like !Rage).
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if (r[i] == '!' && (r[i+1] == iletter || r[i+1] == '*'))
return true;
{
if (r[i] == '!')
{
if (r[i+1] == iletter || r[i+1] == '*')
return true;
else if (oper == OPER_ZAP && r[i+1] == 'z') // for the 0.3.4. keys
return true;
}
}
OPER_WIELD = 'w',
OPER_QUAFF = 'q',
OPER_DROP = 'd',
OPER_EAT = 'e',
OPER_TAKEOFF = 'T',
OPER_WEAR = 'W',
OPER_PUTON = 'P',
OPER_REMOVE = 'R',
OPER_READ = 'r',
OPER_WIELD = 'w',
OPER_QUAFF = 'q',
OPER_DROP = 'd',
OPER_EAT = 'e',
OPER_TAKEOFF = 'T',
OPER_WEAR = 'W',
OPER_PUTON = 'P',
OPER_REMOVE = 'R',
OPER_READ = 'r',
OPER_ZAP = 'z',
OPER_EXAMINE = 'v',
OPER_FIRE = 'f',
OPER_PRAY = 'p',
OPER_EVOKE = 'E',
OPER_ANY = 0
OPER_ZAP = 'Z',
OPER_EXAMINE = 'v',
OPER_FIRE = 'f',
OPER_PRAY = 'p',
OPER_EVOKE = 'E',
OPER_ANY = 0
continues the development. See the CREDITS in the mail folder for myriad of
contributors, past and present; license.txt contains the legal blurb.
has been continuing the development. See the CREDITS in the mail folder for a
myriad of contributors, past and present; license.txt contains the legal blurb.
dat/entry.des for a first impression). Later, you may want to read
docs/level_design.txt for the full power. If you're ambitious, new maps for
/dat/entry.des for a first impression). Later, you may want to read
/docs/level_design.txt for the full power. If you're ambitious, new maps for
You can look up that current descriptions in-game with ?/ or just read them in
dat/descript/monsters.txt. The following conventions should be more or less
obeyed: descriptions ought to contain flavour text, ideally pointing out major
weaknesses/strenghts. No numbers, please. Citations are okay, but try to stay
away from the most generic ones.
You can look up the current monster descriptions in-game with '?/' or just read
them in /dat/descript/monsters.txt. The following conventions should be more or
less obeyed: descriptions ought to contain flavour text, ideally pointing out
major weaknesses/strenghts. No numbers, please. Citations are okay, but try to
stay away from the most generic ones.
If you like, you can similarly modify the descriptions for features, items or
branches.
patches for bug fixes as well as implementation of new features is welcome.
Please be sure to read docs/coding_conventions.txt first.
patches for bug fixes as well as implementation of new features are very much
welcome.
Please be sure to read /docs/coding_conventions.txt first.
Thank you, and have fun crawling!
The tutorial has a special help screen (viewed by pressing '?') and ends
when you reach the seventh experience level.
The tutorial has a special help screen (viewed by pressing '??') and
ends when you reach the seventh experience level.
Doors can be usually be opened by just walking into them (there is an
option for disabling this); else this can also be done with either the
'O' command. They can be closed with the 'C command. Pressing Ctrl plus
a direction or '*', followed by a direction, will open/close doors, too.
Doors can usually be opened by just walking into them (there is an
option for disabling this); else this can also be done using the 'O'
command. They can be closed with the 'C' command. Pressing Ctrl plus
a direction, or '*', followed by a direction, will open/close doors,
too.
setting 'explore_greedy = true' in the init file. This will cause Crawl
to run to and pick up all items seen which are on the autopickup list.
It also makes the character go to piles of items, in order to check the
contents.
setting 'explore_greedy = true' (default setting) in the init file. This
will cause Crawl to run to and pick up all items seen which are on the
autopickup list. It also makes the character go to piles of items, in
order to check the contents.
The above assumes that use of the default option 'stash_tracking =
all'. If for some reasons (e.g. to speed up performance) you've
changed the value of the stash_tracking option, you can press Ctrl-S
to tell Crawl that a given square is considered a stash. Ctrl-E will
manually erase stashes.
The above assumes use of the default option 'stash_tracking = all'. If
for some reason (e.g. to speed up performance) you've changed the value
of the stash_tracking option, you can press Ctrl-S to tell Crawl that a
given square is considered a stash. Ctrl-E will manually erase stashes.
necessary), you can use keymaps and macros. See crawl_macro.txt in the
Docs directory, or read it from the in-game help menu.
necessary), you can use keymaps and macros. See macros_guide.txt in the
/docs directory, or read it from the in-game help menu.
intuition, you will soon figure out which monsters make the best
meals. Likewise, ranged or magic attackers will prove a different kind
of threat from melee fighters. Learn from past deaths and remember
which monsters pose the most problems. If particular monsters are
giving you trouble, try to alter your tactics for future encounters.
intuition, you will soon figure out which monsters make the best meals.
