넷핵/가이드북
Guidebook.txt
NetHack의 게임 파일 내에 있는 텍스트 파일.
이름에서 알 수 있듯이 일종의 설명서다.
1. 서론
2. 무슨 일이 벌어지고 있는 거죠?
3. 화면에 이게 다 뭐에요?
4. 명령어
5. 방과 통로
6. 몬스터
7. 물체
7.1. 저주와 축복
7.2. 무기
7.3. 갑옷
7.4. 식품
7.5. 두루마리
7.6. 물약
7.7. 지팡이
7.8. 반지
7.9. Spellbooks
7.10. 도구
7.10.1. 용기(容器)
7.11. 부적
7.12. 보석
7.13. Large rocks
7.14. 금화
7.15. 물체의 지속
8. 컨덕트
9. 옵션
9.1. 옵션 설정하기
9.2. configuration 파일 이용하기
9.3. NETHACKOPTIONS 환경 변수 이용하기
9.4. 커스터마이징
9.5. 플랫폼별 커스터마이징
9.6. Regular Expressions
9.7. Autopickup 예외 설정하기
9.8. 키 설정 바꾸기
9.9. 메시지 타입 설정
9.10. 메뉴 색 설정하기
9.11. 유저 사운드 설정하기
9.12. 상태 강조 설정하기
9.13. NetHack 문자 변경하기
9.14. 시각장애인용 NetHack 설정
9.15. 시스템 관리자용 범용 설정
10. 스코어링
11. 탐사 모드
11.1. 디버그 모드
12. 크레딧
12.1. SPECIAL THANKS
1. 서론
최근, 당신은 매일의 일상이 실망스럽고 아득하게 느껴지기 시작했다.
많은 날 동안 탐험하거나 훔치고, 전쟁을 벌인다거나 싸우는 이상한 꿈들이 당신의 꿈에서 떠나지 않고 있지만, 당신은 그 이유를 확신하지 못한다.
당신은 한평생 이러한 꿈들을 꾸고 있었지만, 지금까지 무슨 이유에서인지 이것들을 잊어버릴 수 있었던 것이 아니었을까 하고 생각한다.
어떤 날 밤 당신은 꿈 속에서 던전의 구석구석에 도사리고 있는 기이하고 강력한 생명체들의 생생한 모습에, 겁에 질려 갑자기 깨어나 비명을 지른다.
혹시 당신의 꿈을 괴롭히는 이러한 것들이 진짜일까?
하루가 지날 때마다, 당신은 유적 근처의 불가사의한 동굴에 들어가고 싶은 욕망이 커져감을 느낀다. 하지만, 매일 아침 당신은 이전에 동굴에 들어갔다가 돌아오지 않은 자들의 이야기를 떠올리며 그 생각을 재빨리 머릿속에서 지운다.
결국 당신은 꿈에 나온 환상적인 장소를 찾아내고픈 갈망을 견디지 못하게 된다.
어쨌든, 동굴에서 시간을 보내고 난 다음 이 길로 돌아온 다른 여행자들은 처음 지나왔을 때보다는 대개 더 나아 보였으니까.
그리고 돌아오지 않은 자들이 가는 것을 멈추었다고 누가 그러던가?
수소문 끝에, 당신은 찾을 수만 있다면 엄청난 부를 가져다 준다는, 옌도르의 부적이라는 싸구려 장식에 대해 어떤 사람들로부터 듣게 된다.
심지어 당신은 어느 한 전설에서 부적을 찾는 이는 신들로부터 영생을 얻게 된다는 것도 듣게 된다.
소문에 의하면 부적은 공포의 미궁 안쪽 깊숙히 있는 게헨놈의 골짜기 너머 어딘가에 있다고 한다.
그 전설들을 듣자마자, 당신은 자신이 동굴에 내려가 그들이 말하는 부적을 찾아야 하는 데에 심오하고 알려지지 않은 이유가 있었다는 것을 깨닫는다.
만일 부적의 힘에 대한 소문이 거짓이라 할지라도, 당신은 적어도 자신의 모험담을 마을의 음유시인들에게 상당한 금액에 팔 수 있을 거라고 결심한다.
여정 중에 꿈에서 나온 무시무시하고 불가사의한 생명체들을 맞닥뜨렸다면 더더욱.
