games@tekred.TEK.COM (07/28/88)
Submitted by: "Laurence R. Brothers" <brothers@paul.rutgers.edu> Comp.sources.games: Volume 5, Issue 40 Archive-name: omega2/Part21 [ <egg on face> Once again, I must apologize for slipping up and letting some more files slip thru the cracks when I kited up omega. This time I've got them all. -br] #! /bin/sh # This is a shell archive. Remove anything before this line, then unpack # it by saving it into a file and typing "sh file". To overwrite existing # files, type "sh file -c". You can also feed this as standard input via # unshar, or by typing "sh <file", e.g.. If this archive is complete, you # will see the following message at the end: # "End of archive 21 (of 19)." # Contents: occmds.txt ochelp.txt ohelp.txt oihelp.txt # Wrapped by billr@saab on Thu Jul 28 09:20:28 1988 PATH=/bin:/usr/bin:/usr/ucb ; export PATH if test -f 'occmds.txt' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'occmds.txt'\" else echo shar: Extracting \"'occmds.txt'\" \(1724 characters\) sed "s/^X//" >'occmds.txt' <<'END_OF_FILE' XCOUNTRYSIDE COMMAND LIST: X______________________________________________________________________________ Xkey : description : time taken X______________________________________________________________________________ X^p : print previous message : --- X^r : redraw screen : --- Xd : drop object (will be lost forever) : --- Xe : eat something : --- Xi : inventory of things in pack (selected inventory mode) : --- Xs : search all around you for hidden traces : 1 hour Xw : wield, wear, or otherwise employ an object : --- XH : hunt for food : 3 hours XI : inventory of things in pack (alternate inventory mode) : --- XO : set options : --- XP : public license information : --- XQ : quit : --- XR : rename character : --- XS : save game and quit : --- XV : version information : --- X> : enter a village, city, dungeon, et al. : --- X/ : identify the onscreen usage of some character : --- Xvi keys & keypad numbers: : variable w. X walk one space (about 20 kilometers) terrain X? : this list : 0 END_OF_FILE if test 1724 -ne `wc -c <'occmds.txt'`; then echo shar: \"'occmds.txt'\" unpacked with wrong size! fi # end of 'occmds.txt' fi if test -f 'ochelp.txt' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'ochelp.txt'\" else echo shar: Extracting \"'ochelp.txt'\" \(1984 characters\) sed "s/^X//" >'ochelp.txt' <<'END_OF_FILE' X XSelect from the following maneuvers: X XA -- ATTACK. This takes one maneuver and executes an ordinary attack X on whatever monster you attempt to move onto. X XB -- BLOCK. This takes one maneuver and means you are prepared to X execute a defensive maneuver should any monster attack you. X One BLOCK can defend against any number of attacks. X XL -- LUNGE. This take two maneuvers and executes an exceptional X attack with extra chances to hit, and a bonus to damage. One X LUNGE will probably not do as much damage as two ATTACKS, X assuming of course that both ATTACKS hit.... X XR -- RIPOSTE. This is the same as a block, except that should you X successfully block an attack with it, you get a free attack X back on the monster who attacked you. It takes two maneuvers X and can only be done with a thrusting-type weapon. X XFollowing the choice of the maneuver, you must select a line for the Xaction: L (low), C (center), or H (high). Some monster will tend to Xattack in a given line (short/small monsters, for example, will Xtend to attack low), so this choice is meaningful. If you block or Xriposte low, when the attack is high, you will have wasted the effect Xof the block. On the other hand, if you block low twice, and the Xattack is low, you will defend doubly. If you don't block or riposte Xat all, it will be particularly easy for monsters to hit you. X XKeep on selecting maneuvers until you have no maneuver points left. XHitting the BACKSPACE or DELETE key will erase your current choices Xand let you start over. When you are satisfied, confirm your Xchoice with the RETURN key. Once a choice is selected, it stays in Xeffect until you change it; you need not reset it for each attack. XSelecting combat maneuvers takes no time. X XIf you are in VERBOSE mode (settable with the 'O' command) you'll see Xjust what the monster is doing, whether the blocks are effective, Xand so on. Otherwise you'll just be told whether you hit or miss. END_OF_FILE if test 1984 -ne `wc -c <'ochelp.txt'`; then echo shar: \"'ochelp.txt'\" unpacked with wrong size! fi # end of 'ochelp.txt' fi if test -f 'ohelp.txt' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'ohelp.txt'\" else echo shar: Extracting \"'ohelp.txt'\" \(23299 