# ¥×¥ì¥¤¥ä¡¼¤Î̾Á°¤òÊÖ¤¹¡£
# $REALM1
# Â裱ËâË¡Îΰè¤ò±Ñ¸ì̾¤ÇÊÖ¤¹¡£
-# none, Life, Sorcery, Nature, Chaos, Death, Trump Arcane,
+# none, Life, Sorcery, Nature, Chaos, Death, Trump, Arcane,
# Craft, Daemon, Crusade, Music, Kendo
# ¤Î¤É¤ì¤«¡£ËâË¡½ñ¤ò»È¤¨¤Ê¤¤¾ì¹ç¤Ï none ¤Ë¤Ê¤ë¡£
# $REALM2
# Returns player name.
# $REALM1
# Returns player's first magic realm
-# none, Life, Sorcery, Nature, Chaos, Death, Trump Arcane,
+# none, Life, Sorcery, Nature, Chaos, Death, Trump, Arcane,
# Craft, Daemon, Crusade, Music, Kendo
# $REALM2
# Returns player's second magic realm
(c) Start-Up Options (birth.txt#StartupOptions)
(d) Random Quests (birth.txt#RandomQuests)
(e) The Auto-Roller (birth.txt#AutoRoller)
- (f) Primary Statistics (birth.txt#PrimaryStats)
- (g) Primary Skills (birth.txt#PrimarySkills)
- (h) Proficiency Levels (birth.txt#Proficiency)
+ (f) Background Edit-Mode (birth.txt#BackgroundEditor)
+ (g) Quick Start (birth.txt#QuickStart)
+ (h) Primary Statistics (birth.txt#PrimaryStats)
+ (i) Primary Skills (birth.txt#PrimarySkills)
+ (j) Proficiency Levels (birth.txt#Proficiency)
(?) Help System Commands (helpinfo.txt)
***** [c] birth.txt#StartupOptions
***** [d] birth.txt#RandomQuests
***** [e] birth.txt#AutoRoller
-***** [f] birth.txt#PrimaryStats
-***** [g] birth.txt#PrimarySkills
-***** [h] birth.txt#Proficiency
+***** [f] birth.txt#BackgroundEditor
+***** [g] birth.txt#QuickStart
+***** [h] birth.txt#PrimaryStats
+***** [i] birth.txt#PrimarySkills
+***** [j] birth.txt#Proficiency
above.
+***** <BackgroundEditor>
+=== Background Edit-Mode ===
+
+The computer will randomly generate background information text of the
+character for you. But you can modify or rewrite it after rolling up
+the character in Background edit-mode. Use key-pad or cursor keys to
+move cursor, the Enter key to finish edit-mode.
+
+
+***** <QuickStart>
+=== Quick Start ===
+
+Once you have generated a character and dead or quit game, you will be
+asked whether you want to use quick start or not at start up. If you
+choose to use quick start, you get new character with exactly same
+race, class, stat, background and etc.. as your last chatacter.
+
+
***** <PrimaryStats>
=== Primary Statistics ===
more starting money for the character. Charisma is also used
when calculating the success of a Mindcrafter at dominating a
monster.
-
+
***** <PrimarySkills>
=== Primary Skills ===
Original : (??)
Updated : (??)
Updated : Zangband DevTeam
-Updated : Hengband 1.1.0
+Updated : Hengband 1.3.0
***** [a] raceclas.hlp
***** [b] magic.hlp
***** [a] general.txt
-***** [b] general.txt#Overview
+***** [b] general.txt#First
***** [c] general.txt#Winning
***** [d] general.txt#UponDeath
***** [e] general.txt#Web
¹¶·â¤ÈÉð´ï
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) ¹¶·â¤ÈÉð´ï (jattack.txt)
(b) ¼Í·âÍÑÉð´ï (jattack.txt#DistanceAttack)
¥¥ã¥é¥¯¥¿¡¼¤ÎºîÀ®
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) ¥¥ã¥é¥¯¥¿¡¼¤ÎºîÀ® (jbirth.txt)
(b) ¥¥ã¥é¥¯¥¿¤Î¸ÄÀ(´ðËÜŪ¤ÊÆÃÀÃÍ) (jbirth.txt#CharAttributes)
(c) ½é´ü¥ª¥×¥·¥ç¥ó (jbirth.txt#StartupOptions)
(d) ¥é¥ó¥À¥à¥¯¥¨¥¹¥È¿ô·èÄê (jbirth.txt#RandomQuests)
(e) ¥ª¡¼¥È¥í¡¼¥é¡¼ (jbirth.txt#AutoRoller)
- (f) £¶¤Ä¤Î¼çÍ×ǽÎÏÃÍ (jbirth.txt#PrimaryStats)
- (g) ¼çÍ×µ»Ç½ (jbirth.txt#PrimarySkills)
- (h) ½ÏÎýÅÙ(Éð´ï¡¢ËâË¡¡¢µ»Ç½¤Î·Ð¸³ÃÍ) (jbirth.txt#Proficiency)
+ (f) À¸¤¤Î©¤Á¥¨¥Ç¥£¥¿ (jbirth.txt#BackgroundEditor)
+ (g) ¥¯¥¤¥Ã¥¯¡¦¥¹¥¿¡¼¥È (jbirth.txt#QuickStart)
+ (h) £¶¤Ä¤Î¼çÍ×ǽÎÏÃÍ (jbirth.txt#PrimaryStats)
+ (i) ¼çÍ×µ»Ç½ (jbirth.txt#PrimarySkills)
+ (j) ½ÏÎýÅÙ(Éð´ï¡¢ËâË¡¡¢µ»Ç½¤Î·Ð¸³ÃÍ) (jbirth.txt#Proficiency)
(?) ¥Ø¥ë¥×¥·¥¹¥Æ¥à¤Î»ÈÍÑË¡ (jhelpinfo.txt)
***** [c] jbirth.txt#StartupOptions
***** [d] jbirth.txt#RandomQuests
***** [e] jbirth.txt#AutoRoller
-***** [f] jbirth.txt#PrimaryStats
-***** [g] jbirth.txt#PrimarySkills
-***** [h] jbirth.txt#Proficiency
+***** [f] jbirth.txt#BackgroundEditor
+***** [g] jbirth.txt#QuickStart
+***** [h] jbirth.txt#PrimaryStats
+***** [i] jbirth.txt#PrimarySkills
+***** [j] jbirth.txt#Proficiency
¤â¤·¡¢¥ª¡¼¥È¥í¡¼¥é¤ò»È¤ï¤Ê¤¤¤Î¤Ê¤é¡¢¥³¥ó¥Ô¥å¡¼¥¿¤Ï¥¥ã¥é¥¯¥¿¤ÎǽÎÏÃͤò
¤È¤ê¤¢¤¨¤º¥é¥ó¥À¥à¤Ë·èÄꤷ¡¢°ì²ó¤´¤È¤Ë¤½¤ì¤òɽ¼¨¤·¤Æ¤¢¤Ê¤¿¤Ë¤½¤Î¥¥ã¥é
-¥¯¥¿¤ò¼õ¤±Æþ¤ì¤ë¤«¤É¤¦¤«¤òʹ¤¤¤Æ¤¤Þ¤¹¡£'r','p','Esc',¥ê¥¿¡¼¥ó ¥¡¼¤Ï
-¾å¤Ë½Ò¤Ù¤¿¤Î¤ÈƱ¤¸Æ¯¤¤ò¤·¤Þ¤¹¡£
+¥¯¥¿¤ò¼õ¤±Æþ¤ì¤ë¤«¤É¤¦¤«¤òʹ¤¤¤Æ¤¤Þ¤¹¡£'r','p','Esc',¥ê¥¿¡¼¥ó¥¡¼¤Ï¾å
+¤Ë½Ò¤Ù¤¿¤Î¤ÈƱ¤¸Æ¯¤¤ò¤·¤Þ¤¹¡£
+
+
+***** <BackgroundEditor>
+=== À¸¤¤Î©¤Á¥¨¥Ç¥£¥¿ ===
+
+ǽÎÏÃͤȰì½ï¤Ë¥¥ã¥é¥¯¥¿¡¼¤ÎÀ¸¤¤Î©¤Á¤â¥é¥ó¥À¥à¤ËÀ¸À®¤µ¤ì¤Þ¤¹¤¬¡¢¤³¤ì¤Ï
+À¸¤¤Î©¤Á¥¨¥Ç¥£¥¿¤ÇÊѹ¹¤¹¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£Ç½ÎÏÃÍ¤Î¥í¡¼¥ë¤ò½ªÎ»¤·¤¿¸å¤Ç¥¨
+¥Ç¥£¥¿¥â¡¼¥É¤Ë¤Ê¤ë¤Î¤Ç¤³¤³¤ÇÆþÎϤ·¤Æ¤¯¤À¤µ¤¤¡£¥²¡¼¥à³«»Ï¸å¤Ë¤ÏÊѹ¹¤Ç¤
+¤Þ¤»¤ó¡£
+
+¥¨¥Ç¥£¥¿¥â¡¼¥É¤Ç¤Ï2468(¤Þ¤¿¤Ï¥«¡¼¥½¥ë¥¡¼)¤Ç¥«¡¼¥½¥ë¤ò°ÜÆ°¡¢¥ê¥¿¡¼¥ó¥¡¼
+¤ÇÊÔ½¸½ªÎ»¤Ç¤¹¡£
+
+
+***** <QuickStart>
+=== ¥¯¥¤¥Ã¥¯¡¦¥¹¥¿¡¼¥È ===
+
+°ìÅÙ¥¥ã¥é¥¯¥¿¡¼¤òÀ¸À®¤·¤Æ¤½¤Î¥¥ã¥é¥¯¥¿¡¼¤¬»à¤ó¤À¤ê¥²¡¼¥à¤ò¤¢¤¤é¤á¤Æ
+¿·¤¿¤Ê¥¥ã¥é¥¯¥¿¡¼¤òÀ¸À®¤¹¤ë»ö¤òÁª¤ó¤À¤È¤¡¢Ä̾ï¤ÎÀ¸À®¤ÎÁ°¤Ë¥¯¥¤¥Ã¥¯¡¦
+¥¹¥¿¡¼¥È¤ò»ÈÍѤ¹¤ë¤«¤É¤¦¤«¤Î¼ÁÌ䤬½Ð¤Þ¤¹¡£¤³¤Î»þ¤Ë'y'¤ò²¡¤·¤Æ¥¯¥¤¥Ã¥¯¡¦
+¥¹¥¿¡¼¥È¤òÁªÂò¤¹¤ë¤È¼ï²¤ä¿¦¶È¡¢Ç½ÎÏÃͤÎÃͤäÀ¸¤¤Î©¤Á¤ò´Þ¤á¤ÆÁ°²ó¤ÈÁ´¤¯
+Ʊ¤¸¥¥ã¥é¥¯¥¿¡¼¤Ç¤â¤¦°ìÅÙ¥²¡¼¥à¤ò³«»Ï¤Ç¤¤Þ¤¹¡£
***** <PrimaryStats>
Original : (??)
Updated : (??)