당신은 마을 여관에서 용기를 돋우며 마지막 밤을 보내지만, 여관의 벽에 자신의 성공이 써붙혀질 가능성이 계속 낮아지는 것을 보며 덩달아 우울해진다.
아침이 되고, 당신은 잠에서 깨어나 소지품을 챙겨 던전으로 출발한다.
며칠간의 순조로운 여행 끝에, 당신은 공포의 미궁으로의 입구를 가리키는 고대 유적에 도달했다. 밤이 깊었으므로, 당신은 입구에 야영지를 만들고 광활한 하늘 아래서 밤을 보낸다. 다시 아침이 밝아오자 당신은 장비를 챙겨 밖에서의 마지막이 될 지도 모르는 식사를 먹고는 던전에 들어간다...
2. 무슨 일이 벌어지고 있는 거죠?
당신은 이제 막 NetHack의 게임을 시작했습니다.
당신의 목표는 가능한 많은 보물을 모으고, 옌도르의 부적을 되찾아 공포의 미궁에서 살아나오는 것입니다.
모험의 위험을 맞닥뜨릴 당신의 능력과 힘은, 당신의 배경과 훈련에 따라 다를 것입니다:
- 고고학자 (Archeologist)
- 야만인 (Barbarian)
- 원시인 (Cavemen)
- 치유사 (Healer)
- 기사 (Knight)
- 수도승 (Monk)
- 사제 (Priest)
- 레인저 (Ranger)
- 도적 (Rogue)
- 사무라이 (Samurai)
- 관광객 (Tourist)
- 발키리 (Valkyrie)
- 마법사(Wizard)
-
당신은 또한 캐릭터의 종족을 선택할 수 있습니다 (제한 내에서 가능합니다; 대부분의 직업들은 어떤 종족이 그것들에 적합한지에 대한 제한사항을 가집니다.):
- 드워프 (Dwarf)
- 엘프 (Elf)
- 노움 (Gnome)
- 인간 (Human)
- 오크 (Orc)
3. 화면에 이게 다 뭐에요?
화면에는 당신이 현재 던전 레벨에서 어디에 있었고 무엇을 보았는지에 대한 지도가 표시됩니다; 이는 당신이 레벨을 탐사함에 따라 화면에 나타납니다.
NetHack의 선조 Rogue가 처음 등장했을 때, 그것의 화면 배치는 컴퓨터 판타지 게임들 사이에서는 거의 유일하다시피 했습니다. 그때 이후로, 화면 배치는 예외라기보다는 하나의 기준으로 자리잡았습니다; NetHack은 이 좋은 전통을 이어가고 있습니다. 가짜-영어 문장으로 명령어를 인식하고, 결과를 단어로 설명하는 텍스트 어드벤처 게임들과는 다르게, NetHack의 명령어들은 전부 하나 또는 두개의 키를 누르는 것이며, 결과는 화면에 그래픽으로 표시될 것입니다. 최소 화면 크기로는 높이 24줄 x 너비 80칸[2] 이 권장됩니다; 만일 화면이 이보다 더 클 경우, 오직 21x80의 부분만이 지도로 쓰이게 될 것입니다.
NetHack은 맹인인 플레이어들조차도 점자 리더나 음성 합성 프로그램의 도움을 받아 플레이할 수 있습니다. 맹인을 위해 NetHack을 설정하는 방법은 이 문서의 뒷부분에 나와 있습니다.
NetHack은 매번 당신이 플레이할 때마다 새로운 던전을 생성합니다; 심지어 제작자들조차 여러 번 승리했음에도 불구하고 이를 즐겁고 흥미진진한 게임으로 생각하고 있습니다.
NetHack은 다양한 디스플레이 옵션을 제공합니다. 당신이 이용할 수 있는 옵션은 포트별로, 당신의 하드웨어나 소프트웨어의 기량별로, 그리고 당신의 게임 파일이 생성될 때 다양한 컴파일-타임 옵션이 설정되었는지에 따라 다를 것입니다. 가능한 세 가지 디스플레이 옵션으로는: 흑백 문자 인터페이스, 색깔 문자 인터페이스, 그리고 '타일'이라고 불리는 작은 그림들을 사용하는 그래픽 인터페이스가 있습니다. 두가지의 문자 인터페이스는 글꼴을 다른 문자들로 대체시키는 것을 허용하지만, 기본 지정으로는 모든 것을 표시할 때 표준 ASCII를 사용하게끔 되어 있습니다. 게임플레이에 있어 여러 디스플레이 옵션 간에는 차이점이 전혀 없습니다. 저희가 가이드북에서 타일이나 색깔을 재현할 수 없을 뿐더러, 모든 포트에 공통적으로 존재하기 때문에, 당신이 게임 중에 화면에서 보게 될 것들을 가리킬 때에는 흑백 문자 화면에서의 기본 ASCII 문자를 사용할 것입니다.