characters\) sed "s/^X//" >'ohelp.txt' <<'END_OF_FILE' X X omega X X...is a complex rogue-style game of dungeon exploration. Unlike other Xsuch games, there are a number of ways to win, depending on various Xactions taken during play. The ways you can get your name on the Xhiscore board include becoming the highest ranked head of a guild, Xsect, college, etc., as well as gaining the most points figured from Xpossessions and experience. The game (via the oracle) may impose Xsome structure on your exploration, but you need not follow all of Xthe oracle's advice. X Xomega offers a richness of playing detail that goes beyond a simple Xgame like rogue. However, the majority of gameplay is very similar to Xrogue, hack, ultrarogue, larn, and other such games. The player is Xrepresented by the highlighted "@" symbol, objects and terrain Xfeatures are represented by non-alphabetic symbols, monsters are Xrepresented by the various upper and lower case letters, and other Xhumans are represented by a non-highlighted "@". It is recommended Xthat the novice read the man pages for rogue or some other such game Xand perhaps play a few games before playing omega. The remainder of Xthis document assumes a basic familiarity with rogue-style games. X XThis is a *large* help file. You will probably wish to print it out, Xas well as the command lists. X| XOMEGA STRUCTURE X=============== XOmega currently consists of a countryside in which are sited a city, Xvarious villages, several dungeons, and some "special" sites, such as Xthe temple HQ's of the various priesthoods. The game starts in the Xcity of Rampart, where all the guilds have headquarters. As a dungeon Xis explored, all generated levels are saved in memory. However, once a Xdungeon is left, it is forgotten, though the fact of "completing" a Xdungeon (usually killing a unique character at the bottom) is Xremembered. In addition, saving the game in a dungeon only saves the Xcurrent level, so the other levels will be recreated on entry. X| XSTARTING THE GAME X================= XYou will first want to explore the city of Rampart. Although the Xarchitecture and important sites remain the same from game to game, Xdetails such as the precise position of certain shops, etc. will Xchange. Rampart is relatively safe if you don't wander into places Xthat are obviously dangerous or do things like breaking and entering. XIf you are reckless, it is quite possible to get killed before ever Xfinding the dungeons. The 'M' command now allows you to return Ximmediately to any establishment you have already visited that game; Xno more wandering around trying to remember where the gymnasium Xwas.... X XMany Rampart establishments are only open in the daytime, but some are Xonly active at night. Due to the stringent anti-crime measures taken Xby the Duke, it is usually safe to sleep in the streets. You will find Xit far more rewarding, however, to rent or purchase your own lodgings, Xif you can afford them. X XThe point of omega, though, is dungeon exploration. There are a number Xof dungeons hidden about the countryside. These dungeons are at Xdifferent levels of difficulty and have various idiosyncratic Xdifferences. The easiest are the Caves of the Goblin King, which is Xdue south of Rampart, in the nearby mountains. The caves must be Xsearched for with 's' command unless you are lucky enough to Xmove directly onto them. X| XCHARACTER CREATION AND DEVELOPMENT X================================== XYou will have the opportunity to create a new character each time you Xstart up omega. A random selection of statistics will be generated. XTo discourage sitting around trying to get an "optimal" character, Xyou can only "reroll" 9 times before having to reload the game. Since Xyour statistics tend to go up as you play, it isn't fatal to Xhave low statistics when you start out. On the other hand, high stats Xdon't hurt, either.... X XEach statistic is very important, but depending what sort of character Xyou wish to play, different statistics will stand out. Combat is Xhelped by Strength and Dexterity, Magic-use is aided by Intelligence Xand Power. Agility helps you avoid getting hit and avoid traps, while XConstitution determines how many hits you can take before dying. X XA new option for omega is to "play yourself". By answering a sequence Xof personal questions, omega arrives at what your personal statistics Xshould be. It is in seriously bad taste to lie.... Only the character Xyou create in this mode can be saved to the omegarc. The questions are Xset up so that a "renaissance man" type of person will probably