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- === Playing the Game ===
-
- Most of your interaction with Angband will take the form of "commands".
- Every Angband command consists of an "underlying command" plus a variety of
- optional or required arguments, such as a repeat count, a direction, or the
- index of an inventory object. Commands are normally specified by typing a
- series of keypresses, from which the underlying command is extracted, along
- with any encoded arguments. You may choose how the standard "keyboard keys"
- are mapped to the "underlying commands" by choosing one of the two standard
- "keysets", the "original" keyset or the "roguelike" keyset.
-
- The original keyset is very similar to the "underlying" command set,
- with a few additions (such as the ability to use the numeric "directions" to
- "walk" or the "5" key to "stay still"). The roguelike keyset provides similar
- additions, and also allows the use of the h/j/k/l/y/u/b/n keys to "walk" (or,
- in combination with the shift or control keys, to run or alter), which thus
- requires a variety of key mappings to allow access to the underlying commands
- used for walking/running/altering. In particular, the "roguelike" keyset
- includes many more "capital" and "control" keys, as shown below.
-
- Note that any keys that are not required for access to the underlying
- command set may be used by the user to extend the "keyset" which is being
- used, by defining new "keymaps". To avoid the use of any "keymaps", press
- backslash ("\") plus the "underlying command" key. This is normally only
- used in "macro" definitions. You may enter "control-keys" as a caret ("^")
- plus the key (so "^" + "p" yields "^P").
-
- Some commands allow an optional "repeat count", which allows you to tell
- the game that you wish to do the command multiple times, unless you press a
- key or are otherwise disturbed. To enter a "repeat count", type '0', followed
- by the numerical count, followed by the command. You must type "space" before
- entering certain commands. Skipping the numerical count yields a count of 99.
- An option allows certain commands (open, disarm, alter, etc) to auto-repeat.
-
- Some commands will prompt for extra information, such as a direction, an
- inventory or equipment item, a spell, a textual inscription, the symbol of a
- monster race, a sub-command, a verification, an amount of time, a quantity,
- a file name, or various other things. Normally you can hit return to choose
- the "default" response, or escape to cancel the command entirely.
-
- Some commands will prompt for a spell or an inventory item. Pressing
- space (or '*') will give you a list of choices. Pressing "-" (minus) selects
- the item on the floor. Pressing a lowercase letter selects the given item.
- Pressing a capital letter selects the given item after verification. Pressing
- a numeric digit '#' selects the first item (if any) whose inscription contains
- "@#" or "@x#", where "x" is the current "underlying command". You may only
- specify items which are "legal" for the command. Whenever an item inscription
- contains "!*" or "!x" (with "x" as above) you must verify its selection.
-
- Some commands will prompt for a direction. You may enter a "compass"
- direction using any of the "direction keys" shown below. Sometimes, you may
- specify that you wish to use the current "target", by pressing "t" or "5", or
- that you wish to select a new target, by pressing "*" (see "Target" below).
-
- Original Keyset Directions Roguelike Keyset Directions
-
- 7 8 9 y k u
- 4 6 h l
- 1 2 3 b j n
-
-
- Each of the standard keysets provides some short-cuts over the "underlying
- commands". For example, both keysets allow you to "walk" by simply pressing
- an "original" direction key (or a "roguelike" direction key if you are using
- the roguelike keyset), instead of using the "walk" command plus a direction.
- The roguelike keyset allows you to "run" or "alter" by simply holding the
- shift or control modifier key down while pressing a "roguelike" direction key,
- instead of using the "run" or "alter" command plus a direction. Both keysets
- allow the use of the "5" key to "stand still", which is most convenient when
- using the original keyset.
-
- Note that on many systems, it is possible to define "macros" to various
- keys, or key combinations, so that it is often possible to make macros which,
- for example, allow the use of the shift and/or control modifier keys, plus a
- numeric keypad key, to specify the "run" or "alter" command, with the given
- direction, regardless of any keymap definitions, by using the fact that you
- can always, for example, use "\" + "." + "6", to specify "run east".