NetHack에서 무슨 일이 벌어지고 있는지 이해하기 위해선, 먼저 당신은 NetHack이 화면에서 무엇을 하고 있는지를 이해해야 합니다. NetHack의 화면은 텍스트 어드벤처 게임에서의 "You see ..." (당신은 ~을 보고 있습니다) 설명을 대체합니다. 그림 1은 NetHack의 화면이 어떻게 생겼는지에 대한 견본입니다. 당신의 플랫폼에 따라 화면은 다르게 보일 것입니다.
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3.1. 상태 표시줄 (하단)
화면 아래의 두 줄에는 당신의 현재 상태를 설명하는 몇가지 짧은 정보들이 있습니다. 둘 중 어느 한 줄이라도 화면의 너비보다 길어지면, 다 보이지 않을 수도 있습니다. 이하는 각 항목들이 무엇을 의미하는지에 대한 설명입니다 (당신의 설정에 따라 이하의 항목들이 다 보이지 않을 수도 있습니다):
- 등급 (Rank)
- 힘 (Strength / St)
- 민첩 (Dexterity / Dx)
- 체력 (Constitution / Co)
Constitution affects your ability to recover from injuries
and other strains on your stamina. When strength is low or
modest, constitution also affects how much you can carry.
With sufficiently high strength, the contribution to carrying capacity from your constitution no longer matters.
- 지능 (Intelligence / In)
Intelligence affects your ability to cast spells and read spellbooks.
- 지혜 (Wisdom / Wi)
Wisdom comes from your practical experience (especially when
dealing with magic). It affects your magical energy.
- 카리스마 (Charisma / Ch)
- 성향
- Dungeon Level
어떤 레벨은 특별하기에 숫자 대신 이름이 표기됩니다. Amulet of Yendor는 대략 20층 아래 어딘가에 있다고 알려져 있습니다.
How deep you are in the dungeon. You start at level one and the number increases as you go deeper into the dungeon.
Some levels are special, and are identified by a name and not a number. The Amulet of Yendor is reputed to be somewhere beneath the twentieth level.
- 금화 ($)
The number of gold pieces you are openly carrying. Gold which you have concealed in containers is not counted.
- 체력 (HP)
- Power
Spell points. This tells you how much mystic energy (mana) you have available for spell casting. Again, resting will regenerate the amount available.
당신의 방어구가 얼마나 효과적으로 적대적인 생물의 공격을 막는지를 나타냅니다. 수치가 낮을수록 방어구는 효과적입니다; 음수값을 갖는 것 역시 가능합니다.
A measure of how effectively your armor stops blows from unfriendly creatures. The lower this number is, the more effective the armor; it is quite possible to have negative armor class.
- 경험치 (Experience / Xp)
- 시간 (Time)
- 상태
- Encumbrance: an indication of how what you are carrying affects your ability to move. Values are Unencumbered, Encumbered, Stressed, Strained, Overtaxed, and Overloaded. Not shown when Unencumbered.
- Fatal conditions: Stone (aka Petrifying, turning to stone),
- Non-fatal conditions: Blind (can't see), Deaf (can't hear),
- Movement modifiers: Lev (levitating), Fly (flying), Ride
Other conditions and modifiers exist, but there isn't enough room to display them with the other status fields. The `^X' command shows all relevant status conditions.
3.2. 상태 표시줄 (상단)
3.2. The message line (top)
The top line of the screen is reserved for messages that describe things that are impossible to represent visually. If you
see a " " on the top line, this means that NetHack has another message to display on the screen, but it wants to make certain that you've read the one that is there first. To read the next message, just press the space bar.
To change how and what messages are shown on the message line, see "Configuring Message Types" and the verbose option.