have Xstats generally around 14-15. The rest of us will stay around 9-12 on Xaverage. If you are really impressively good at something you can Xstart out with a stat of up to 18, but this is pretty unlikely for Xmost of us. X XAs you continue to play, you will hopefully accumulate experience and Xtreasure. You can gain skills and abilities through various means, Xthe most important being training in one of the Rampart establishments Xdevoted to self-improvement. Thus, you can choose to work out at the Xgym, study at the Collegium Magii, meditate at a Temple, and Xso on. Certain skills and abilities may only be gained through Xadventuring, and others are mutually exclusive. For example, you can Xonly be a priest of one particular deity. One of the appeals of Xomega is the variety of different types of characters you can play, Xeach with its own set of goals and benefits. X XAnother aspect of your character is alignment. Characters are aligned Xtowards the primal forces of Chaos and Law, or they can be neutral. XVarious actions affect this factor; killing peaceful monsters, or Xcommitting burgalry, for example, are chaotic acts. Alignment Xdetermines which guilds will let you in, the behavior of some Xartifacts and monsters, as well as much else. X XYour character will gain various statuses, abilities, immunities, Xetc., both harmful and beneficial. Most of the time these are kept Xhidden from you, but there are various ways of discovering the truth X-- self-knowledge is very useful in omega. Remember, the oracle Xknows all, sees all.... X| XEXPERIENCE X========== XExperience is accrued for skillful actions in the game. As in rogue, Xone of the main methods of acquiring experience is defeating monsters. XYou need not kill an opponent to defeat it (you can use the 'threaten' Xoption of the 't' command, sometimes). There are many other ways of Xgaining experience, though, including learning spells, deactivating Xtraps, using artifacts correctly, etc. As experience is gained, the Xcharacter will increase in hit points, combat ability, and Xspellcasting potential, and will eventually be able to increase his Xrank in the various guilds. Gaining an experience level increases Xmaximum hit points but not current hit points so you cannot suddenly Xsave yourself in a large battle by going up in rank. X| XGAMEPLAY X======== XThe mechanics are much like rogue, hack, etc. A variety of options are Xavailable to customize the interface. The command list is always Xuseful to have around, but is also accessible from the '?' command. X XThere are a number of windows used in the game. The main (central) Xwindow shows the current map of the dungeon, city or wilderness. A Xsingle level is typically one screen in width and two to five in Xlength, for a 64 x 64 level. Some non-dungeon screens may be only X64x16 or 64x25 or so. The top lines are a message window describing Xwhat is now going on. The bottom two lines form a window showing Xvarious player statistics. The right-hand column is a status window Xshowing current conditions, and another line below the map describes Xthe current environment. A menu window will sometimes overlap the rest Xof the screen for various reasons. X XThere is a different command list for the countryside as opposed to Xall other screens. X| XINVENTORY X========= Xomega inventories are now much different from other rogue-like games. X XUnlike rogue, et al., you cannot directly employ every object you Xcarry. Every object may either go into your "pack" or into some Xspecific inventory slot such as "belt" or "ready hand" or "left Xshoulder" etc. Some slots are dedicated to certain types of items (eg, Xonly armor can go in the armor slot), but other slots are general Xpurpose, like your belt or your shoulder. X XIt takes game time to transfer an object from your pack, (which can Xhold any number of items) to specific slots from which the item may be Xuseable. The pack is implemented as a stack, so the deeper you burrow Xinto your pack looking for some item, the more game time you are Xwasting. Therefore, carrying a whole lot of (semi)useless items may be Xa strategically bad move. Of course, as always, you can't carry more Xweight (either in your pack or in your inventory slots) than is Xdictated by your current STRENGTH and AGILITY. X XSince you can only activate (read, quaff, zap, etc.) objects which Xare not in your pack, and since it requires a move to take something Xout of a bag, you now have to consider strategy in apportioning Xthe items you pick up. X XYou can select one of two modes for inventories via the TOPINV option X(if