Updated : Zangband DevTeam
-Updated : Hengband 1.1.0
+Updated : Hengband 1.3.0
***** [a] jraceclas.hlp
Ëɸæ¤ÈËɶñ
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) Ëɸæ¤ÈËɶñ (jdefend.txt)
(b) ¥¢¡¼¥Þ¡¼¥¯¥é¥¹ (jdefend.txt#Armor)
¥À¥ó¥¸¥ç¥ó
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) ³¹¤È¥À¥ó¥¸¥ç¥ó (jdungeon.txt)
(b) ²èÌ̾å¤Îʸ»ú (jdungeon.txt#MapSymbols)
ÊѶòÈÚÅܤÎÁ´ÈÌŪ¤Ê¾ðÊó
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) Á´ÈÌŪ¤Ê¾ðÊó (jgeneral.txt)
(b) ¤Ï¤¸¤á¤Ë¹Ô¤¯¤Ù¤½ê (jgeneral.txt#First)
***** [a] jgeneral.txt
-***** [b] jgeneral.txt#Overview
+***** [b] jgeneral.txt#First
***** [c] jgeneral.txt#Winning
***** [d] jgeneral.txt#UponDeath
***** [e] jgeneral.txt#Web
[ ÊѶòÈÚÅÜ¡¦¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¡¦¥·¥¹¥Æ¥à¤Ø¤è¤¦¤³¤½ ]
- »²¾È¤·¤¿¤¤¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+ »²¾È¤·¤¿¤¤¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a)Á´ÂÎŪ¤Ê¾ðÊó (jgeneral.hlp) (u)ÄɲþðÊó (jspecail.hlp)
(b)¥¥ã¥é¥¯¥¿¡¼¤ÎºîÀ® (jbirth .hlp) (o)±Ñ¸ìÈǥإë¥×(help .hlp)
q : ¥ª¥ó¥é¥¤¥ó¥Ø¥ë¥×¤ò½ªÎ»¤¹¤ë¡£
ESC : Á°¤Î¥Ø¥ë¥×¥Õ¥¡¥¤¥ë¤ËÌá¤ë¡£¤Þ¤¿¤Ï½ªÎ»¤¹¤ë¡£
? : ¥ª¥ó¥é¥¤¥ó¥Ø¥ë¥×¤Î»ÈÍÑË¡¡Ê¤³¤Î¥Õ¥¡¥¤¥ë¡Ë
-
- :£±¥Ú¡¼¥¸Ìá¤ë
-k 8 :¾å¤Ø£±¹Ô°ÜÆ°
-j 2 :²¼¤Ø£±¹Ô°ÜÆ°
+8 :¾å¤Ø£±¹Ô°ÜÆ°
+2 :²¼¤Ø£±¹Ô°ÜÆ°
Space :£±¥Ú¡¼¥¸¿Ê¤à
# : »ØÄꤷ¤¿¹Ô¤ËÈô¤Ö (¥Ç¥Õ¥©¥ë¥È¤Ï 0¹Ô)
/ : ʸ»úÎó¤ò¸¡º÷ ( '/' + Return ¤ÇºÆ¸¡º÷)
( '#' + '0' + Return + '/' + Return ¤ÇÀèƬ¤«¤é¸¡º÷)
| : ¸½ºß¤Î¥Õ¥¡¥¤¥ëÆâÍƤòÊݸ¤¹¤ë¡£
-[a-p] [r-z] [A-Z] : Âбþ¤¹¤ë¥µ¥Ö¥á¥Ë¥å¡¼¤ò³«¤¯¡£
+[a-z] : ¥á¥Ë¥å¡¼¤òÁªÂò¡£¤Þ¤¿¤Ï¡¢¥ê¥ó¥¯¤µ¤ì¤¿ÊÌ¥Õ¥¡¥¤¥ë¤Ë°ÜÆ°¤¹¤ë¡£
+ ËÜʸÃæ¤Ë¡Ö(jgeneral.txt#First [a]¤ò»²¾È)¡×Åù¤È½ñ¤«¤ì¤Æ¤¤¤ë¤È
+ ¤'a'¤ò²¡¤¹¤È»²¾È¤¹¤ë¾ì½ê¤Ë°ÜÆ°¤·¤Þ¤¹¡£
--
Original : (??)
Updated : Zangband DevTeam
-Updated : Hengband 1.1.0
+Updated : Hengband 1.3.0
+***** [a] jgeneral.txt#First
ÊѶòÈÚÅܤÎËâË¡¥·¥¹¥Æ¥à
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) ÊѶòÈÚÅܤÎËâË¡¥·¥¹¥Æ¥à (jmagic.txt)
(b) ¿¦¶ÈÊÌËâË¡»ÈÍÑǽÎÏ (jmagic.txt#ClassSpellAbil)
***** <MagicRealms>
=== ËâË¡¤ÎÎΰè ===
-À¸Ì¿
+***** <Life>
+--- À¸Ì¿ ---
À¸Ì¿¤ÎËâË¡¤Ï¥×¥ê¡¼¥¹¥È¤ÎÆÀ°Õ¤È¤¹¤ëÎΰè¤Ç¤¹¡£Â¿¤¯¤Î¼öʸ¤Ï²óÉü¡¦ËÉ
¸æ·Ï¤ÎËâË¡¤Ç¤¹¤¬¡¢¤´¤¯¾¯¿ô¤Î¹¶·âËâË¡¤â¤¢¤ê¤Þ¤¹¡£À¸Ì¿¤ÎËâË¡¤Ï¥¢¥ó
¥Ç¥Ã¥É¤ËÂФ·¤Æ¤ÏÆÃÊ̤˶¯ÎϤʸú²Ì¤ò»ý¤Á¡¢¶á¤¯¤Î¥¢¥ó¥Ç¥Ã¥É¤ò¤Þ¤È¤á
¤ÆÌǤܤ¹ËâË¡¤ò»ý¤Ã¤Æ¤¤¤Þ¤¹¡£¤Þ¤¿¤³¤ÎÎΰè¤Ï½Ñ¼Ô¤Î°À¤¬°¤ÎÊý¤Ë·¹
¤¯¤È¼ºÇÔΨ¤¬¾å¤¬¤ë¤È¤¤¤¦ÆÃħ¤ò»ý¤Á¤Þ¤¹¡£
-Àç½Ñ
+***** <Sorcery>
+--- Àç½Ñ ---
Àç½Ñ¤ÎËâË¡¤Ï´¶ÃΤä´ÕÄê¤ä¥Æ¥ì¥Ý¡¼¥È·Ï¤ÎËâË¡¤¬½¼¼Â¤·¤Æ¤¤¤Æ¡¢½Ñ¼Ô¤Î
¥¹¥Ô¡¼¥É¤ò¾å¤²¤¿¤ê¡¢Å¨¤Î¥¹¥Ô¡¼¥É¤ò²¼¤²¡¢Ì²¤é¤»¡¢º®Í𤵤»¤ëËâË¡¤ò
È÷¤¨¤Þ¤¹¡£¤·¤«¤·¡¢Ä¾ÀÜ¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¹¶·âËâË¡¤ä²óÉüËâË¡¤ÏÁ´¤¯¤Ê
¤¯¡¢½øÈפΤ¦¤Á¤ÏŨ¤Î¹¶·â¤òľÀÜËɤ°Ëɸæ¼öʸ¤â¤¢¤ê¤Þ¤»¤ó¡£¤¿¤À¤·ºÇ
¹â¥ì¥Ù¥ë¤ÎËâË¡¤Î°ì¤Ä¤Ë̵½ýµå¤ÎËâË¡¤¬¤¢¤ê¤Þ¤¹¡£
-¼«Á³
+***** <Nature>
+--- ¼«Á³ ---
¼«Á³¤ÎËâË¡¤Ï¹¶¼é¤È¤â¤Ë¥Ð¥é¥ó¥¹¤Î¼è¤ì¤¿Îΰè¤Ç¡¢ ´¶Ãμöʸ¤äËɸæÎϤò
¹â¤á¤ë¼öʸ¡¢ÃÏ·Á¤òÊѤ¨¤ë¼öʸ¤¬½¼¼Â¤·¤Æ¤¤¤Þ¤¹¡£½øÈפϹ¶·âǽÎϤ¬¸Â
¤é¤ì¤Æ¤¤¤Þ¤¹¤¬¡¢¥ì¥Ù¥ë¤¬¾å¤¬¤ì¤Ð¤½¤ì¤Ê¤ê¤ËÌò¤ËΩ¤Ä¹¶·â¼öʸ¤ò»ÈÍÑ
Á³¤ÎÎΰè¤Ï½Ñ¼Ô¤Î°À¤¬Á±°¤¤¤º¤ì¤«°ìÊý¤Ë·¹¤¤¹¤®¤ë¤È¼ºÇÔΨ¤¬¾å¤¬
¤ë¤È¤¤¤¦ÆÃħ¤ò»ý¤Á¤Þ¤¹¡£
-¥«¥ª¥¹
+***** <Chaos>
+--- ¥«¥ª¥¹ ---
¥«¥ª¥¹¤ÎËâË¡¤Ï¹¶·âÎϤˤ¹¤°¤ì¤Æ¤¤¤Þ¤¹¡£Â¿¼ï¿Íͤʹ¶·âËâË¡¤¬¤¢¤ê¡¢
¹¶·â¼êÃʤˤϷ礤ޤ»¤ó¡£¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤ä¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Ë»Ï
¤Þ¤ê¡¢Ãæ¥ì¥Ù¥ë¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤ä¥É¥¥¡¼¥à¡¦¥Ü¥ë¥È¡¢¤½¤·¤Æ¤ª¤½¤ë
¤ê¤Þ¤¹¡£´¶ÃÎÅù¤ÎÊä½õŪ¤ÊËâË¡¤Ï¤Û¤È¤ó¤É¤¢¤ê¤Þ¤»¤ó¡¢¤¿¤À¤·¡¢¥Æ¥ì¥Ý¡¼
¥È·Ï¤Î´Êñ¤ÊËâË¡¤Ï¤¤¤¯¤Ä¤«»ý¤Ã¤Æ¤¤¤Þ¤¹¡£
-°Å¹õ
+***** <Death>
+--- °Å¹õ ---
°Å¹õ¤ÎËâË¡¤Ï¥«¥ª¥¹Æ±Í͹¶·âŪ¤ÊÎΰè¤Ç¡¢½Ñ¼Ô¤ÏÆÇ¡¢µÛ·ì¡¢»à¤Î¼öʸ¡¢
¤Þ¤¿ÃϹö¤Î±ê¤Þ¤Ç¤âÁà¤ë¤³¤È¤¬¤Ç¤¡¢¥ì¥Ù¥ë¤ÎÄ㤤¥â¥ó¥¹¥¿¡¼¤ò¤Þ¤È¤á
¤ÆËõ»¦¤¹¤ë»ö¤â¤Ç¤¤Þ¤¹¡£¤Þ¤¿¡¢¥«¥ª¥¹¤È°ã¤¤´¶ÃηϤÎËâË¡¤â¾¯¤·¤Ï»È
·ù¤Ê¸ú²Ì¤ò¼õ¤±¤ë¤³¤È¤¬¤¢¤ê¤Þ¤¹¡£ ¤³¤ÎÎΰè¤Ï½Ñ¼Ô¤Î°À¤¬Á±¤ÎÊý¤Ë·¹
¤¯¤È¼ºÇÔΨ¤¬¾å¤¬¤ë¤È¤¤¤¦ÆÃħ¤ò»ý¤Á¤Þ¤¹¡£
-¥È¥é¥ó¥×
+***** <Trump>
+--- ¥È¥é¥ó¥× ---
¥È¥é¥ó¥×¤È¤Ï¡¢¥¢¥ó¥Ð¡¼À¤³¦¤Î¥Ñ¥¿¡¼¥ó(Pattern)¤ÈƱ¤¸»ÅÁȤߤÎÎϤ¬¥«¡¼
¥É¤ËÉÁ¤«¤ì¤¿¤â¤Î¤Ç¤¢¤ê¡¢¥È¥é¥ó¥×¤ÎËâË¡½ñ¤Ï¤³¤Î¥«¡¼¥É¤Î¥Ç¥Ã¥¤«¤é
¥Ç¥Ã¥¤«¤é¥é¥ó¥À¥à¤Ê°ìËç¤Î¥«¡¼¥É¤¬Áª¤Ð¤ì¤ÆÍÍ¡¹¤Ê¸ú²Ì¤òȯ´ø¤·¤Þ¤¹¡£
¤³¤Î¸ú²Ì¤ÎÃæ¤Ë¤ÏÈó¾ï¤ËÍÍѤʤâ¤Î¤«¤é¡¢Èó¾ï¤Ë°¤¤¸ú²Ì¤Þ¤Ç¤¢¤ê¤Þ¤¹¡£
-Èë½Ñ
+***** <Arcane>
+--- Èë½Ñ ---
Àç½Ñ¤è¤ê¤â¤µ¤é¤Ë¡¢Èë½ÑËâË¡¤ÏÈÆÍÑŪ¤ÊÎΰè¤Ç¤¹¡£Á´¤Æ¤ÎÎΰ褫¤éÍÍÑ
¤Ê¼öʸ¤ò½¸¤á¤ë¤Ù¤¯ºî¤é¤ì¤¿¤â¤Î¤Ç¡¢*´ÕÄê*¤¬Ìµ¤¤¤³¤È¤ò½ü¤±¤Ð³µ¤ÍÀ®
¸ù¤·¤Æ¤¤¤ë¤È¸À¤¨¤ë¤Ç¤·¤ç¤¦¡£¤³¤ì¤Ï·çÅÀ¤Ç¤â¤¢¤ê¤Þ¤¹¡£Èë½Ñ¤Ï¥À¥ó¥¸
¤ì¤æ¤¨Èë½ÑËâË¡¤ÏÍ£°ì¤ÎÁªÂò¤È¤·¤Æ¤ÏÁ¦¤á¤é¤ì¤Þ¤»¤ó¡£¤·¤«¤·Â¾¤ÎÎΰè
¤Ë·ç¤±¤Æ¤¤¤ëÊä½õ¼öʸ¤òÊ䤦¤Ë¤Ï¤¤¤¤Îΰè¤Ç¤¹¡£
-¾¢
+***** <Craft>
+--- ¾¢ ---
¾¢¤ÎËâË¡¤ÏÊѶòÈÚÅÜ¥ª¥ê¥¸¥Ê¥ë¤ÎÎΰè¤Ç¡¢¹¶·âÎϤäËɸæÎÏ¡¢¥¹¥Ô¡¼¥ÉÅù¡¢
¿ÈÂÎǽÎϤòÁý¶¯¤¹¤ëËâË¡¤¬½¼¼Â¤·¤Æ¤¤¤Þ¤¹¡£²óÉüÎ϶¯²½¤äÊÉÈ´¤±¤Ï¾¢¤Î
ÎΰèÆÃͤÎËâË¡¤Ç¡¢¥ì¥Ù¥ë¤¬Ä㤤¤ï¤ê¤Ë¶¯ÎϤǤ¹¡£¾¢¤Ë¤Ï´¶ÃΤä¥Æ¥ì¥Ý¡¼
¥È¤ÎËâË¡¤¬¤¢¤ê¤Þ¤»¤ó¤¬¡¢°ì»þŪ¤Ê¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤòÆÀ¤ëËâË¡¤¬¤¢¤ê¤Þ
¤¹¡£
-°Ëâ
+***** <Daemon>
+--- °Ëâ ---
°Ëâ¤ÎËâË¡¤ÏÊѶòÈÚÅÜ¥ª¥ê¥¸¥Ê¥ë¤ÎÎΰè¤Ç¡¢¥«¥ª¥¹Æ±Í͹¶·âÎϤˤ¹¤°¤ì¡¢
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+***** <Archer>
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¥¢¡¼¥Á¥ã¡¼¤ÏËâË¡¤ò»È¤¦¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¤¬¡¢¤É¤ó¤Ê¿¦¶È¤è¤ê¤â¹ª¤ß¤ËµÝ
¥Ü¥¦¤ÎÌð¤òÀ½Â¤¤¹¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£
+***** <Magic-Eater>
--- ËâÆ»¶ñ½Ñ»Õ ---
ËâÆ»¶ñ½Ñ»Õ¤Ï¾ó¡¢ËâË¡ËÀ¡¢¥í¥Ã¥É¤È¤¤¤Ã¤¿ËâË¡¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤò¤Þ¤ë
¤è¤Ã¤ÆËâË¡ËÀ¤ä¾ó¤ä¥í¥Ã¥É¤òµÛ¼ý¤·¤Þ¤¹¡£