3.3. 지도 (화면의 나머지)
3.3. The map (rest of the screen)
The rest of the screen is the map of the level as you have explored it so far. Each symbol on the screen represents something. You can set various graphics options to change some of
the symbols the game uses; otherwise, the game will use default symbols. Here is a list of what the default symbols mean:
4. 명령어
명령어는 해당 명령어가 지정된 하나 혹은 두 개의 문자를 누르거나, 확장 명령어 입력란에 명령어의 이름을 넣음으로써 발동할 수 있습니다.
"search"(탐색)를 비롯한 일부 명령어들은 NetHack에서 추가적인 정보를 요구하지 않습니다. 하지만 다른 명령어들은 방향이나, 사용할 물건 등의 추가적인 정보를 필요로 할 수도 있습니다.
이렇듯 추가적인 정보를 필요로 하는 명령어들에 대해서는, NetHack은 당신에게 선택지의 메뉴 또는 명령줄 프롬프트를 제시할 것입니다. 당신에게 무엇이 주어질 지는 당신이 '''menustyle''' 옵션을 어떻게 설정했냐에 따라 달라질 것입니다.
예시로, 흔한 질문인 "What do you want to use? [a-zA-Z ?*]" (무엇을 사용하시겠습니까?)의 경우, 당신이 소지중인 물건을 고르라고 묻습니다.
여기서, "a-zA-Z"는 당신이 입력할 수 있는 소지품의 문자를 의미합니다.
?를 입력하면 당신으로 하여금 각 글자가 무엇을 가리키고 있는지 볼 수 있도록 소지품 목록을 보여줍니다.
이 예시에서, *은 당신이 무언가 예상 밖의 것을 사용하고 싶을 때, 목록에 없는 물건을 고를 수 있게 해줍니다. *를 누르면 당신의 모든 소지품을 열거하여, 가지고 있는 모든 물건 목록의 문자를 볼 수 있게 됩니다.
마지막으로, 당신의 생각이 바뀌어 이 명령어를 실행하고 싶지 않다면, ESC를 눌러 명령어를 취소할 수 있습니다.
당신은 일부 명령어 앞에 숫자를 넣음으로써 해당 숫자만큼 반복할 수 있습니다; 예를 들어, "10s"는 탐색을 10번 수행할 것입니다.
만약 당신이 '''number_pad''' 옵션을 설정해뒀다면, 횟수 앞에 접두사로 'n'을 붙여야 하므로 상기 예시 대신 "n10s"라고 입력해야 합니다. 횟수의 의미가 없는 명령어의 경우에는 무시될 것입니다. 또한, 이동 명령어의 경우 큰 이동을 위해 접두사가 붙을 수 있습니다 (하단을 참고하십시오).
횟수나 접두사를 취소하고 싶다면, ESC를 누르십시오.
명령어의 목록은 꽤나 길지만, 게임 중 어느 때나 '?' 명령어를 통해 도움이 되는 글들의 메뉴에 접근할 수 있습니다.
여기 당신이 참고할 만한 기본 키 목록이 있습니다:
[ 펼치기 · 접기 ]
5. 방과 통로
던전에 있는 방과 통로는 불이 켜져 있거나 어두운 상태입니다.
당신의 시야 내의 불이 켜진 곳은 화면에 표시될 것입니다; 어두운 구역의 경우, 그것들이 당신과 한 칸 이내에 있을 때에만 화면에 표시됩니다.
벽과 통로의 경우, 당신이 탐사함에 따라 화면에 표시된 채로 남아있을 것입니다.
비밀 통로는 숨겨져 있습니다. 당신은 's' (탐색) 명령어로 그것들을 찾을 수 있습니다.
5.1. 출입구
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
doors; you can walk right through. Others have doors in them,
which may be open, closed, or locked. To open a closed door, use
the `o' (open) command; to close it again, use the `c' (close)
command.
You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
Open doors cannot be entered diagonally; you must approach
them straight on, horizontally or vertically. Doorways without
doors are not restricted in this fashion.
Doors can be useful for shutting out monsters. Most monsters cannot open doors, although a few don't need to (for example, ghosts can walk through doors).
Secret doors are hidden. You can find them with the `s' (search) command. Once found they are in all ways equivalent to normal doors.
5.2. 함정
5.2. Traps (`^')
There are traps throughout the dungeon to snare the unwary delver. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out. Traps don't appear on your map until you see one triggered by moving onto it, see something fall into it, or you discover it with the `s' (search) command. Monsters can fall prey to traps, too, which can be a very useful defensive strategy.