you are a beginner and/or are playing at high baud rates, you Xshould probably leave TOPINV to be false). More details on the precise Xmechanics of inventory manipulation can be had by typing '?' to the Xprompt while in inventory control mode, which is entered by either the X'i' or 'I' commands. X XAnother inventory mode option is PACKADD. For convenience, if this Xoption is set items picked up will automatically go into your pack Xwithout entering inventory mode. On the other hand, this means you Xwill have to waste a little time if you want to employ something you Ximmediately pick up. X XThe implementation of this form of inventory involved considerations Xof ease of play, "realism" (ha), and aesthetic judgement. While Xyou may find the new style of inventory control to be somewhat Xannoying at first, hopefully you will soon become accustomed to it. X| XMOVEMENT X======== XThe mechanics of movement are much like rogue. You can use either the Xvi keys (hjklbnyu) or the numeric keypad to move; the capitalized vi Xkeys or a keypad direction preceded by a 5 "run" in that direction Xuntil either an object is run into, or an "interesting" location is Xhit. More locations are "interesting" if the "RUNSTOP" option is set. XIn most environments, a single move takes but a few seconds of game Xtime, depending on the player's "Spd" score, but some places movement Xtakes longer. In the countryside environment, the scale is much larger Xthan usual (say 5KM/move), so a single move can take hours. In the Xcity or village environments, the scale is such that a move takes Xabout 30 seconds or so of gametime. X| XCOMBAT X====== XNew from version 0.70.5.5 onward: unless BELLICOSE is set, players Xwill not attack friendly monsters by default. Instead, regardless Xof the setting of the CONFIRM option, players will be queried Xregarding their intentions. BELLICOSE no longer affects attacks Xat the end of fastmoves. X XAt this time, your current real statistics on to-hit, damage, Xdefense, and armor protection are always displayed. It is felt Xthat the character would know (or quickly discover) how Xwell any weapon, armor, etc. actually work. X XBy comparing different weapons, armor, and shield combinations, you Xcan decide what martial configuration is best for your character. XKeep in mind that cost of equipment does not necessarily indicate Xhow good it is (though it is a good rule of thumb). X XThe 'F' command allows you to select precisely which actions you will Xchoose in a combat round -- parry high, thrust low, etc. You have Xseveral maneuver points for use in each TCM round, depending on level, Xstatus as a gladiator, etc. At the beginning of the game, your combat Xoptions are already set for you, but as you progress, and possibly Xgain more maneuvers, the preset options will not be automatically Xupdated, so remember to do it yourself periodically, as you may Xbe losing the chance at more maneuvers if you do not. X| XThe following are your combat options: X XATTACK: Punch, Cut, Strike, Shoot, or Thrust (depending on weapon) -- 1 pt. XBLOCK: Prepare to block or parry enemy attack -- 1 pt. XRIPOSTE: BLOCK/ATTACK (thrusting weapons only) -- 2 pts. XLUNGE: More chance to hit than usual, does more damage -- 2 pts. X XIf you select VERBOSE mode, you will be able to see just where your Xopponent attacks. Some monsters may show a particular sequence or Xlocation which they attack in; you can use this information to your Xadvantage by setting your own attacks and blocks accordingly. X XYou can try multiple identical maneuvers if you like. If you don't try Xany BLOCKS at all, it will be easier than usual for your opponent to Xhit. Even if you don't get the location correct, a BLOCK still does Xsome good. A RIPOSTE attacks in the same line as its block, if you got Xthe line right. I.e., if you are attacked high, a high riposte will Xget a free attack back. If you are attacked high three times, a high Xriposte will get three free attacks back. Each block or riposte is Xgood for your entire move; no matter how many monsters attack you you Xwill be able to block or riposte each one. Naturally, each attack can Xonly be used against one monster. X XHeavy edged weapons and smashing weapons do CUTTING or STRIKING Xdamage. Your strength affects this, so if it is high you will do Xmuch more damage, and if low, much less. X XLight edged weapons, missile weapons, and pointed weapons do THRUSTING Xor SHOOTING attacks, whose chance to hit is greatly affected by your Xdexterity. Note that you can't use a missile weapon very well in Xordinary combat (i.e. when you move adjacent