+***** <Bard>
--- ¶ãÍ·»í¿Í ---
¶ãÍ·»í¿Í¤ÏËâÎϤòÂÓ¤Ó¤¿²Î¤ò²Î¤¦¤³¤È¤¬¤Ç¤¤Þ¤¹¡£Â¿¤¯¤Î²Î¤ÏÉáÄ̤ÎËâË¡
¤±¤Æ¤¤¤ë²Î¤òÃæÃǤ·¤Þ¤¹¡£
+***** <Red-Mage>
--- ÀÖËâÆ»»Õ ---
ÀÖËâÆ»»Õ¤ÏËâË¡Àï»Î¤Ë»÷¤Æ¤¤¤Æ¶áÀÜÀïÆ®¤ÈËâË¡¤ÎξÊý¤ÎǽÎϤò»ý¤Á¡¢¥¹¥Ú
¤¦¤È¤¤¤¦¶¯ÎϤÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤¹¡£
+***** <Samurai>
--- ·õ½Ñ²È ---
·õ½Ñ²È¤ÏÀï»Î¤Ë¼¡¤°ÀïÆ®ÎϤ¬¤¢¤ê¡¢¼ç¤Ë¶áÀÜÀïƮǽÎϤò¶¯²½¤¹¤ëÍÍ¡¹¤Êµ»
¤½¤ì¤¾¤ìĹ½ê¤Èû½ê¤¬¤¢¤ê¤Þ¤¹¡£
+***** <ForceTrainer>
--- Îýµ¤½Ñ»Õ ---
Îýµ¤½Ñ»Õ¤Ï¡Öµ¤¡×¤ò»È¤¦Ã£¿Í¤Ç¤¹¡£Èà¤é¤Ï½¤¹ÔÁΤ˻÷¤Æ¤¤¤ÆÉð´ï¤ò»ý¤¿¤º
¿å¡×¤Ë¤è¤Ã¤ÆMP¤òÁÇÁ᤯²óÉü¤¹¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£
+***** <Blue-Mage>
--- ÀÄËâÆ»»Õ ---
ÀÄËâÆ»»Õ¤ÏÍ¥¤ì¤¿ËâË¡»È¤¤¤Ç¤¢¤ê¡¢¤½¤Îµ¡ÃΤˤè¤Ã¤ÆÀ¸¤±ä¤Ó¤Ê¤±¤ì¤Ð¤Ê
·è¤Þ¤ê¤Þ¤¹¡£
+***** <Cavalry>
--- µ³Ê¼ ---
µ³Ê¼¤ÏÇϤ˾è¤êÀï¾ì¤ò¶î¤±È´¤±¤ë¥¨¥ê¡¼¥ÈÀï»Î¤Ç¤¹¡£ËâË¡¤Ï»È¤¨¤Þ¤»¤ó¤¬¡¢
¤Ë̵ÍýÌðÍýÄ·¤Ó¾è¤Ã¤Æ¥Ú¥Ã¥È¤Ë¤¹¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£
+***** <Berserker>
--- ¶¸Àï»Î ---
¶¸Àï»Î¤ÏÅܤ궸¤Ã¤ÆÉð´ï¤ò¿¶¤ë¤¦¶²¤ë¤Ù¤Àï»Î¤Ç¤¹¡£Á´¿¦¶ÈÃæºÇ¹â¤ÎÆùÂÎ
¥¤¥Ð¥ëµ»½Ñ¤Ç¤¢¤ë¤È¤·¤Æ¡¢¤Ê¤¼µ¢´Ô¤¬¤Ç¤¤ë¤Î¤«¤ÏÁÛÁü¤Ë¤ª¤Þ¤«¤»¤·¤Þ¤¹¡£
+***** <Weaponsmith>
--- ÃÃÌê»Õ ---
ÃÃÌê»Õ¤ÏÉð´ï¤äËɶñ¤ò¼«Ê¬¤Ç¶¯²½¤¹¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹¡£ÆùÂÎŪ¤Ë¤â½½Ê¬¤Ê
¤¹¡£¤³¤ì¤Ï¹â¥ì¥Ù¥ë¤ÎÃÃÌê»Õ¤Î¾ì¹ç¤Ï*´ÕÄê*¤Ë¤Ê¤ê¤Þ¤¹¡£
+***** <Mirror-Master>
--- ¶À»È¤¤ ---
¶À»È¤¤¤Ï¡¢ËâÎϤιþ¤á¤é¤ì¤¿¶À¤òºî¤ê½Ð¤·¤Æ¡¢¤½¤ì¤ò¿¨ÇޤȤ·¤Æ¹¶·â¤ò¹Ô
¤ê¡¢¡ÖÀÅ¿å¡×¤Ï¶À¤Î¾å¤Ç»È¤¦¤ÈMP¤ò²óÉü¤·¤Þ¤¹¡£
+***** <Ninja>
--- Ǧ¼Ô ---
Ǧ¼Ô¤Ï°Å°Ç¤ËÀø¤à¶²¤ë¤Ù¤°Å»¦¼Ô¤Ç¤¢¤ê¡¢¸÷¸»¤ò»ý¤¿¤º¤Ë¹ÔÆ°¤·¡¢Áê¼ê¤Î
ÊѶòÈÚÅܤˤϣ±£²¤ÎÀ³Ê¤¬¤¢¤ê¤Þ¤¹¡£¤½¤ì¤¾¤ì¤ÎÀ³Ê¤Ë¤è¤Ã¤Æ¡¢¥¥ã¥é¥¯¥¿¡¼
¤ÎǽÎÏÃͤ䵻ǽ¤Ë¥Ü¡¼¥Ê¥¹¤ä¥Ú¥Ê¥ë¥Æ¥£¡¼¤ò¼õ¤±¤Þ¤¹¡£
+***** <Ordinary>
--- ¤Õ¤Ä¤¦ ---
¤Õ¤Ä¤¦¤Ï¡¢ÆäËÆÃÉ®¤¹¤ë¤Ù¤Éôʬ¤¬¤Ê¤¤À³Ê¤Ç¤¹¡£¤¢¤é¤æ¤ëµ»Ç½¤òÊ¿¶ÑŪ
¤Ë¤³¤Ê¤·¤Þ¤¹¡£
+***** <Mighty>
--- ¤Á¤«¤é¤¸¤Þ¤ó ---
¤Á¤«¤é¤¸¤Þ¤ó¤Ï¡¢ÆùÂÎŪ¤ÊǽÎϤ䵻ǽ¤¬¾å¾º¤·¤Þ¤¹¡£¤·¤«¤·¡¢ËâË¡¤Ë´Ø·¸
¹â¤¯¤Ê¤ê¤Þ¤¹¡£
+***** <Shrewd>
--- ¤¤ì¤â¤Î ---
¤¤ì¤â¤Î¤Ï¡¢ÆùÂÎŪ¤ÊǽÎϤϲ¼¤¬¤ê¤Þ¤¹¤¬¡¢ÃÎǽ¤äËâË¡¤Ë´Ø·¸¤¹¤ëµ»Ç½¤Ï
³ÍÆÀ¤Ï¾¯¤Ê¤¯¤Ê¤ê¤Þ¤¹¡£
+***** <Pious>
--- ¤·¤¢¤ï¤»¤â¤Î ---
¤·¤¢¤ï¤»¤â¤Î¤Ï¡¢¿À¤ò¿®¶Ä¤¹¤ëǽÎϤ¬¹â¤¯¤Ê¤ê¤Þ¤¹¡£ÆùÂÎŪ¤Ë¤ÏÊ¿¶ÑŪ¤Ê
ǽÎϤò»ý¤Á¡¢¥×¥ê¡¼¥¹¥È¤Ë¶á¤¤¥¹¥Æ¡¼¥¿¥¹¤È¤Ê¤ê¤Þ¤¹¡£
+***** <Nimble>
--- ¤¹¤Ð¤·¤Ã¤³¤¤ ---
¤¹¤Ð¤·¤Ã¤³¤¤¤Ï¡¢¤É¤Î¥¹¥¥ë¤âÈæ³ÓŪ¤¦¤Þ¤¯¤³¤Ê¤·¡¢ÃηäâƯ¤¤Þ¤¹¤¬¡¢
ÆùÂÎŪ¤ÊǽÎϤÏÄ㤯¤Ê¤ê¤Þ¤¹¡£
+***** <Fearless>
--- ¤¤¤Î¤Á¤·¤é¤º ---
¤¤¤Î¤Á¤·¤é¤º¤Ï¡¢ÀïÆ®ÎÏ¡¢ËâˡǽÎϤÎξÊý¤¬¾å¾º¤·¤Þ¤¹¤¬¡¢ËâË¡Ëɸ桢£È
£Ð¤È¤¤¤Ã¤¿Ç½ÎϤϰ¤¯¤Ê¤ê¤Þ¤¹¡£
+***** <Combat>
--- ¥³¥ó¥Ð¥Ã¥È ---
¹¥¤¤Ê¿©¤Ùʪ¤Ï¾Æ¤¥Ó¡¼¥Õ¥ó¡£ÍÞ¤¨¤Æ¤Ï¤¤¤ë¤¬¡¢ËÁ¸±¿´²¢À¹¤Ê°ìɤϵ¡£Àµ
¤Åö¤¿¤ê¤Ð¤Ã¤¿¤ê¤Î¿ÍÀ¸¤òÁª¤ó¤Ç¤·¤Þ¤¦¥¿¥¤¥×¤Ç¡¢°ÛÀ¤Î°·¤¤¤Ï¶ì¼ê¡£
+***** <Lazy>
--- ¤Ê¤Þ¤±¤â¤Î ---
¤Ê¤Þ¤±¤â¤Î¤Ï¡¢¤¢¤é¤æ¤ë¥¹¥¥ë¤¬Ä㤯¡¢²¿¤ò¤ä¤Ã¤Æ¤â¤¦¤Þ¤¯¤¤¤¤Þ¤»¤ó¡£
ËâË¡¤Î¼öʸ¤â¿¿ÌÌÌܤ˳Ф¨¤Ê¤¤¤Î¤Ç¼ºÇÔ¤¬Â¿¤¤¤è¤¦¤Ç¤¹¡£
+***** <Sexy>
--- ¥»¥¯¥·¡¼¥®¥ã¥ë ---
¥»¥¯¥·¡¼¥®¥ã¥ë¤Ï¡¢¤¢¤é¤æ¤ë¥¹¥¥ë¤ò¤¦¤Þ¤¯¤³¤Ê¤¹¤³¤È¤¬¤Ç¤¤Þ¤¹¡£¤·¤«
¤¦¡£¤³¤ÎÀ³Ê¤Ï½÷À¤·¤«Áª¤Ö¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡£
+***** <Lucky>
--- ¥é¥Ã¥¡¼¥Þ¥ó ---
¥é¥Ã¥¡¼¥Þ¥ó¤Ï¡¢Ç½ÎÏÃͤϤʤޤ±¤â¤Î¤ËɤŨ¤¹¤ë¤¯¤é¤¤Ä㤤¤Ë¤â¤«¤«¤ï¤é
¤·¤«Áª¤Ö¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡£
+***** <Patient>
--- ¤¬¤Þ¤ó¤Å¤è¤¤ ---
¤¬¤Þ¤ó¤Å¤è¤¤¤Ï¡¢¤¸¤Ã¤¯¤ê¤Èʪ»ö¤Ë¤È¤ê¤¯¤à¿µ½Å¤ÊÀ³Ê¤Ç¡¢Â¾¤ÎÀ³Ê¤ËÈæ
ÇÔ¤¬Â¿¤¯¤Ê¤ê¤Þ¤¹¡£
+***** <Munchkin>
--- ¤¤¤«¤µ¤Þ ---
¤¤¤«¤µ¤Þ¤Ï¡¢½é¿´¼Ô¤ÎÎý½¬ÍѤÎÀ³Ê¤Ç¤¹¡£¤¢¤é¤æ¤ëǽÎϤ¬¹â¤¯¤Ê¤Ã¤Æ¤¤¤Þ
ÄɲþðÊó (µÚ¤ÓÆüËܸìÈǤÎAngband¡¢ZAngband¤«¤é¼õ¤±¤Ä¤¬¤ì¤¿¾ðÊó)
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) Ãøºî¸¢¤ÈÇÛÉۤˤĤ¤¤Æ (j_general.txt)
(c) ¥Ð¡¼¥¸¥ç¥óÍúÎò (jversion.txt)
³¹¤È¹ÓÌî
-»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤ÎÈÖ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
+»²¾È¤·¤¿¤¤¥ª¥ó¥é¥¤¥ó¡¦¥Ø¥ë¥×¤Îµ¹æ¤ò²¡¤·¤Æ²¼¤µ¤¤:
(a) ³¹¤È¹ÓÌî (jtown.txt)
(b) ³¹¤È¹ÓÌî¤Ë¸½¤ì¤ëʸ»ú (jtown.txt#MapSymbols)
=== The Realms of Spellbook Magic ===
+***** <Life>
--- Life ---
Life magic is very good for healing; it relies mostly on healing,
evil.
+***** <Sorcery>
--- Sorcery ---
Sorcery is a `meta` realm, including enchantment and general
to your enemies.
+***** <Nature>
--- Nature ---
Nature magic makes you a master of the elements; it provides
becomes very good or evil.
+***** <Chaos>
--- Chaos ---
Chaos is the very element of unmaking, and Chaos spells are the
undesired effects.
+***** <Death>
--- Death ---
There is no fouler nor more evil category of spells than the
rate of Death spells goes up for casters aligned to good.
+***** <Trump>
--- Trump ---
Trump magic seems an independent source of power, although its
own (but can develop one, if you treat them badly).
+***** <Arcane>
--- Arcane ---
Even more than Sorcery, Arcane magic is a general purpose realm
in the selection of utility spells in another realm.
+***** <Craft>
--- Craft ---
Craft magic is an original realm in Hengband. It provides spells
temporary telepathy spell.
+***** <Daemon>
--- Daemon ---
Daemon magic is an original realm in Hengband. It offers
Demon or a Demon Lord. The fail rate of Daemon spells goes up
for casters aligned towards good.
+***** <Crusade>
--- Crusade ---
Crusade is a realm of 'Justice'; It does have many attack spells
-=== Options and Effects (Hengband 2.2.*) ===
+=== Options and Effects ===
Most of the "options" are accessible through the '=' command, which
provides an interface to the various "sets" of options available to the
***** <Input>
=== Option Set 1 -- Input from keyboard ===
+***** <rogue_like_commands>