There is a special pre-mapped branch of the dungeon based on the classic computer game "Sokoban." The goal is to push the boulders into the pits or holes. With careful foresight, it is possible to complete all of the levels according to the traditional rules of Sokoban. Some allowances are permitted in case the player gets stuck; however, they will lower your luck.
5.3. 계단과 사다리
5.3. Stairs and ladders (`<', `>')
In general, each level in the dungeon will have a staircase going up (`<') to the previous level and another going down (`>') to the next level. There are some exceptions though. For instance, fairly early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so after exploring them (if you choose to do so), you'll need to climb back up to the main dungeon.
When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk and reactivated. If you're moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some "special" levels, or loaded from the remains of an earlier game for a "bones" level as briefly described below). Monsters are only active on the current level; those on other levels are essentially placed into stasis.
Ordinarily when you climb a set of stairs, you will arrive on the corresponding staircase at your destination. However, pets (see below) and some other monsters will follow along if they're close enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby.
Ladders serve the same purpose as staircases, and the two types of inter-level connections are nearly indistinguishable during game play.
5.4. 상점과 장보기
5.4. Shops and shopping
Occasionally you will run across a room with a shopkeeper near the door and many items lying on the floor. You can buy items by picking them up and then using the `p' command. You can inquire about the price of an item prior to picking it up by using the "#chat" command while standing on it. Using an item prior to paying for it will incur a charge, and the shopkeeper won't allow you to leave the shop until you have paid any debt you owe.
You can sell items to a shopkeeper by dropping them to the floor while inside a shop. You will either be offered an amount of gold and asked whether you're willing to sell, or you'll be told that the shopkeeper isn't interested (generally, your item needs to be compatible with the type of merchandise carried by the shop).
If you drop something in a shop by accident, the shopkeeper will usually claim ownership without offering any compensation. You'll have to buy it back if you want to reclaim it.
Shopkeepers sometimes run out of money. When that happens, you'll be offered credit instead of gold when you try to sell something. Credit can be used to pay for purchases, but it is only good in the shop where it was obtained; other shopkeepers won't honor it. (If you happen to find a "credit card" in the dungeon, don't bother trying to use it in shops; shopkeepers will not accept it.)
The `$' command, which reports the amount of gold you are carrying (in inventory, not inside bags or boxes), will also show current shop debt or credit, if any. The "Iu" command lists unpaid items (those which still belong to the shop) if you are carrying any. The "Ix" command shows an inventory-like display of any unpaid items which have been used up, along with other shop fees, if any.
5.4.1. 상점의 기행
5.4.1. Shop idiosyncrasies
Several aspects of shop behavior might be unexpected.
- The price of a given item can vary due to a variety of factors.
- A shopkeeper treats the spot immediately inside the door as if it were outside the shop.
- While the shopkeeper watches you like a hawk, he will generally ignore any other customers.
- If a shop is "closed for inventory," it will not open of its own accord.
- Shops do not get restocked with new items, regardless of inventory depletion.
6. 몬스터
6. Monsters
Monsters you cannot see are not displayed on the screen. Beware! You may suddenly come upon one in a dark place. Some magic items can help you locate them before they locate you (which some monsters can do very well).
The commands `/' and `;' may be used to obtain information about those monsters who are displayed on the screen. The command "#name" (by default bound to `C'), allows you to assign a name to a monster, which may be useful to help distinguish one from another when multiple monsters are present. Assigning a name which is just a space will remove any prior name.
The extended command "#chat" can be used to interact with an adjacent monster. There is no actual dialog (in other words, you don't get to choose what you'll say), but chatting with some monsters such as a shopkeeper or the Oracle of Delphi can produce useful results.
6.1. 전투
6.1. Fighting
If you see a monster and you wish to fight it, just attempt
to walk into it. Many monsters you find will mind their own
business unless you attack them. Some of them are very dangerous
when angered. Remember: discretion is the better part of valor.
In most circumstances, if you attempt to attack a peaceful
monster by moving into its location, you'll be asked to confirm
your intent. By default an answer of `y' acknowledges that in-
tent, which can be error prone if you're using `y' to move. You
can set the paranoid_confirmation option to require a response of
"yes" instead.
If you can't see a monster (if it is invisible, or if you
are blinded), the symbol `I' will be shown when you learn of its
presence. If you attempt to walk into it, you will try to fight
it just like a monster that you can see; of course, if the mon-
ster has moved, you will attack empty air. If you guess that the
monster has moved and you don't wish to fight, you can use the
`m' command to move without fighting; likewise, if you don't re-
member a monster but want to try fighting anyway, you can use the `F' command.