-
-
-
- === Original Keyset Command Summary ===
-
- a Aim a wand A Activate an artifact
- b Browse a book B Bash a door
- c Close a door C Character description
- d Drop an item D Disarm a trap
- e Equipment list E Eat some food
- f Fire an item F Fuel your lantern/torch
- g Stay still (flip pickup) G Gain new spells/prayers
- h (unused) H (unused)
- i Inventory list I Observe an item
- j Jam a door J (unused)
- k Destroy an item K (unused)
- l Look around L Locate player on map
- m Cast a spell M Full dungeon map
- n (unused) N (unused)
- o Open a door or chest O (unused)
- p Pray a prayer or put a trap P (unused)
- q Quaff a potion Q Quit (commit suicide)
- r Read a scroll R Rest for a period
- s Search for traps/doors S Toggle search mode
- t Take off equipment T Dig a tunnel
- u Use a staff U Use misc. power
- v Throw an item V Version info
- w Wear/wield equipment W (unused)
- x (unused) X (unused)
- y (unused) Y (unused)
- z Zap a rod Z (unused)
- ! Interact with system ^A (special - debug command)
- @ Interact with macros ^B (unused)
- # (unused) ^C (special - break)
- $ User interface ^D (unused)
- % Interact with visuals ^E Toggle choice window
- ^ (special - control key) ^F Repeat level feeling
- & Interact with colors ^G (unused)
- * Target monster or location ^H (unused)
- ( Load screen dump ^I (special - tab)
- ) Dump screen dump ^J (special - linefeed)
- { Inscribe an object ^K (unused)
- } Uninscribe an object ^L (unused)
- [ (unused) ^M (special - return)
- ] (unused) ^N (unused)
- - Walk (flip pickup) ^O (unused)
- _ Enter store ^P Show previous messages
- + Alter grid ^Q (unused)
- = Set options ^R Redraw the screen
- ; Walk (with pickup) ^S Save and don't quit
- : Take notes ^T (unused)
- ' (unused) ^U (unused)
- " Enter a user pref command ^V Repeat last command
- , Stay still (with pickup) ^W (special - wizard mode)
- < Go up staircase ^X Save and quit
- . Run ^Y (unused)
- > Go down staircase ^Z (special - borg command)
- \ (special - bypass keymap) | (unused)
- ` (special - escape) ~ Check knowledge
- / Identify symbol ? Help
-
-
-
- === Roguelike Keyset Command Summary ===
-
- a Zap a rod (Activate) A Activate an artifact
- b (walk - south west) B (run - south west)
- c Close a door C Character description
- d Drop an item D Disarm a trap or chest
- e Equipment list E Eat some food
- f Bash a door (force) F Fuel your lantern/torch
- g Stay still (flip pickup) G Gain new spells/prayers
- h (walk - west) H (run - west)
- i Inventory list I Observe an item
- j (walk - south) J (run - south)
- k (walk - north) K (run - north)
- l (walk - east) L (run - east)
- m Cast a spell M Full dungeon map
- n (walk - south east) N (run - south east)
- o Open a door or chest O Use a power
- p Pray a prayer or put a trap P Browse a book
- q Quaff a potion Q Quit (commit suicide)
- r Read a scroll R Rest for a period
- s Search for traps/doors S Jam a door (Spike)
- t Fire an item T Take off equipment
- u (walk - north east) U (run - north east)
- v Throw an item V Version info
- w Wear/wield equipment W Locate player on map (Where)
- x Look around X (unused)
- y (walk - north west) Y (run - north west)
- z Aim a wand (Zap) Z Use a staff (Zap)
- ! Interact with system ^A (special - debug command)
- @ Interact with macros ^B (alter - south west)
- # Toggle search mode ^C (special - break)
- $ (unused) ^D Destroy item
- % Interact with visuals ^E Toggle choice window
- ^ (special - control key) ^F Repeat level feeling
- & Interact with colors ^G (unused)
- * Target monster or location ^H (alter - west)
- ( Load screen dump ^I (special - tab)
- ) Dump screen dump ^J (alter - south)
- { Inscribe an object ^K (alter - north)
- } Uninscribe an object ^L (alter - east)
- [ (unused) ^M (special - return)
- ] (unused) ^N (alter - south east)
- - Walk (flip pickup) ^O (unused)
- _ Enter store ^P Show previous messages
- + Alter grid ^Q (unused)
- = Set options ^R Redraw the screen
- ; Walk (with pickup) ^S Save and don't quit
- : Take notes ^T Dig a Tunnel
- ' (unused) ^U (alter - north east)
- " Enter a user pref command ^V Repeat last command
- , Run ^W (special - wizard mode)
- < Go up staircase ^X Save and quit
- . Stay still (with pickup) ^Y (alter - north west)
- > Go down staircase ^Z (special - borg command)
- \ (special - bypass keymap) | (unused)
- ` (special - escape) ~ Check knowledge
- / Identify symbol ? Help
-
-
-
- === Special Keys ===
-
- Certain special keys may be intercepted by the operating system or
- the host machine, causing unexpected results. In general, these special keys
- are control keys, and often, you can disable their special effects.