Rogue-like commands [rogue_like_commands]
Selects the "roguelike" command set (see "command.txt" for info).
+***** <always_pickup>
Pick things up by default [always_pickup]
Tells the game that walking onto an item should attempt to pick it
up. Otherwise, you must use the "g" command, or the "-" command
while walking. Combined with "carry_query_flag", allows you to
selectively pick up all items which you step on.
+***** <carry_query_flag>
Prompt before picking things up [carry_query_flag]
Forces the game to ask you if you want to pick something up when
you do something that would normally cause the item to be picked
up.
+***** <quick_messages>
Activate quick messages [quick_messages]
Allows the use of any keypress as a response to the "-more-" prompt
(useful for monster farming). Allows most keys to mean "no" to any
"[y/n]" prompt.
+***** <auto_more>
Automatically clear '-more-' prompts [auto_more]
The game does not wait for a keypress when it comes to a -more-
prompt, but carries on going.
+***** <command_menu>
Enable command selection menu [command_menu]
+***** <other_query_flag>
Prompt for floor item selection [other_query_flag]
Forces the game to ask you before select an item on floor.
+***** <use_old_target>
Use old target by default [use_old_target]
Forces all commands which normally ask for a "direction" to use the
current "target" if there is one. Use of this option can be
dangerous if you target locations on the ground, unless you clear
them when done.
+***** <always_repeat>
Repeat obvious commands [always_repeat]
Tells the game that when you attempt to "open" a door or chest,
"bash" a door, "tunnel" through walls, or "disarm" traps or chests,
that you wish to "repeat" the command 99 times (see "command.txt").
+***** <confirm_destroy>
Prompt for destruction of known worthless items [confirm_destroy]
Normally, no confirmation will be asked if you attempt to destroy
an object which you know to be worthless. If this option is set,
the Destroy command always asks for confirmation.
+***** <confirm_wear>
Confirm to wear/wield known cursed items [confirm_wear]
Some players may occasionally, due to a typing mistake, find
themselves wearing an item which they knew was cursed. If this
will be prompted if you attempt to wear or wield an item if your
character knows it is cursed.
+***** <confirm_stairs>
Prompt before exiting a dungeon level [confirm_stairs]
Some players (such as myself) often accidentally press the '<' key
and exit a Special feeling level. If this option is set, the
Others may find the prompt annoying, they should of course not set
this option. :-)
+***** <target_pet>
Allow targetting pets [target_pet]
Normally, the program doesn't automatically choose pets as target
in the targeting mode of attack spells. If this option is set, the
program always choose every monsters in sight as target.
+***** <easy_open>
Automatically open doors [easy_open]
Makes it easy for your character to open a door: simply by walking
into it! Also the open command will automatically select one
direction if only one door is near you.
+***** <easy_disarm>
Automatically disarm traps [easy_disarm]
Makes it easy for your character disarm a trap: simply by walking into
it! Also the disarm command will automatically select one direction
if only one known trap is near you.
+***** <easy_floor>
Display floor stacks in a list [easy_floor]
Lets you select an item from a stack on the floor by browsing a
list, Also floor stack are described as "You see a stack of n
items.", when there is more than one item on a floor grid.
+***** <use_command>
Allow unified use command [use_command]
Unifies the item commands like "zap a rod", "use a staff", "eat
food", "aim a wand", ... into a general "use object" command. The
mode. The standard commands for eat, quaff, read, zap, aim, ... are
still available, but can be used for macros.
+***** <over_exert>
Allow casting spells when short of mana [over_exert]
Normally, Hengband restricts you from casting spells when you don't
have enough mana. If this option is set, the program allow you to
***** <Output>
=== Option set 2 -- Screen output ===
+***** <depth_in_feet>
Show dungeon level in feet [depth_in_feet]
Display the dungeon depth in "feet" instead of as an actual level.
This also affects the monster memory display.
+***** <show_labels>
Show labels in object listings [show_labels]
Display the "labels" for objects in the "equipment" list, and in
any "special" window which is displaying the "equipment". These
played for a while, this information is no longer useful, and can
be annoying.
+***** <show_weights>
Show weights in object listings [show_weights]
Display the weights of objects in the "inventory" and "equipment"
lists, and in "stores", and in any "special" window which is
displaying any of these lists.
+***** <show_item_graph>
Show items graphics [show_item_graph]
Displays small icons of the items in your "inventory" list,
"equipment" list and "stores".
+***** <show_choices>
Show choices in certain sub-windows [show_choices]
Indicate legal choices in "special" windows which display lists.
+***** <player_symbols>
Use special symbols for the player char [player_symbols]
This option is needed only when the system platform is "ibm".