Likewise, ranged or magic attackers will prove a different kind of
threat from melee fighters. Learn from past deaths and remember which
monsters pose the most problems. If particular monsters are giving you
trouble, try to alter your tactics for future encounters.
them first, and without consuming food. You must wield a rod like a
weapon in order to gain from its power. Rods can be invoked with the 'E'
command while you are wielding them. They have a pool of magical energy
which regenerates rather quickly when you are wielding it (drawing from
your own Magic), or at a much slower rate when it just sits in your
them first, and consume less food. You must wield a rod like a weapon in
order to gain from its power. Rods can be invoked with the 'v' command
while you are wielding them. They have a pool of magical energy which
regenerates rather quickly when you are wielding it (drawing from your
own Magic), or at a much slower rate when it just sits in your
These are called 'ego items', and examples are: boots of running, a weapon
of flaming, a helmet of see invisible, and so on. Note that such items
can be modified, and thus are subject to corrosion and enchanting scrolls.
All ego items are noted with special adjectives but not all items noted in
this way need have a special property (they often have some enchantment,
though):
These are called 'ego items', and examples are: boots of running, a
weapon of flaming, a helmet of see invisible, and so on. Note that such
items can be modified, and thus are subject to corrosion and enchanting
scrolls.
All ego items are noted with special adjectives but not all items noted
in this way need have a special property (they often have some
enchantment, though):
hasting or healing will actually target the cursor on you, leaving to you
only the pressing of '.', Enter, etc. - except if you want to heal or
haste someone else. If you target yourself while firing something harmful
(which can be sensible at times), you will be asked for confirmation.
hasting or healing will actually target the cursor on you, leaving to
you only the pressing of '.', Enter, etc. - except if you want to heal
or haste someone else. If you target yourself while firing something
harmful (which can be sensible at times), you will be asked for
confirmation.
several types of appropriate ammunition, say poisoned needles and curare
needles. Your last usage will be remembered. Note that you can use ( for
changing the quiver ammunition even outside of targeting.
several types of appropriate ammunition, say poisoned needles and
curare needles. Your last usage will be remembered. Note that you can
use ( for changing the quiver ammunition even outside of targeting.
you dedicate corpse-sacrifices to your God, for example: press 'pD' to
pray first, and then dissect. Note that not all gods like this. Praying
also gives you a sense of what your God thinks of you, and can be used
to sacrifice things at altars.
you dedicate corpse-sacrifices to your God, for example: press 'pc' to
pray first, and then chop up a corpse. Note that not all gods like this.
Praying also gives you a sense of what your God thinks of you, and can
be used to sacrifice things at altars.
It is much more difficult to get rid of bad mutations. A lucky mutation
attempt can actually remove mutations. However, the only sure-fire way
is to quaff a potion of cure mutation, which will attempt to remove
three random mutations.
It is much more difficult to get rid of bad mutations that to get one. A
lucky mutation attempt can actually remove mutations. However, the only
sure-fire way is to quaff a potion of cure mutation, which will attempt
to remove three random mutations.
You can set up key maps and macros in-game with the ~ key (Ctrl-D will
also work); this also allows for saving all current key bindings and
macros. Alternatively, you can directly edit the macros.txt file. For
more information on both and for examples, see macros_guide.txt.
You can set up key maps and macros in-game with the '~' key ('Ctrl-D'
will also work); this also allows for saving all current key bindings
and macros. Alternatively, you can directly edit the macros.txt file.
For more information on both and for examples, see macros_guide.txt.
example is the absence of clear-cut best items, which comes from the fact
that most artefacts are randomly generated. Furthermore, even fixed
example is the absence of clear-cut best items, which comes from the
fact that most artefacts are randomly generated. Furthermore, even fixed
Ogres are huge, chunky creatures who usually live to do nothing more than
smash, smash, smash, and destroy. They have great physical strength, but
are bad at almost everything except fighting and mature quite slowly.
Ogres are huge, chunky creatures who usually live to do nothing more
than smash, smash, smash, and destroy. They have great physical
strength, but are bad at almost everything except fighting and mature
quite slowly.
disadvantage at short blades. While they perform better than Ogres in all
more civilised aspects of life, Ogre-Mages have lost the ability to
disadvantage at short blades. While they perform better than Ogres in
all more civilised aspects of life, Ogre-Mages have lost the ability to
of any colour from putrid green to mucky brown, and their mouths are
full of ichor-dripping fangs.
of any colour from putrid green to mucky brown, which are covered in
patches of thick fur, and their mouths are full of ichor-dripping fangs.
Note: Some species have special abilities which can be accessed by the
'a' abilities menu. Some also have physical characteristics which
allow them to make extra attacks using the Unarmed Combat skill.
Vampires
Vampires are another form of undead, but with a peculiarity: by
consuming fresh blood, they may become alive. A bloodless Vampire has
all the traits of an undead, yet possesses no innate healing power at
all -- in particular, magical items or spell which increase the rate
of regeneration will not work. On the other hand, a Vampire full with
blood will regenerate very quickly, but lose all undead powers.
Vampires can never starve. Upon growing, they learn to transform into
quick bats, and later how to draw potions of blood from fresh corpses.