-
- If you are playing on a UNIX or similar system, then Ctrl-C will
- interrupt Angband. The second and third interrupt will induce a warning
- bell, and the fourth will induce both a warning bell and a special message,
- since the fifth will quit the game, after killing your character. Also,
- Ctrl-Z will suspend the game, and return you to the original command shell,
- until you resume the game with the "fg" command. There is now a compilation
- option to force the game to prevent the "double ctrl-z escape death trick".
- The Ctrl-\ and Ctrl-D and Ctrl-S keys should not be intercepted.
-
- It is often possible to specify "control-keys" without actually
- pressing the control key, by typing a caret ("^") followed by the key.
- This is useful for specifying control-key commands which might be caught
- by the operating system as explained above.
-
- Pressing backslash ("\") before a command will bypass all keymaps,
- and the next keypress will be interpreted as an "underlying command" key,
- unless it is a caret ("^"), in which case the keypress after that will be
- turned into a control-key and interpreted as a command in the underlying
- angband keyset. The backslash key is useful for creating macro actions
- which are not affected by any keymap definitions that may be in force, for
- example, the sequence "\" + "." + "6" will always mean "run east", even if
- the "." key has been mapped to a different underlying command.
-
- The "0" and "^" and "\" keys all have special meaning when entered
- at the command prompt, and there is no "useful" way to specify any of them
- as an "underlying command", which is okay, since they would have no effect.
-
- For many input requests or queries, the special character ESCAPE
- will abort the command. The "[y/n]" prompts may be answered with "y" or
- "n", or escape. The "-more-" message prompts may be cleared (after reading
- the displayed message) by pressing ESCAPE, SPACE, RETURN, LINEFEED, or by
- any keypress, if the "quick_messages" option is turned on.
-
-
- === Command Counts ===
-
- Some commands can be executed a fixed number of times by preceding
- them with a count. Counted commands will execute until the count expires,
- until you type any character, or until something significant happens, such
- as being attacked. Thus, a counted command doesn't work to attack another
- creature. While the command is being repeated, the number of times left
- to be repeated will flash by on the line at the bottom of the screen.
-
- To give a count to a command, type 0, the repeat count, and then
- the command. If you want to give a movement command and you are using the
- original command set (where the movement commands are digits), press space
- after the count and you will be prompted for the command.
-
- Counted commands are very useful for time consuming commands, as
- they automatically terminate on success, or if you are attacked. You may
- also terminate any counted command (or resting or running), by typing any
- character. This character is ignored, but it is safest to use a SPACE or
- ESCAPE which are always ignored as commands in case you type the command
- just after the count expires.
-
- You can tell Angband to automatically use a repeat count of 99
- with commands you normally want to repeat (open, disarm, tunnel, bash,
- alter, etc) by setting the "always_repeat" option.
-
-
- === Selection of Objects ===
-
- Many commands will also prompt for a particular object to be used.
- For example, the command to read a scroll will ask you which of the
- scrolls that you are carrying that you wish to read. In such cases, the
- selection is made by typing a letter of the alphabet. The prompt will
- indicate the possible letters, and will also allow you to type the key
- "*", which causes all of the available options to be described. The list
- of choices will also be shown in the Choice window, if you are using a
- windows environment and windows are turned on. Often you will be able to
- press "/" to select an object from your equipment instead of your
- inventory. Pressing space once will have the same effect as "*", and
- the second time will cancel the command and run the "i" or "e" command.
-
- The particular object may be selected by an upper case or a lower
- case letter. If lower case is used, the selection takes place
- immediately. If upper case is used, then the particular option is
- described, and you are given the option of confirming or retracting that
- choice. Upper case selection is thus safer, but requires an extra key
- stroke. Also see the "!*" and "!x" inscriptions, below.