This option allows you to display your character using race /
class / sex dependent colours and graphical symbols.
+***** <equippy_chars>
Display 'equippy' chars [equippy_chars]
This option will show you a graphical representation of your worn
equipment on the main screen. The 'equippy' chars will use the
standard symbols of the respective items.
+***** <display_mutations>
Display mutations in 'C'haracter Display [display_mutations]
Normally, if your character has gained mutations, they will be
displayed in an extra 'h' mode window under the 'C'haracter
via the knowledge command ('~' or '|') and do not want any extra
screens in the Character Description: they should set this option.
+***** <plain_descriptions>
Plain object descriptions [plain_descriptions]
This option disables "full" names for identified 'flavored'
objects, in other words, if this option is not in use, an
Potion of Speed. If you prefer simpler, less verbose descriptions,
set this option.
+***** <center_player>
Center map while walking (*slow*) [center_player]
The map always centers on the player with this option on. With it off, it
is divided into 25 sections, with coordinates (0,0) to (4,4), and will
show one section at a time.
+***** <center_running>
Centering even while running [center_running]
Normally, the map does not center on the player if the player
moves with the "run" command, only when the running finishes. If
this option is set, the map always centers on the player.
+***** <view_yellow_lite>
Use special colors for torch-lit grids [view_yellow_lite]
This option causes special colors to be used for "torch-lit" grids
in certain situations (see the entries for"view_granite_lite" and
"view_special_lite"). Turning this option off will slightly improve
game speed.
+***** <view_bright_lite>
Use special colors for 'viewable' grids [view_bright_lite]
This option causes special colors to be used for non "viewable"
grids in certain situations (see "view_granite_lite" and
"line of sight". Turning this option off will probably increase the
speed of the game.
+***** <view_granite_lite>
Use special colors for wall grids (slow) [view_granite_lite]
This option activates a special color scheme for all "wall" grids
which are normally drawn in "white" (as walls and rubble normally
increase the speed of the game. This option may not work well if
the attr/char codes for walls/veins have been changed.
+***** <view_special_lite>
Use special colors for floor grids (slow) [view_special_lite]
This option activates a special color scheme for all "floor" grids
which are normally drawn in "white" (as they normally are). When
speed of the game. This option may not work well if the attr/char
codes for walls/veins have been changed
+***** <new_ascii_graphics>
Show a clear contrast between light and dark [new_ascii_graphics]
This option activates a special color scheme for all grids other
than normal white color, when used with view_bright_lite and/or
view_granite_lite.
+***** <display_path>
Display actual path before shooting [display_path]
When this option is set, the targeting mode will show path from
you to current target point continuously.
+***** <always_show_list>
Always show list at first when select items [always_show_list]
When this option is set, all commands which lets you to choose an
item from inventory or equipment list will automatically show list
***** <GamePlay>
=== Option set 3 -- Game playing ===
+***** <auto_scum>
Auto-scum for good levels [auto_scum]
This is a hack but allows you to force the generation of "good"
levels in the dungeon. This option may be extremely slow on some
the level is based on the dungeon level, so the deeper you go, the
better the level will be.
+***** <stack_force_notes>
Merge inscriptions when stacking [stack_force_notes]
Force otherwise identical objects to merge, even if one has an
empty inscription and the other does not. The resulting stack keeps
the non-empty inscription.
+***** <stack_force_costs>
Merge discounts when stacking [stack_force_costs]
Force otherwise identical objects to merge, even if they have
different discounts. The resulting stack keeps the largest
discount. This option may cause you to lose "value", but will give
you optimal pack usage.
+***** <stack_allow_items>
Allow weapons and armor to stack [stack_allow_items]
Allow identical weapons and armor to be combined into a stack. This
also allows unidentified, but identical, ammo to be combined, which
may result in the auto-identification of some of the ammo, but
which makes it a lot easier to actually use unidentified ammo.
+***** <expand_look>
Expand the power of the look command [expand_look]
Expand the "look" command to allow the user to "look" at grids
which are not actually in view of the player, allowing the
examination of objects/monsters which have only been detected by
spells, or sensed via telepathy.
+***** <expand_list>
Expand the power of the list commands [expand_list]
Expand the "listing" commands so that they "wrap" at the "edges" of
the appropriate list. This allows the "look" and "target" commands
to "cycle" through all appropriate grids forever, and the "identify
symbol" to browse through all of the monsters of a given type.
+***** <view_perma_grids>
Map remembers all perma-lit grids [view_perma_grids]
Memorize all perma-lit floor grids which are seen by the player.
This option allows you to keep track of which explored floor grids
are always memorized, and "object" which is seen by the player is
memorized independently from the memorization of the grid itself.
+***** <view_torch_grids>
Map remembers all torch-lit grids [view_torch_grids]
Memorize all (torch-lit) floor grids which are seen by the player.
This option not only allows you to keep track of which floor grids
the "view_yellow_lite" option is set, in which case they are drawn
in "yellow".
+***** <view_unsafe_grids>
Map marked by detect traps [view_unsafe_grids]
Unknown grids that have not been traversed previously, or had a
detect trap spell cast on them are marked with a grey 'x'. This
are trap free. This option has no effect on surface grids, but
outdoor locations cannot be trapped.
+***** <dungeon_stair>
Generate dungeons with connected stairs [dungeon_stair]
Always generate a staircase back to the level you came from, if you
used a staircase to get to the level. This is more "realistic", and
"safer", but less of a "challenge" for some people.
+***** <small_levels>
Allow unusually small dungeon levels [small_levels]
This option enables the creation of levels of varying sizes. Levels
that are as small as the town level (i.e. 1 'screen') are possible,
Note that this option has the side effect of enabling / disabling
'destroyed' levels (they are enabled if small levels are).
+***** <always_small_levels>
Always create unusually small dungeon levels [always_small_levels]
If this option is enabled, then every level will be smaller than
usual. See the 'Allow unusually small dungeon levels' option
above. In the 'Yeek cave', this option is always enabled.
+***** <empty_levels>
Allow empty 'arena' levels [empty_levels]
Normal dungeon levels consist mostly of rock. If this option is in
use, levels which have empty floor instead of solid rock may also
may have vaults, nests and pits in them like normal levels. Some
arena levels are dark when they are created, but most are lit.
+***** <last_words>
Leave last words when your character dies [last_words]
Display a random line from the "death.txt" file when your
character dies and then allow you to rewrite this last words. If
this option is not selected, the "You die." message is displayed
instead.
+***** <send_score>
Send score dump to the world score server [send_score]
If this option is set, Hengband will allow you to send the score
record of your character to the world score board on the Internet
***** <Disturbance>
=== Option set 4 -- Disturbance ===
+***** <find_ignore_stairs>
Run past stairs [find_ignore_stairs]
Ignore stairs when running.
+***** <find_ignore_doors>
Run through open doors [find_ignore_doors]
Ignore open doors when running.
+***** <find_cut>
Run past known corners [find_cut]
Cut sharply around "known" corners when running. This will result
in "faster" running, but may cause you to run into a "lurking"
monster.
+***** <find_examine>
Run into potential corners [find_examine]
Fully explore "potential corners" in hallways.
+***** <disturb_move>
Disturb whenever any monster moves [disturb_move]
Disturb the player when any monster moves, appears, or disappears.
This includes monsters which are only visible due to telepathy, so
you should probably turn this option off if you want to "rest" near
such monsters.
+***** <disturb_near>
Disturb whenever viewable monster moves [disturb_near]
Disturb the player when any viewable monster moves, whenever any
monster becomes viewable for the first time, and also whenever any
the existence of "telepathy" for the purpose of determining whether
a monster is "viewable". See also the "view_reduce_view" option.
+***** <disturb_pets>
Disturb when visible pets move [disturb_pets]
The player may wish that some of the disturbance options do not
apply to pets: for example, it can be annoying if your rest is
options are set. If you want your pets to disturb you like normal
monsters, set this option.
+***** <disturb_panel>
Disturb whenever map panel changes [disturb_panel]
This option causes you to be disturbed by the screen "scrolling",
as it does when you get close to the "edge" of the screen.
+***** <disturb_state>
Disturb whenever player state changes [disturb_state]
This option causes you to be disturbed whenever the player state
changes, including changes in hunger, resistance, confusion, etc.
+***** <disturb_minor>
Disturb whenever boring things happen [disturb_minor]
This option causes you to be disturbed by various bring things,
including monsters bashing down doors, inventory feelings, and
beginning to run out of fuel.
+***** <ring_bell>
Audible bell (on errors, etc) [ring_bell]
Attempt to make a "bell" noise when various "errors" occur.
+***** <alert_hitpoint>
Alert user to critical hitpoints [alert_hitpoint]
Produce a "bell" noise, and flush all pending input, when your
hitpoints reach the "critical point" chosen elsewhere, preventing
stupid deaths.
+***** <disturb_trap_detect>
Disturb when leaving trap detected area [disturb_trap_detect]
This option causes you to be disturbed when the player is running
out of trap-detected area.
+***** <alert_trap_detect>
Alert when leaving trap detected area [alert_trap_detect]
This option alerts you with message when the player is moving out
of the trap-detected area.
***** <Efficiency>
=== Option set 5 -- Efficiency ===
+***** <view_reduce_lite>
Reduce lite-radius when running [view_reduce_lite]
Reduce the "radius" of the player's "lite" to that of a "torch"
when the player is "running", which makes running more "efficient",
but is extremely annoying. Certain older versions of Angband used
this behavior always, so "purists" should turn it on.
+***** <view_reduce_view>
Reduce view-radius in town [view_reduce_view]
Reduce the "radius" of the player's "view" by half when the player
is in town. This makes running faster in town, and also allows the
player to ignore monsters in town which are more than ten grids
away, which is usually safe, since none have distance attacks.
+***** <check_abort>
Check for user abort while continuous command [check_abort]
Avoid checking to see if the user has pressed a key during resting
or running or repeated commands. This not only makes the game much
option set is dangerous since the resting may not stop until the
user takes damage from starvation.
+***** <flush_failure>
Flush input on various failures [flush_failure]
This option forces the game to flush all pending input whenever
various "failures" occur, such as failure to cast a spell, failure
it will prevent you from walking towards monsters when your spells
fail.
+***** <flush_disturb>
Flush input whenever disturbed [flush_disturb]
This option forces the game to flush all pending input whenever
the character is "disturbed". This is useful if you use macros
which take time, since it will prevent you from continuing your
macro while being attacked by a monster.
+***** <fresh_before>
Flush output while continuous command [fresh_before]
This option forces the game to flush all output before every
command. This will give you maximal information, but may slow down
is always flushed when the game is waiting for a keypress from the
user.
+***** <fresh_after>
Flush output after monster's move [fresh_after]
This option forces the game to flush all output after not only
every player command, but also after every round of processing
faster machines you normally do not have a chance to see the
results anyway.
+***** <fresh_message>
Flush output after every message [fresh_message]
This option forces the game to flush all output after every message
displayed by the game. This will give you maximal information, but
may slow down the game somewhat.
+***** <compress_savefile>
Compress messages in savefiles [compress_savefile]
Compress the savefile, by only saving the most recent "messages"
that the player has received. This can cut the size of the savefile
by a drastic amount, but will result in the loss of message
information.
+***** <hilite_player>
Hilite the player with the cursor [hilite_player]
Place the visible cursor on the player. This looks fine on some
Unix machines, but horrible on most graphics machines. Note that
***** <AutoDestroyer>
=== Option set 6 -- Easy Auto-Destroyer ===
+***** <destroy_items>
Use easy auto-destroyer [destroy_items]
If this option is set, Hengband will automatically destroy all
objects which you touch unless the object is protected by various
'leave_...' options below.