Note: Use 'A' to check for which particular pecularities a species might
have. Also, some species have special abilities which can be
accessed by the 'a' abilities menu. Some also have physical
characteristics which allow them to make extra attacks using the
Unarmed Combat skill.
Berserkers:
-----------
Berserkers are hardy warriors who worship Trog the Wrathful, from whom
they get the power to go berserk (as well as a number of other powers
should they prove worthy) but who forbids the use of spell magic. They
enter the dungeon with an axe, some spears, and a set of leather armour.
Hunters:
--------
The Hunter is a type of fighter who specialises in missile weapons. A
Hunter starts with a ranged weapon and some ammunition, as well as a
hunting knife and a set of leathers.
Thieves:
--------
The Thief is one of the trickiest classes to play. Thieves start out
with a large variety of useful skills, and need to use all of them to
survive. Thieves start with a short sword, some throwing darts, and
light armour.
Assassin:
---------
An Assassin is a thief who is especially good at killing. Assassins are
like thieves in most respects, but are more dangerous in combat.
Stalkers:
---------
The stalker is an assassin who has trained in the use of poison magic.
Berserkers:
-----------
Berserkers are hardy warriors who worship Trog the Wrathful, from whom
they get the power to go berserk (as well as a number of other powers
should they prove worthy) but who forbids the use of spell magic. They
enter the dungeon with an axe, some spears, and a set of leather armour.
Crusaders:
----------
The Crusader is a decent fighter who can use the magical art of
enchantment to become more dangerous in battle. Crusaders start out
lightly armed and armoured, but equipped with a book of martial spells.
Reavers:
--------
Reavers are warriors who learn the magics of destruction in order to
complement their deadliness in hand combat.
Death Knights:
--------------
The Death Knight is a fighter who aligns him or herself with the powers
of death. There are two types of Death Knights: those who worship and
draw their abilities from the Demon-God Yredelemnul, and those who study
the fearsome arts of necromancy.
Chaos Knights:
--------------
The Chaos Knight is a fighter who chooses to serve one of the Gods of
Chaos. There are two choices: Xom or Makhleb. Xom is a very
unpredictable (and possibly psychotic) entity who rewards or punishes
according to whim. Makhleb the Destroyer is a more purposeful God, who
appreciates destruction and offers a variety of very violent powers to
the faithful.
Chaos Knights:
--------------
The Chaos Knight is a fighter who chooses to serve one of the Gods of
Chaos. There are two choices: Xom or Makhleb. Xom is a very
unpredictable (and possibly psychotic) entity who rewards or punishes
according to whim. Makhleb the Destroyer is a more purposeful God, who
appreciates destruction and offers a variety of very violent powers to
the faithful.
Death Knights:
--------------
The Death Knight is a fighter who aligns him or herself with the powers
of death. There are two types of Death Knights: those who worship and
draw their abilities from the Demon-God Yredelemnul, and those who study
the fearsome arts of necromancy.
Crusaders:
----------
The Crusader is a decent fighter who can use the magical art of
enchantment to become more dangerous in battle. Crusaders start out
lightly armed and armoured, but equipped with a book of martial spells.
Reavers:
--------
Reavers are warriors who learn the magics of destruction in order to
complement their deadliness in hand combat.
Transmuters:
------------
Transmuters specialise in transmigrations, and can cause strange changes
in themselves and others.
Thieves:
--------
The Thief is one of the trickiest classes to play. Thieves start out
with a large variety of useful skills, and need to use all of them to
survive. Thieves start with a short sword, some throwing darts, and
light armour.
Assassin:
---------
An Assassin is a Thief who is especially good at killing. Assassins are
like Thieves in most respects, but are more dangerous in combat.
Warpers specialise in translocations, and are experts in travelling long
distances and positioning themselves precisely.
The Hunter is a type of fighter who specialises in missile weapons. A
Hunter starts with a ranged weapon and some ammunition, as well as a
hunting knife and a set of leathers.
c Chop up a corpse. This will switch to an uncursed
edged weapon (unless you have claws or wield such
a weapon already), cut up a single corpse on the
ground and switch back to your primary weapon. In
case there are several corpses on the ground, you
are prompted one by one. There, you can answer
c Chop up a corpse. This will switch to an
uncursed edged weapon (unless you have claws or
wield such a weapon already), cut up a single
corpse on the ground and switch back to your
primary weapon. In case there are several
corpses on the ground, you are prompted one by
one. There, you can answer
- Edit player doll. This makes it possible to change
the appearance of the player and to override the
defaults, which are to mimic the current player's
equipment and any species defaults. These options
are saved into the dolls.txt file.
- Edit player doll. This makes it possible to
change the appearance of the player and to
override the defaults, which are to mimic the
current player's equipment and any species
defaults. These options are saved into the
dolls.txt file.
position. Together with the default_target (which
is on by default) this allows to start shooting
at an opponent with 'ff' and then keep firing
with 'ff'.
position. Together with the default_target
option (which is on by default) this allows to
start shooting at an opponent with 'ff' and then
keep firing with 'ff'.
Held You are held in a net: you cannot move freely and instead
only try to fight your way out of the net.
Held You are held in a net: you cannot move freely and
will instead only try to fight your way out of the net.