-
- For many commands, you can also use "-" to select an object on the
- floor where you are standing. This lets you read scrolls or quaff
- potions, for example, off the dungeon floor without picking them up.
-
- If you enter a number between 0 and 9, the first item engraved
- with "@#" where "#" is the number you entered will be selected. For example,
- if you have a shovel engraved with "@0" and you type "w" (for wield) and
- then 0, you will wield the shovel. This is very useful for macros (see
- below), since you can use this to select an object regardless of its
- location in your pack. For example, Angband automatically defines a macro
- for the key "X" to do "w0". If you then engrave both your digging
- instrument and your primary weapon with @0, pressing X will wield
- whichever one is not being currently wielded (letting you quickly switch
- between them). Multiple numbers can be engraved on the same object; for
- example, if a sword is engraved with @1@0, then either "w1" or "w0" will
- wield it. Normally, you inscribe "@1@0" on your primary weapon, and
- "@2@0" on your digger or secondary weapon. Note that an inscription
- containing "@x#" will act like "@#" but only when the current "Angband
- command" is "x". Thus you can put "@z4" on a rod and "@u4" on a staff,
- and then use both "z4" and "u4" as desired.
-
- Note that any object containing "!x" in its inscription, where
- "x" is the current "angband command" (or containing "!*" ever) will induce
- "verification" whenever that object is "selected". Thus, inscribing, say,
- "!f!k!d" on an object will greatly reduce the odds of you "losing" it by
- accident, and inscribing "!*" on an object will allow you to be very paranoid
- about the object. Note that "selling" and "dropping" both use the "d" command.
-
-
- === User Pref Files ===
-
- Angband allows you to change various aspects of the game to suit
- your tastes. You may define keymaps (changing the way Angband maps your
- keypresses to underlying commands), create macros (allowing you to map a
- single keypress to a series of keypresses), modify the visuals (allowing
- you to change the appearance of monsters, objects, or terrain features),
- change the colors (allowing you to make a given color brighter, darker,
- or even completely different), or set options (turning them off or on).
-
- Angband stores your preferences in files called "user pref files",
- which contain comments and "user pref commands", which are simple strings
- describing one aspect of the system about which the user has a preference.
- There are many ways to load a user pref file, and in fact, some of these
- files are automatically loaded for you by the game. All of the files are
- kept in the "lib/user/" directory, though you may have to use one of the
- command line arguments to redirect this directory, especially on multiuser
- systems. You may also enter single user pref commands directly, using the
- special "Enter a user pref command" command, activated by "double quote".
- You may have to use the "redraw" command (^R) after changing certain of
- the aspects of the game, to allow Angband to adapt to your changes.
-
- When the game starts up, after you have loaded an old character,
- or created a new character, some user pref files are loaded automatically.
- First, the "pref.prf" file is loaded. This file contains some user pref
- commands which will work on all platforms. Then one of "font-xxx.prf"
- (for normal usage) or "graf-xxx.prf" (for bitmap usage) is loaded. These
- files contain attr/char changes to allow the monsters, objects, and/or
- terrain features to look "better" on your system. Then the "pref-xxx.prf"
- file is loaded. This file contains pre-defined system specific stuff
- (macros, color definitions, etc). Then, the "user-xxx.prf" file is loaded.
- This file contains user-defined system specific stuff. The "user-xxx.prf"
- file is used as the "default" user pref file in many places. The "xxx" is
- the "system suffix" for your system, taken from the "main-xxx.c" file which
- was used to generate your executable. Finally, the "Race.prf", "Class.prf",
- and "Name.prf" files are loaded, where "Race", "Class", and "Name" are
- replaced by the actual race, class, and name of the current character.
-
- Several commands allow you to both load existing user pref files,
- create new user pref files, append information to existing user pref files,
- and/or interact with various of the user preferences in a more intuitive
- way than the user pref commands allow. The commands include "Interact with
- macros" (@), "Interact with visuals" (%), and "Interact with colors" (&),
- described below.
-
- --- User Pref Files (Macros) ---
-
- The "Interact with macros" command allows you to define or remove
- "macros", which are mappings from a single logical keypress to a sequence
- of keypresses, allowing you to use special keys on the keyboard, such as
- function keys or keypad keys, possibly in conjunction with modifier keys,
- to "automate" repetitive multi-keypress commands that you use a lot.