+***** <destroy_feeling>
Apply auto-destroy as sense feeling [destroy_feeling]
If this option is set, Hengband will apply auto-destroyer on an
item just when you sensed its feeling. Typically it will destroy
{cursed} items just after the sensing.
+***** <destroy_identify>
Apply auto-destroy as identify an item [destroy_identify]
If this option is set, Hengband will apply auto-destroyer on an
item just when you identified it using magical items or spells.
Typically it will destroy {cursed} items and other useless items
which you set up to be auto-destroyed.
+***** <leave_worth>
Auto-destroyer leaves known worthy items [leave_worth]
This option protects known objects that can be sold in stores from
auto-destruction by the destroy_items option.
+***** <leave_equip>
Auto-destroyer leaves weapons and armour [leave_equip]
This option protects all weapons and armour from auto-destruction
by the destroy_items option.
+***** <leave_chest>
Auto-destroyer leaves closed chests [leave_chest]
This option protects all chests which are not yet opened from
auto-destruction by the destroy_items option.
+***** <leave_wanted>
Auto-destroyer leaves wanted corpses [leave_wanted]
This option protects corpses of monsters wanted at the Hunter's
office from auto-destruction by the destroy_items option.
+***** <leave_corpse>
Auto-destroyer leaves corpses and skeletons [leave_corpse]
This option protects all corpses and skeletons from
auto-destruction by the destroy_items option.
+***** <leave_junk>
Auto-destroyer leaves junk [leave_junk]
This option protects all 'junk', such as Shards of Pottery or
Broken Stick, from auto-destruction by the destroy_items option.
***** <PlayRecord>
=== Option set R -- Play-record ===
+***** <record_fix_art>
Record fixed artifacts [record_fix_art]
If this option is set, names of fixed artifacts you discover will
be written in the Play-record.
+***** <record_rand_art>
Record random artifacts [record_rand_art]
If this option is set, names of random artifacts you discover will
be written in the Play-record.
+***** <record_destroy_uniq>
Record when destroy unique monster [record_destroy_uniq]
If this option is set, names of unique monsters you defeated will
be written in the Play-record.
+***** <record_fix_quest>
Record fixed quests [record_fix_quest]
If this option is set, result of every fixed quests will be
written in the Play-record.
+***** <record_rand_quest>
Record random quests [record_rand_quest]
If this option is set, result of every random quests will be
written in the Play-record.
+***** <record_maxdeapth>
Record movements to deepest level [record_maxdeapth]
If this option is set, deepest level will be written in the
Play-record when you reached new deepest level.
+***** <record_stair>
Record recall and stair movements [record_stair]
If this option is set, every move using stairs will be written in
the Play-record.
+***** <record_buy>
Record purchased items [record_buy]
If this option is set, names and numbers of every items you
purchased will be written in the Play-record.
+***** <record_sell>
Record sold items [record_sell]
If this option is set, names and numbers of every items you sold
will be written in the Play-record.
+***** <record_danger>
Record hitpoint warning [record_danger]
If this option is set, a record of hitpoint warnings will be written
in the Play-record when you take major hitpoint damage.
+***** <record_arena>
Record arena victories [record_arena]
If this option is set, every victory and defeated game will be
written in the Play-record.
+***** <record_ident>
Record first identified items [record_ident]
If this option is set, names of objects identified for the first
time will be written in the Play-record.
+***** <record_named_pet>
Record informations of named pets [record_named_pet]
If this option is set, every action with your pets which are given
their own name will be written in the Play-record.
hardware could fail him. For all of these reasons, you may want to use
these options:
+***** <autosave_l>
Autosave when entering new levels [autosave_l]
If this option is set, the program will attempt to save your
character every time before creating a new dungeon level.
Useful if you experience hangups in level generation (although
these should have been eliminated in 2.1.0).
+***** <autosave_t>
Timed autosave [autosave_t]
If this option is set, the program will attempt to save your
character every n game turns, where n is the "frequency". To
options later does NOT allow your character to get a highscore entry,
so think twice before using any cheat.
+***** <cheat_peek>
Peek into object creation [cheat_peek]
Cheaters never win. But they can peek at object creation.
+***** <cheat_hear>
Peek into monster creation [cheat_hear]
Cheaters never win. But they can peek at monster creation.
+***** <cheat_room>
Peek into dungeon creation [cheat_room]
Cheaters never win. But they can peek at room creation.
+***** <cheat_xtra>
Peek into something else [cheat_xtra]
Cheaters never win. But they can see debugging messages.
+***** <cheat_know>
Know complete monster info [cheat_know]
Cheaters never win. But they can know all about monsters.
+***** <cheat_live>
Allow player to avoid death [cheat_live]
Cheaters never win. But they can cheat death.
Indicators "(*)" after the name of options means that options effect
estimation of your score.
+***** <manual_haggle>
Manually haggle in stores [manual_haggle]
Usually, auto-haggle is used in stores, resulting in a ten
percent sales tax on items which you would have otherwise been
forced to haggle for. If this option is set, auto-haggle is
disabled.
+***** <easy_band>
Easy Mode (*) [easy_band]
This option enables easy game mode for beginners. If this option is
set, you takes only half damage from any enemy's attack compared
weaker. But your score will be estimated to be negative number,
and you cannot send score record to world score board.
+***** <smart_learn>
Monsters learn from their mistakes (*) [smart_learn]
Allow monsters to learn what spell attacks you are resistant to,
and to use this information to choose the best attacks.
+***** <smart_cheat>
Monsters exploit players weaknesses (*) [smart_cheat]
Allow monsters to know what spell attacks you are resistant to,
and to use this information to choose the best attacks.
+***** <stupid_monsters>
Monsters behave stupidly (*) [stupid_monsters]
If you are a sissy, set this option to get the old, really stupid
monster AI. Note that the smart AI is a bit processing power
expensive. If you have an old computer (386sx) and Hengband is
running too slowly, you could try turning stupid_monsters on.
+***** <vanilla_town>
Use 'vanilla' town without quests and wilderness [vanilla_town]
Uses the basic town known from the standard Angband. This town is
only one screen in size and contains only the 8 stores, your home,
game on slower machines, since the wilderness doesn't need to be
created.
+***** <lite_town>
Use 'lite' town without a wilderness [lite_town]
Uses a special town with all stores, your home, all buildings,
most quests, and a dungeon, but without the wilderness and without
created. This option will have no effect, if the 'vanilla_town'
option is active.
+***** <ironman_shops>
Stores are permanently closed (*) [ironman_shops]
This option closes all shops. Try to survive in the deeps of
the dungeon without supplies from town.
+***** <ironman_small_levels>
Always create unusually small dungeon levels (*) [ironman_small_levels]
If this option is enabled, then every level will be smaller than
usual. See the 'Allow unusually small dungeon levels' option above.
+***** <ironman_downward>
Disable recall and use of up stairs (*) [ironman_downward]
You are not allowed to climb upwards, or recall to town. All stairs
are downstairs and every time you teleport level, you'll teleport
to a deeper level.
+***** <ironman_autoscum>
Permanently enable the autoscummer [ironman_autoscum]
This option switches the "autoscummer" permanently on, so that only
"good" levels are created. This can mean, that there are good
powerful monsters. In Hengband it often is the later, so use this
option with care.
+***** <ironman_empty_levels>
Always create empty 'arena' levels (*) [ironman_empty_levels]
If this option is enabled, then every level will be empty 'arena'
level . See the "Allow empty 'arena' levels" option above.
+***** <terrain_streams>
Create terrain 'streamers' in the dungeon (*) [terrain_streams]
If this option is enabled, rivers, lava flows, or forests will be
generated in dungeon.
+***** <munchkin_death>
(Cheating) Ask for death saves (*) [munchkin_death]
If this option is enabled, Hengband asks you whether you save dead
character data or not when you die. If you use it, you cannot send
score record to the world score board.
+***** <ironman_rooms>
Always generate very unusual rooms (*) [ironman_rooms]
If this option is enabled, every room becomes a vault.
+***** <ironman_nightmare>
Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
If this option is enabled, all monsters become unusually
powerful, and fast. And there will be various unbelievable
happening in various situations. Furthermore, at 12:00 every
night, you will have a real nightmare.
+***** <left_hander>
Left-Hander [left_hander]
Normally, you wield a weapon on the right hand and a shield on the
left hand. If this option is enabled, you will wield a weapon on
the left hand.
+***** <preserve_mode>
Preserve artifacts (*) [preserve_mode]
In non-preserve mode, once a fixed artifact is generated (either
on the dungeon floor or in a monster drop), it will never be
safer to leave a level before it is completely explored as any
fixed artifact can be regenerated in subsequent levels.
+***** <autoroller>
Allow use of autoroller for stats (*) [autoroller]
If you choose to use the auto-roller, you can specify minimum
limit of each stats. Once you have specified your desired
for the next match or, if this is not your first match, 'p' to
return to the previous character which met your criteria.
+***** <autochara>
Autoroll for weight, height and social status [autochara]
If this option is enabled, you can specify weight, height and
social status for auto-roller.
+***** <powerup_home>
Increase capacity of your home (*) [powerup_home]
If this option is enabled, the capacity of your home will be expanded
to 20 pages. If not, capacity is only 2 pages.
Updated : Zangband 2.1.* by Topi Ylinen
Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
Updated : Zangband DevTeam
-Updated : Hengband 1.0.11
+Updated : Hengband 1.3.0
by the racial/class power command ("U"/"O").
+***** <Human>
--- Human ---
The human is the base character. All other races are compared to
or intrinsics occur to characters choosing human.
+***** <Half-Elf>
--- Half-Elf ---
Half-elves tend to be smarter and faster than humans, but not as
receive any intrinsic abilities.
+***** <Elf>
--- Elf ---
Elves are better magicians then humans, but not as good at
intrinsically.
+***** <Hobbit>
--- Hobbits ---
Hobbits, or Halflings, are very good at bows, throwing, and have
They have their dexterity sustained.
+***** <Gnome>
--- Gnome ---
Gnomes are smaller than dwarves but larger than Halflings. They,
intrinsically protected against paralysis.
+***** <Dwarf>
--- Dwarf ---
Dwarves are the headstrong miners and fighters of legend. Dwarves
miserable stealth. They can never be blinded.
+***** <Half-Orc>
--- Half-Orc ---
Half-orcs make excellent warriors, but are terrible at magic.
underground to on the surface, half-orcs resist darkness attacks.
+***** <Half-Troll>
--- Half-Troll ---
Half-Trolls are incredibly strong, and have more hit points than
automatically, and if he or her is warrior slowly.
+***** <Amberite>
--- Amberites ---
The Amberites are a reputedly immortal race, who are endowed with
levels much slower than the other races.
+***** <High-Elf>
--- High-Elf ---
High-elves are a race of immortal beings dating from the beginning
hard for them to gain.
+***** <Barbarian>
--- Barbarian ---
Barbarians are hardy men of the north. They are fierce in combat,
them to use.
+***** <Half-Ogre>
--- Half-Ogre ---
Half-Ogres are like Half-Orcs, only more so. They are big, bad,
strength sustained.
+***** <Half-Giant>
--- Half-Giant ---
Half-Giants limited intelligence makes it difficult for them to
strength sustained.
+***** <Half-Titan>
--- Half-Titan ---
Half-mortal descendants of the mighty titans, these immensely
and order makes them resistant to the effects of Chaos.
+***** <Cyclops>
--- Cyclops ---
With but one eye, a Cyclops can see more than many with two eyes.
rocks can be deadly...
+***** <Yeek>
--- Yeek ---
Yeeks are among the most pathetic creatures. Fortunately, their
wipe the proverbial floor with an unwary Yeek.