to a monster) -- you Xwould be using a crossbow as a club, for instance. Instead, Xuse the 'f' command to fire missiles when at long range, and change Xto a melee weapon for close combat. X XA note on weapons use: A weapon is not prepared for combat unless Xit is in the "weapon hand" slot in your inventory. Anywhere else Xmeans you are just carrying it around.... Two-handed weapons will Xautomatically take both hand slots, so remember to have both Xhands free if you want to wield such a weapon. X XShields, of course, will only have effect in the "shield" slot, Xwhile armor is only considered to be worn if it is in the "armor" Xslot. X| XMAGIC X===== XYour character may be taught spells by his or her guild or priesthood, Xat the collegium magii, or pick them up from a scroll of spells. Every Xspell costs some amount of mana to cast. Mana is not normally Xregenerated except when the player goes up an experience level, but Xvarious magic items augment mana, and the sorceror's guild will Xrecharge you for a fee. If you learn the same spell multiple times, Xthe effective power drain to cast the spell is lowered. Some spells Xhave a constant effect, while others vary according to your level. XThe spell of ritual magic has a variety of different effects depending Xon the circumstances under which it is cast. The spell of high magic Xis the most powerful, by the way. X| XGETTING INFORMATION X=================== XTo be successful at omega, you must uncover secrets and solve Xmysteries. You can get information in a number of ways (reading the Xsource code is strictly discouraged :-), but one of the most important Xways is "talking" to monsters and NPC's. Even if you don't get any Xuseful info, you may still find out something about the creature Xyou're talking to. The usual of action is to "greet" strangers who Xdon't immediately attack you. Threatening them is often Xcounterproductive (may cause them to become hostile), but may induce Xweaker or injured opponents to give up. Threatening may be a lawful Xaction if you would otherwise wind up killing your opponent X(especially if you let a surrendered opponent go). On the other hand Xyou may be able to "yield" to stronger opponents who, if they are Xmerciful, will let you go after relieving you of some treasure. XWarning: Monsters who defeat you will grow stronger as they too gain Xexperience.... X XIt is highly recommended that the player visit the oracle in Rampart Xperiodically. Not only will the oracle recommend what your next Xadventure should be, but you can also find out some vital information Xabout your current status. Where is the oracle? In the immortal words Xof number 2: "That would be telling...." X| XTHE COUNTRYSIDE X=============== XRampart is set in a strange landscape of different terrain types. The Xland is surrounded in part by a mystic sea of chaos which it is Xprobably a good idea to avoid. Screen characters have a different Xmeaning in the countryside than they do elsewhere, by the way, and Xthere is a different command set (accessible by '?' when out of the Xcity). Time passes much more quickly in countryside movement; you will Xhave to bring a lot of food with you, though you may wish to Xhunt ('H' command) to supplement your food reserves; many of the Xanimals that you may encounter, for example, are edible. X XSince each countryside site is quite a large area, you may have Xto search ('s' command) to learn of interesting sites nearby. X| XWHAT YOU SEE ON THE SCREEN X========================== XDungeon/City/Other Map Example: X X########## X#........# This bit of a screen represents a room. The walls are "#", X#..@...g.- the floor is ".", there is a staircase in the lower lefthand X#....)...# corner, and a closed door in the right wall. A goblin is menacing X#>......~# the player, and a weapon lies on the floor not far away. There X########## is a pool in the lower righthand corner. X XCountryside Map Example: X X++----.--- The @ as usual is the player; the +'s are an arm of the Sea of X+++++O--^^ Chaos; the O is the city of Rampart; the ^'s are mountains; X----@----^ the .'s are a road; the -'s are plains and meadows; the o is X---.-^^^^^ a small village; and the * is a dungeon entrance. Xo..