-
- Since macros represent keypress sequences, and not all keypresses
- have a printable representation, macro triggers and actions must often be
- "encoded" into a human readible form. This is done using several types
- of encoding, including "\xHH" for character number HH in hexidecimal, "\e"
- for the "escape" code, "\n" for the "newline" code, "\r" for the "return"
- code, "\s" for the "space" code, "\\" for backslash, "\^" for caret, and
- "^X" for the code for any "control" key "ctrl-X". Note that the "action"
- of a macro will not be checked against other macro triggers (unless the
- macro action contains a "control-backslash"), so you cannot make infinite
- loops. You may specify extremely long macros, but you are limited in
- length by the underlying input mechanisms, which in general limit you
- to about 1024 keys in both triggers and actions.
-
- The special "\" command (which must be encoded in macros as "\\")
- is very useful in macros, since it bypasses all keymaps and allows the next
- keystroke to be considered a command in the underlying Angband command set.
- For a list of the Angband command set, see the "command.txt" help file.
- For example, a macro which maps Shift-KP6 to "\" + "." + "6" will induce
- the "run east" behavior, regardless of what keyset the user has chosen, and
- regardless of what keymaps have been defined.
-
- Macros can be specified in user pref files as a pair of lines, one
- of the form "A:<str>", which defines the encoded macro action, and one of
- the form "P:<str>", which defines the encoded macro trigger.
-
- --- User Pref Files (Keymaps) ---
-
- The "Interact with macros" command also allows you to define
- "keymaps", which are vaguely related to macros. A keymap maps a single
- keypress to a series of keypresses, which bypass both other keymaps and
- any macros. Angband uses keymaps to map the original and the roguelike
- keysets to the underlying command set, and allows the user to modify or
- add keymaps of their own. Note that all keymap actions must be specified
- using underlying commands, not keypresses from the original or roguelike
- keysets. The original keyset is almost identical to the underlying keyset,
- except that "numbers" are mapped to ";" plus a direction, "5" is mapped to
- ",", and a few control-keys are mapped to various things. See "command.txt"
- for the full set of underlying commands. Some uses for keymaps include the
- ability to "disable" a command by mapping it to "\x00",
-
- Keymaps can be specified in user pref files as line of the form
- "M:<T> <key> <str>", where <T> is the keyset (0/1 for original/roguelike),
- <key> is the encoded trigger key, and <str> is the encoded keymap action.
-
- --- User Pref Files (Visuals) ---
-
- You can use the "Interact with visuals" command to change various
- visual information, currently including the choice of what attr/char values
- are used to represent various monsters, objects, or terrain features. Note
- that in combination appropriate support in "main-xxx.c", and with the use of
- the "use_graphics" flag, you may be able to specify that "graphic bitmaps"
- should be used instead of normal "colored characters" for various things.
-
- When interactively modifying the attr/char values for monsters,
- objects, or terrain features, pressing "n" or "N" will change which entry
- you are changing, pressing "a" or "A" will rotate through the available
- attr values, and pressing "c" or "C" will rotate though the available char
- values. Note that attr/char values with the "high bit" set may induce the
- display of special "graphic" pictures if the "use_graphics" flag is set,
- and your system supports the "use_graphics" flag.
-
- Note that this command can be abused in various ways, and if you
- must do so, remember that you are only cheating yourself.
-
- Keymaps can be specified in user pref files as line of the form
- "R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or "U:<N>:<A>/<C>".
-
- --- User Pref Files (Colors) ---
-
- The "Interact with colors" command allows you to change the actual
- internal values used to display various colors. This command may or may
- not have any effect on your machine. Advanced machines may allow you to
- change the actual RGB values used to represent each of the 16 colors used
- by Angband, and perhaps even allow you to define new colors which are not
- currently used by Angband.
-
- Colors can be specified in user pref files as line of the form
- "V:<N>:<V>:<R>:<G>:<B>".
-
- --- User Pref Files (Options) ---
-
- The "Interact with options" command allows you to turn options
- on or off. You may turn options off or on using the user pref commands
- of the form "X:<option>" or "Y:<option>" respectively.
-
-