+***** <Klackon>
--- Klackon ---
Klackons are bizarre semi-intelligent ant-like insectoid
acid, and capable of spitting acid at higher levels.
+***** <Kobold>
--- Kobold ---
Kobolds are a weak goblin race. They love poisoned weapons, and
although they are not one of the more powerful races.
+***** <Nibelung>
--- Nibelung ---
The hated and persecuted race of nocturnal dwarves, these
could drain away magical energy.
+***** <Dark-Elf>
--- Dark Elf ---
Another dark, cave-dwelling race, likewise unhampered by darkness
higher level.
+***** <Draconian>
--- Draconian ---
A humanoid race with dragon-like attributes. As they advance
wings, they can easily escape any pit trap unharmed.
+***** <Mindflayer>
--- Mind Flayer ---
A secretive and mysterious ancient race. Their civilization may
Invisible and Telepathy.
+***** <Imp>
--- Imp ---
A demon-creature from the nether-world, naturally resistant to
gain the powers of See Invisible.
+***** <Golem>
--- Golem ---
A Golem is an artificial creature, built from a lifeless raw
from their tough body.
+***** <Skeleton>
--- Skeleton ---
There are two types of skeletons: the ordinary, warrior-like
benefit.
+***** <Zombie>
--- Zombie ---
Much like Skeletons, Zombies too are undead horrors: they are
little nutrition from the food of mortals.
+***** <Vampire>
--- Vampire ---
One of the mightier undead creatures, the Vampire is an
sucking the blood from a nearby monster.
+***** <Spectre>
--- Spectre ---
Another powerful undead creature: the Spectre is a ghastly
their physical form is very weak.
+***** <Sprite>
--- Sprite ---
One of the several fairy races, Sprites are very small. They have
Dust, and at higher levels they learn to fly faster.
+***** <Beastman>
--- Beastman ---
"This race is a blasphemous abomination produced by Chaos. It is
small chance of gaining yet another mutation.
+***** <Ent>
--- Ent ---
The Ents are a powerful race dating from the beginning of the
strong, and very susceptible to fire.
+***** <Archon>
--- Archon ---
Archons are a higher class of angels. They are good at all
levels slowly.
+***** <Balrog>
--- Balrog ---
Balrogs are a higher class of demons. They are strong,
all skills except stealth.
+***** <Dunadan>
--- Dunadan ---
Dunedain are a race of hardy men from the West. This elder race
be reduced.
+***** <Shadow-Fairy>
--- Shadow Fairy ---
Shadow Fairies are one of the several fairy races. They have
itself, the advantage will be lost).
+***** <Kuta>
--- Kutar ---
A Kutar is an expressionless animal-like living creature. The
vulnerable to magical attacks.
+***** <Android>
--- Android ---
An android is a artificial creation with a body of machinery.
command("U"/"O").
+***** <Warrior>
--- Warrior ---
A Warrior is a hack-and-slash character, who solves most of his
melee attack in six random directions.
+***** <Mage>
--- Mage ---
A Mage is a spell caster that must live by his wits as he cannot
from wands, staves or rods.
+***** <Priest>
--- Priest ---
A Priest is a character devoted to serving a higher power. They
sight.
+***** <Rogue>
--- Rogue ---
A Rogue is a character that prefers to live by his cunning, but is
in melee and teleport away from there at once.
+***** <Ranger>
--- Ranger ---
A Ranger is a combination of a warrior and a mage who has
required to evolve.
+***** <Paladin>
--- Paladin ---
A Paladin is a combination of a warrior and a priest. Paladins
power - 'Holy Lance' or 'Hell Lance'.
+***** <Warrior-Mage>
--- Warrior-Mage ---
A Warrior-Mage is precisely what the name suggests: a cross
allow them to heal HP using mana or gain mana using HP.
+***** <Chaos-Warrior>
--- Chaos-Warrior ---
Chaos Warriors are the feared servants of the terrible Demon Lords
confuses, and scares all monsters in sight.
+***** <Monk>
--- Monk ---
The Monk character class is very different from all other classes.
the finishing blow.
+***** <Mindcrafter>
--- Mindcrafter ---
The Mindcrafter is a unique class that uses the powers of the mind
allows them to rapidly regenerate their mana.
+***** <High-Mage>
--- High-Mage ---
High-mages are mages who specialize in one particular field of
staves, or rods.
+***** <Tourist>
--- Tourist ---
Tourists have visited this world for the purpose of sightseeing.
and - aside from identify - is very weak indeed.
+***** <Imitator>
--- Imitator ---
Imitators have enough fighting skills to survive, but rely on
them to imitate spells at double damage or duration.
+***** <BeastMaster>
--- BeastMaster ---
Beastmasters are in tune with the minds of the creatures of the
Living Things'.
+***** <Sorcerer>
--- Sorcerer ---
Sorcerers are the all-around best magicians, being able to cast
wands, staves or rods.
+***** <Archer>
--- Archer ---
Archers are to bows what warriors are to melee. They are the best
bones.
+***** <Magic-Eater>
--- Magic-Eater ---
Magic-Eaters can absorb magic devices, and use these magics as
devices.
+***** <Bard>
--- Bard ---
Bards are something like traditional musicians. Their magical
power - 'Stop Singing'.
+***** <Red-Mage>
--- Red-Mage ---
Red Mages are similar to Warrior-Mage; they are decent fighters
once.
+***** <Samurai>
--- Samurai ---
Samurai, masters of the art of the blade, are the next strongest
different forms of posture in different situations.
+***** <ForceTrainer>
--- ForceTrainer ---
A ForceTrainer is a master of the spiritual Force. They prefer
to rapidly regenerate their mana.
+***** <Blue-Mage>
--- Blue-Mage ---
A Blue-Mage is a spell caster that must live by his wits, as he
and they can learn only attack and summoning spells.
+***** <Cavalry>
--- Cavalry ---
Cavalry ride on horses into battle. Although they cannot cast
which allows them to forcibly saddle and tame wild monsters.
+***** <Berserker>
--- Berserker ---
A Berserker is a fearful fighter indeed, immune to fear and
powers - 'Satisfy Hunger' and 'Recall'.
+***** <Weaponsmith>
--- Weaponsmith ---
A Weaponsmith can improve weapons and armors for him or herself.
*identify*) weapons and armor.
+***** <Mirror-Master>
--- Mirror-Master ---
Mirror-Masters are spell casters; like other mages, they must live
which allows them to rapidly regenerate their mana on a mirror.
+***** <Ninja>
--- Ninja ---
A Ninja is a fearful assassin lurking in darkness. He or she can
its own adjustments to a character's stats and abilities.
+***** <Ordinary>
--- Ordinary ---
"Ordinary" is a personality with no special skills or talents,
with unmodified stats and skills.
+***** <Mighty>
--- Mighty ---
"Mighty" raises your physical stats and skills, but reduces stats
spell fail rate.
+***** <Shrewd>
--- Shrewd ---
"Shrewd" reduces your physical stats, and raises your intelligence
Also it directly influences your hit-points and spell fail rate.
+***** <Pious>
--- Pious ---
"Pious" deepens your faith in your God. It makes your physical
ability average, and your stats suitable for priest.
+***** <Nimble>
--- Nimble ---
"Nimble" renders you highly skilled comparatively well, but
reduces your physical ability.
+***** <Fearless>
--- Fearless ---
"Fearless" raises both your melee and magical ability. Stats such
direct bad influence on your hit-points.
+***** <Combat>
--- Combat ---
"Combat" gives you comparatively high melee and shooting
Echizen". (See "Death Crimson" / Ecole Software Corp.)
+***** <Lazy>
--- Lazy ---
A "Lazy" person has no good stats and can do no action well. Also
it has a direct bad influence on your spell fail rate.
+***** <Sexy>
--- Sexy ---
"Sexy" rises all of your abilities, but your haughty attitude will
aggravate all monsters. Only females can choose this personality.
+***** <Lucky>
--- Lucky ---
A "Lucky" man has poor stats, equivalent to a "Lazy" person.
choose this personality.
+***** <Patient>
--- Patient ---
A "Patient" person does things carefully. Patient people have
other skills. Also it directly influences your hit-points.
+***** <Munchkin>
--- Munchkin ---
"munchkin" is a personality for beginners. It raises all your
quit(NULL);
}
+
+/*
+ * Show specific help file
+ */
+static void show_help(cptr helpfile)
+{
+ /* Save screen */
+ screen_save();
+
+ /* Peruse the help file */
+ (void)show_file(TRUE, helpfile, NULL, 0, 0);
+
+ /* Load screen */
+ screen_load();
+}
+
+
/*
* Choose from one of the available magical realms
*/
continue;
}
else k = -1;
- if (c == '?') do_cmd_help();
+ if (c == '?')
+ {
+#ifdef JP
+ show_help("jmagic.txt#MagicRealms");
+#else
+ show_help("magic.txt#MagicRealms");
+#endif
+ }
else if (c == '=')
{
screen_save();
continue;
}
else k = -1;
- if (c == '?') do_cmd_help();
+ if (c == '?')
+ {
+#ifdef JP
+ show_help("jraceclas.txt#TheRaces");
+#else
+ show_help("raceclas.txt#TheRaces");
+#endif
+ }
else if (c == '=')
{
screen_save();
continue;
}
else k = -1;
- if (c == '?') do_cmd_help();
+ if (c == '?')
+ {
+#ifdef JP
+ show_help("jraceclas.txt#TheClasses");
+#else
+ show_help("raceclas.txt#TheClasses");
+#endif
+ }
else if (c == '=')
{
screen_save();
}
}
else k = -1;
- if (c == '?') do_cmd_help();
+ if (c == '?')
+ {
+#ifdef JP
+ show_help("jraceclas.txt#ThePersonalities");
+#else
+ show_help("raceclas.txt#ThePersonalities");
+#endif
+ }
else if (c == '=')
{
screen_save();
}
break;
case '?':
- do_cmd_help();
+ {
+#ifdef JP
+ show_help("jbirth.txt#AutoRoller");
+#else
+ show_help("birth.txt#AutoRoller");
+#endif
+ }
break;
case '=':
screen_save();
}
break;
case '?':
- do_cmd_help();
+#ifdef JP
+ show_help("jbirth.txt#AutoRoller");
+#else
+ show_help("birth.txt#AutoRoller");
+#endif
break;
case '=':
screen_save();
c = inkey();
if (c == 'Q') quit(NULL);
else if (c == 'S') return (FALSE);
+ else if (c == '?')
+ {
+#ifdef JP
+ show_help("jbirth.txt#QuickStart");
+#else
+ show_help("birth.txt#QuickStart");
+#endif
+ }
else if ((c == 'y') || (c == 'Y'))
{
do_quick_start = TRUE;
/* Check for random number of quests */
if (inp[0] == '*')
{
- /* 0 to 49 random quests */
+ /* 0 to 10 random quests */
number_of_quests = randint0(11);
}
+ else if (inp[0] == '?')
+ {
+#ifdef JP
+ show_help("jbirth.txt#RandomQuests");
+#else
+ show_help("birth.txt#RandomQuests");
+#endif
+ continue;
+ }
else
{
number_of_quests = atoi(inp);
/* Help */
if (c == '?')