-^*^^^^ X| XSince the same character can represent different things or entities X(even in the same environment), a good command to remember is 'x' X(examine), which will tell you precisely what you are dealing with in Xany situation. This is especially helpful before you have terrain Xtypes like deep pools and lava pits (!) memorized.... You can use the XCONFIRM option to avoid walking absent-mindedly into a trap, pool, Xetc. The '/' command will give you more general help, for example Xtelling you that the ')' character represents a weapon. The '?' Xcommand can give you either a command list or this file. The command Xlists will differ depending whether you are in the countryside, or a Xdungeon or city. X| XFlags: X XIn the upper right corner of the omega display, below the date and Xtime, and phase of the moon, you will see four flags: The top Xdescribes your food status, the second describes your status with Xrespect to poison, the third your health (diseased or healthy), and Xthe fourth, your mode of transportation. While you are diseased you Xwill not regain hit points naturally. While you are poisoned you will Xtake damage periodically until cured or killed (or the poison's effect Xcan naturally fade). When your food runs out, and you start starving, Xyou will take more and more damage as time passes until finally you Xdie of starvation. It's always a good idea to stock up at the XCommandant's.... If you manage to acquire a horse, your SPEED will Xprobably improve (unless you were very fast already). Regardless of XSPEED, having a horse will save some time in countryside movement. XHowever, horses tend not to enjoy going into dungeons.... X| XCombat Abilities: X XIn the lower right of the display, your current combat abilities Xare displayed. X XHit: is your current chance to hit with the weapon currently wielded, X the higher the better. This factor varies with your DEXTERITY, X experience level, and the weapon wielded. XDmg: is the maximum amount of damage you can do with a hit. This factor X varies with your STRENGTH and the weapon wielded. XDef: is your defensive rating, how hard it is for monsters to hit you. This X factor varies with your AGILITY and experience level, and with X the shield being used. XArm: is your armor rating, how much damage is absorbed when a monster X hits you before you take damage. Armor only absorbs normal damage; X various effects and forms of magic may penetrate armor. This factor X varies with the armor worn. XSpd: is a speed factor, how quickly or how slowly you move. This factor is X calculated about a base of 1.00; 2.00 means you move twice as fast; X 0.50 means you move twice as slowly as normal. This factor varies X with your AGILITY and the amount of weight you are carrying. X Every monster has its own speed factor. The maximum speed is 5.0; X the minimum is ? X XMagic spells, special items, and monster effects can affect all these factors, Xpositively and negatively. X| XSAVING AND RESTORING X==================== X XSince omega's dungeon is quite large, only the current dungeon level Xand the city level will be saved; others will be regenerated as you Xre-enter them. You might simply consider that the "actual" levels are Xfar larger than is apparent, and you are just traversing a different Xpart on each restore.... If you know the spell of Return, however, X(learnable at the Explorers' Club) you will be able to warp to your Xdeepest excursion in the most recently entered dungeon without having Xto retraverse the old levels in between. Some other shortcuts exist Xfor "warping" from one locale or level to another. X XGames can be restored by giving the save file as a command line argument Xas in: X X% omega quasar.sav X XTo at least simulate the continuity of character in the game, saved Xfiles will be unlinked on restoration. Of course, you *can* copy them. X XNew for version 0.70.5.6, save files are automatically compressed Xunless the flag COMPRESS_SAVE_FILES is undefined in odefs.h. This Xdoubles the amount of time taken to save, but reduces the typical Xsave file from 150K to 15K. X| XOPTION SETTINGS X=============== XOptions may be set with the 'O' command. The options are: X X(F) BELLICOSE: Attack friendly monsters without confirmation. X(F) JUMPMOVE: Don't display things until the end of a run. X(T) PICKUP: Automatically pick things up when you move over them. X(T) RUNSTOP: Stop a run when something like a door is passed. X(T) CONFIRM: Ask confirmation before you do some dangerous things. X(F) TOPINV: Display inventory to message line, not to full screen. X(F) PACKADD: Add new items to pack, instead of going into inventory mode X(V) VERBOSITY: TERSE, MEDIUM, or VERBOSE, the level of detail in combat. X(1) SEARCHNUM: the number of turns spent searching when you hit the 's' key. X X XThe default values are parenthesized. These options will be recovered from Xyour .omegarc if you use one. X X XBUGS AND FEATURES X================= X"It's not a bug, it's an undocumented