{
- do_cmd_help();
+#ifdef JP
+ show_help("jbirth.txt#AutoRoller");
+#else
+ show_help("birth.txt#AutoRoller");
+#endif
continue;
}
else if (c == '=')
{
{ &cheat_peek, FALSE, 255, 0x01, 0x00,
#ifdef JP
- "cheat_peek", "¥¢¥¤¥Æ¥à¤ÎÀ¸À®¤ò¤Î¤¾¤¸«¤ë" },
+ "cheat_peek", "¥¢¥¤¥Æ¥à¤ÎÀ¸À®¤ò¤Î¤¾¤¸«¤ë"
#else
- "cheat_peek", "Peek into object creation" },
+ "cheat_peek", "Peek into object creation"
#endif
-
+ },
{ &cheat_hear, FALSE, 255, 0x02, 0x00,
#ifdef JP
- "cheat_hear", "¥â¥ó¥¹¥¿¡¼¤ÎÀ¸À®¤ò¤Î¤¾¤¸«¤ë" },
+ "cheat_hear", "¥â¥ó¥¹¥¿¡¼¤ÎÀ¸À®¤ò¤Î¤¾¤¸«¤ë"
#else
- "cheat_hear", "Peek into monster creation" },
+ "cheat_hear", "Peek into monster creation"
#endif
-
+ },
{ &cheat_room, FALSE, 255, 0x04, 0x00,
#ifdef JP
- "cheat_room", "¥À¥ó¥¸¥ç¥ó¤ÎÀ¸À®¤ò¤Î¤¾¤¸«¤ë" },
+ "cheat_room", "¥À¥ó¥¸¥ç¥ó¤ÎÀ¸À®¤ò¤Î¤¾¤¸«¤ë"
#else
- "cheat_room", "Peek into dungeon creation" },
+ "cheat_room", "Peek into dungeon creation"
#endif
-
+ },
{ &cheat_xtra, FALSE, 255, 0x08, 0x00,
#ifdef JP
- "cheat_xtra", "¤½¤Î¾¤Î»ö¤ò¤Î¤¾¤¸«¤ë" },
+ "cheat_xtra", "¤½¤Î¾¤Î»ö¤ò¤Î¤¾¤¸«¤ë"
#else
- "cheat_xtra", "Peek into something else" },
+ "cheat_xtra", "Peek into something else"
#endif
-
+ },
{ &cheat_know, FALSE, 255, 0x10, 0x00,
#ifdef JP
- "cheat_know", "´°Á´¤Ê¥â¥ó¥¹¥¿¡¼¤Î»×¤¤½Ð¤òÃΤë" },
+ "cheat_know", "´°Á´¤Ê¥â¥ó¥¹¥¿¡¼¤Î»×¤¤½Ð¤òÃΤë"
#else
- "cheat_know", "Know complete monster info" },
+ "cheat_know", "Know complete monster info"
#endif
-
+ },
{ &cheat_live, FALSE, 255, 0x20, 0x00,
#ifdef JP
- "cheat_live", "»à¤ò²óÈò¤¹¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë" }
+ "cheat_live", "»à¤ò²óÈò¤¹¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë"
#else
- "cheat_live", "Allow player to avoid death" }
+ "cheat_live", "Allow player to avoid death"
#endif
-
+ }
};
/*
break;
}
+ case '?':
+ {
+#ifdef JP
+ strnfmt(buf, sizeof(buf), "joption.txt#%s", cheat_info[k].o_text);
+#else
+ strnfmt(buf, sizeof(buf), "option.txt#%s", cheat_info[k].o_text);
+#endif
+ /* Peruse the help file */
+ (void)show_file(TRUE, buf, NULL, 0, 0);
+
+ Term_clear();
+ break;
+ }
+
default:
{
bell();
autosave_freq), 5, 0);
}
+ case '?':
+ {
+#ifdef JP
+ (void)show_file(TRUE, "joption.txt#Autosave", NULL, 0, 0);
+#else
+ (void)show_file(TRUE, "option.txt#Autosave", NULL, 0, 0);
+#endif
+
+
+ Term_clear();
+ break;
+ }
+
default:
{
bell();
/* Clear screen */
Term_clear();
-#ifdef JP
- if (page == PAGE_AUTODESTROY) c_prt(TERM_YELLOW, "°Ê²¼¤Î¥ª¥×¥·¥ç¥ó¤Ï¡¢´Ê°×¼«Æ°Ç˲õ¤ò»ÈÍѤ¹¤ë¤È¤¤Î¤ß͸ú", 6, 6);
-#else
- if (page == PAGE_AUTODESTROY) c_prt(TERM_YELLOW, "Following options will protect items from easy auto-destroyer.", 6, 3);
-#endif
-
/* Interact with the player */
while (TRUE)
{
/* Prompt XXX XXX XXX */
#ifdef JP
- sprintf(buf, "%s ( ¥ê¥¿¡¼¥ó¤Ç¼¡¤Ø, y/n ¤Ç¥»¥Ã¥È, ESC ¤Ç·èÄê ) ", info);
+ sprintf(buf, "%s (¥ê¥¿¡¼¥ó:¼¡, y/n:Êѹ¹, ESC:½ªÎ», ?:¥Ø¥ë¥×) ", info);
#else
- sprintf(buf, "%s (RET to advance, y/n to set, ESC to accept) ", info);
+ sprintf(buf, "%s (RET:next, y/n:change, ESC:accept, ?:help) ", info);
#endif
prt(buf, 0, 0);
+
+ /* HACK -- description for easy-auto-destroy options */
+#ifdef JP
+ if (page == PAGE_AUTODESTROY) c_prt(TERM_YELLOW, "°Ê²¼¤Î¥ª¥×¥·¥ç¥ó¤Ï¡¢´Ê°×¼«Æ°Ç˲õ¤ò»ÈÍѤ¹¤ë¤È¤¤Î¤ß͸ú", 6, 6);
+#else
+ if (page == PAGE_AUTODESTROY) c_prt(TERM_YELLOW, "Following options will protect items from easy auto-destroyer.", 6, 3);
+#endif
+
/* Display the options */
for (i = 0; i < n; i++)
{
break;
}
+ case '?':
+ {
+#ifdef JP
+ strnfmt(buf, sizeof(buf), "joption.txt#%s", option_info[opt[k]].o_text);
+#else
+ strnfmt(buf, sizeof(buf), "option.txt#%s", option_info[opt[k]].o_text);
+#endif
+ /* Peruse the help file */
+ (void)show_file(TRUE, buf, NULL, 0, 0);
+
+ Term_clear();
+ break;
+ }
+
default:
{
bell();
break;
}
+ case '?':
+ {
+#ifdef JP
+ (void)show_file(TRUE, "joption.txt#Window", NULL, 0, 0);
+#else
+ (void)show_file(TRUE, "option.txt#Window", NULL, 0, 0);
+#endif
+
+
+ Term_clear();
+ break;
+ }
+
default:
{
d = get_keymap_dir(ch);
/* Save the screen */
screen_save();
-
/* Interact */
while (1)
{
- /* Clear screen */
- Term_clear();
+ /* Clear screen */
+ Term_clear();
/* Why are we here */
#ifdef JP
int msec = delay_factor * delay_factor * delay_factor;
#ifdef JP
prt(format("¸½ºß¤Î¥¦¥§¥¤¥È: %d (%d¥ß¥êÉÃ)",
+ delay_factor, msec), 22, 0);
#else
prt(format("Current base delay factor: %d (%d msec)",
+ delay_factor, msec), 22, 0);
#endif
- delay_factor, msec), 22, 0);
#ifdef JP
prt("¥¦¥§¥¤¥È (0-9) ESC¤Ç·èÄê: ", 20, 0);
#else
k = inkey();
if (k == ESCAPE) break;
- if (isdigit(k)) delay_factor = D2I(k);
+ else if (k == '?')
+ {
+#ifdef JP
+ (void)show_file(TRUE, "joption.txt#BaseDelay", NULL, 0, 0);
+#else
+ (void)show_file(TRUE, "option.txt#BaseDelay", NULL, 0, 0);
+#endif
+ Term_clear();
+ }
+ else if (isdigit(k)) delay_factor = D2I(k);
else bell();
}
while (1)
{
#ifdef JP
- prt(format("¸½ºß¤ÎÄã¥Ò¥Ã¥È¥Ý¥¤¥ó¥È·Ù¹ð: %d0%%",
- hitpoint_warn), 22, 0);
+ prt(format("¸½ºß¤ÎÄã¥Ò¥Ã¥È¥Ý¥¤¥ó¥È·Ù¹ð: %d0%%",
+ hitpoint_warn), 22, 0);
#else
prt(format("Current hitpoint warning: %d0%%",
hitpoint_warn), 22, 0);
#endif
#ifdef JP
- prt("Äã¥Ò¥Ã¥È¥Ý¥¤¥ó¥È·Ù¹ð (0-9) ESC¤Ç·èÄê: ", 20, 0);
+ prt("Äã¥Ò¥Ã¥È¥Ý¥¤¥ó¥È·Ù¹ð (0-9) ESC¤Ç·èÄê: ", 20, 0);
#else
prt("Hitpoint Warning (0-9 or ESC to accept): ", 20, 0);
#endif
k = inkey();
if (k == ESCAPE) break;
- if (isdigit(k)) hitpoint_warn = D2I(k);
+ else if (k == '?')
+ {
+#ifdef JP
+ (void)show_file(TRUE, "joption.txt#Hitpoint", NULL, 0, 0);
+#else
+ (void)show_file(TRUE, "option.txt#Hitpoint", NULL, 0, 0);
+#endif
+ Term_clear();
+ }
+ else if (isdigit(k)) hitpoint_warn = D2I(k);
else bell();
}
break;
}
+ case '?':
+#ifdef JP
+ (void)show_file(TRUE, "joption.txt", NULL, 0, 0);
+#else
+ (void)show_file(TRUE, "option.txt", NULL, 0, 0);
+#endif
+ Term_clear();
+ break;
+
/* Unknown option */
default:
{
/* Build query */
#ifdef JP
-(void)sprintf(out_val, "¸½Â¸¤¹¤ë¥Õ¥¡¥¤¥ë %s ¤Ë¾å½ñ¤¤·¤Þ¤¹¤«? ", buf);
+ (void)sprintf(out_val, "¸½Â¸¤¹¤ë¥Õ¥¡¥¤¥ë %s ¤Ë¾å½ñ¤¤·¤Þ¤¹¤«? ", buf);
#else
(void)sprintf(out_val, "Replace existing file %s? ", buf);
#endif
}
-typedef struct file_tag
-{
- char name[32];
- int line_number;
-} file_tag;
-
-
-typedef struct file_tags
-{
- file_tag tags[64];
- int index;
-} file_tags;
-
-
-static void add_tag(file_tags *the_tags, cptr name, int line)
-{
- if (the_tags->index < 64)
- {
- file_tag *tag = &(the_tags->tags[the_tags->index]);
-
- /* Set the name and end it with '\0' */
- strncpy(tag->name, name, 31);
- tag->name[31] = '\0';
-
- /* Set the line-number */
- tag->line_number = line;
-
- /* Increase the number of tags */
- the_tags->index++;
- }
-}
-
-
-static int get_line(file_tags *the_tags, cptr name)
-{
- int i;
-
- /* Search for the tag */
- for (i = 0; i < the_tags->index; i++)
- {
- if (streq(the_tags->tags[i].name, name))
- {
- return the_tags->tags[i].line_number;
- }
- }
-
- /* Not found */
- return 0;
-}
-
-
/*
* Recursive file perusal.
*
/* Sub-menu information */
char hook[68][32];
- /* Tags for in-file references */
- file_tags tags;
-
bool reverse = (line < 0);
int wid, hgt, rows;
hook[i][0] = '\0';
}
- /* No tags yet */
- tags.index = 0;
-
/* Copy the filename */
strcpy(filename, name);
else if (str[6] == '<')
{
str[strlen(str) - 1] = '\0';
- add_tag(&tags, str + 7, next);
+ if (tag && streq(str + 7, tag)) line = next;
}
/* Skip this */
/* start from bottom when reverse mode */
if (line == -1) line = ((size-1)/rows)*rows;
- /* Go to the tagged line */
- if (tag) line = get_line(&tags, tag);
-
/* Display the file */
while (TRUE)
{