feature." X Xomega is not just a large program, it is a large, complicated, and not Xparticularly well written program. There are so many features that not Xall can be well tested, particularly in combination with one another. XTherefore, it is likely that your version, whatever it is, has some Xbugs. The author always strives to correct bugs and remedy Xmisfeatures, so if you send mail to brothers@paul.rutgers.edu, he will Xattempt to remedy the problem. Suggestions for further features, Xmonsters, traps, items, dungeons, etc. are also welcome. END_OF_FILE if test 23299 -ne `wc -c <'ohelp.txt'`; then echo shar: \"'ohelp.txt'\" unpacked with wrong size! fi # end of 'ohelp.txt' fi if test -f 'oihelp.txt' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'oihelp.txt'\" else echo shar: Extracting \"'oihelp.txt'\" \(3190 characters\) sed "s/^X//" >'oihelp.txt' <<'END_OF_FILE' XINVENTORY CONTROL MODES X======================= X XThere are two type of inventory control: Display mode and Quick mode. XWhich mode you use by default can be toggled by the TOPLINE option Xsettable with the 'O' command and in your .omegarc file. X XIn Display mode, all the inventory slots are displayed in the menu Xwindow. In Quick mode, only the message lines above the main window Xare used, and therefore the slots are not all displayed, only Xone of them at a time. Additionally, the commands are slightly Xdifferent. The amount of time each action takes is indicated Xbelow. Dropping two items takes twice as long as dropping Xone item. X XNote that your pack is treated as a LIFO stack; the last object you Xput in is the easiest to get at. X XDISPLAY MODE: X^l,^r: Redisplay inventory (if screen is munged). Takes no time. Xd: Drop the item currently in the 'up-in-the-air' slot, or in the X 'selected' slot if there is nothing 'up-in-the-air'. X Takes one second. Xp: Put the 'up-in-the-air' item into your pack, or the 'selected' X item, if the 'up-in-the-air' item is vacant. X Takes 5 seconds. Xs: Show the contents of your pack. X Takes 5 seconds. Xt: Take an item from your pack and put into the 'selected' slot, or X if that is full, tries to put into the 'up-in-the-air' slot. X Takes 5 seconds + 1 second/item examined in pack. I.e., rummaging X at three items before taking one takes 8 seconds. Xx: Exchange the 'up-in-the-air' slot with the 'selected' slot. This X will merge two quantities of an item together if possible. X Either the 'up-in-the-air' slot or the 'selected' slot can be vacant. X Takes 2 seconds. X>: Cause the next slot lower down to be the 'selected' one. X Takes no time. X<: Cause the next slot higher up to be the 'selected' one. X Takes no time. X?: Print this help. X Takes no time. XESCAPE: return to game, dropping any object in the 'up-in-the-air' slot. X Takes no time. X XIn Display Mode, the 'selected' slot is the one with a highlighted X'->' before it. X XQUICK MODE: Xd: Drop an item (by default the one 'up-in-the-air'). X Takes one second. Xe: Examine some inventory slot. X Takes no time. Xp: Put some item into your pack. X Takes 5 seconds. Xs: Show the contents of your pack. X Takes 5 seconds. Xt: Take an item from your pack and put into some inventory slot, or X into the 'up-in-the-air' slot if the one selected is full. X Takes 5 seconds + 1/item examined in pack. Xx: Exchange the 'up-in-the-air' slot with some slot. This X will merge two quantities of an item together if possible. X Either the 'up-in-the-air' slot or the other slot can be vacant. X Takes 2 seconds. X~: Enter Display Mode. X Takes no time. X?: Print this help. X Takes no time. XESCAPE: return to game, dropping any object in the 'up-in-the-air' slot. X Takes no time. X XIn quick mode, there is no 'selected' slot, instead the letter Xidentifying the slot must be entered following the command. X XThe 'x' command in both modes is the one you'll use most; it combines Xtaking and putting from inventory slot to "up-in-air" where picked-up Xitems will be, and where you will drop items from on leaving the Xinventory mode. END_OF_FILE if test 3190 -ne `wc -c <'oihelp.txt'`; then echo shar: \"'oihelp.txt'\" unpacked with wrong size! fi # end of 'oihelp.txt' fi echo shar: End of archive 21 \(of 19\). cp /dev/null ark21isdone MISSING="" for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ; do if test ! -f ark${I}isdone ; then MISSING="${MISSING} ${I}" fi done if test "${MISSING}" = "" ; then echo You have unpacked all 19 archives. rm -f ark[1-9]isdone ark[1-9][0-9]isdone else echo You still need to unpack the following archives: echo " " ${MISSING} fi ## End of shell archive. exit 0