6.2. 당신의 애완동물
6.2. Your pet
You start the game with a little dog (`d'), kitten (`f'), or
pony (`u'), which follows you about the dungeon and fights mon-
sters with you. Like you, your pet needs food to survive. Dogs
and cats usually feed themselves on fresh carrion and other
meats; horses need vegetarian food which is harder to come by.
If you're worried about your pet or want to train it, you can
feed it, too, by throwing it food. A properly trained pet can be
very useful under certain circumstances.
pony (`u'), which follows you about the dungeon and fights mon-
sters with you. Like you, your pet needs food to survive. Dogs
and cats usually feed themselves on fresh carrion and other
meats; horses need vegetarian food which is harder to come by.
If you're worried about your pet or want to train it, you can
feed it, too, by throwing it food. A properly trained pet can be
very useful under certain circumstances.
Your pet also gains experience from killing monsters, and
can grow over time, gaining hit points and doing more damage.
Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
can grow over time, gaining hit points and doing more damage.
Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
Your pet will follow you up and down staircases if it is
next to you when you move. Otherwise your pet will be stranded
and may become wild. Similarly, when you trigger certain types
of traps which alter your location (for instance, a trap door
which drops you to a lower dungeon level), any adjacent pet will
accompany you and any non-adjacent pet will be left behind. Your
pet may trigger such traps itself; you will not be carried along
with it even if adjacent at the time.
next to you when you move. Otherwise your pet will be stranded
and may become wild. Similarly, when you trigger certain types
of traps which alter your location (for instance, a trap door
which drops you to a lower dungeon level), any adjacent pet will
accompany you and any non-adjacent pet will be left behind. Your
pet may trigger such traps itself; you will not be carried along
with it even if adjacent at the time.
6.3. 안장
6.3. Steeds
Some types of creatures in the dungeon can actually be rid-
den if you have the right equipment and skill. Convincing a wild
beast to let you saddle it up is difficult to say the least.
Many a dungeoneer has had to resort to magic and wizardry in or-
der to forge the alliance. Once you do have the beast under your
control however, you can easily climb in and out of the saddle
with the "#ride" command. Lead the beast around the dungeon when
riding, in the same manner as you would move yourself. It is the
beast that you will see displayed on the map.
den if you have the right equipment and skill. Convincing a wild
beast to let you saddle it up is difficult to say the least.
Many a dungeoneer has had to resort to magic and wizardry in or-
der to forge the alliance. Once you do have the beast under your
control however, you can easily climb in and out of the saddle
with the "#ride" command. Lead the beast around the dungeon when
riding, in the same manner as you would move yourself. It is the
beast that you will see displayed on the map.
Riding skill is managed by the "#enhance" command. See the
section on Weapon proficiency for more information about that.
section on Weapon proficiency for more information about that.
Use the `a' (apply) command and pick a saddle in your inven-
tory to attempt to put that saddle on an adjacent creature. If
successful, it will be transferred to that creature's inventory.
tory to attempt to put that saddle on an adjacent creature. If
successful, it will be transferred to that creature's inventory.
Use the "#loot" command while adjacent to a saddled creature
to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
6.4. Bones 레벨
6.4. Bones levels
You may encounter the shades and corpses of other adventur-
ers (or even former incarnations of yourself!) and their personal effects. Ghosts are hard to kill, but easy to avoid, since
they're slow and do little damage. You can plunder the deceased
adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
ers (or even former incarnations of yourself!) and their personal effects. Ghosts are hard to kill, but easy to avoid, since
they're slow and do little damage. You can plunder the deceased
adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
6.5. 몬스터의 지속
6.5. Persistence of Monsters
Monsters (a generic reference which also includes humans and
pets) are only shown while they can be seen or otherwise sensed.
Moving to a location where you can't see or sense a monster any
more will result in it disappearing from your map, similarly if
it is the one who moved rather than you.
pets) are only shown while they can be seen or otherwise sensed.
Moving to a location where you can't see or sense a monster any
more will result in it disappearing from your map, similarly if
it is the one who moved rather than you.
However, if you encounter a monster which you can't see or
sense -- perhaps it is invisible and has just tapped you on the
noggin -- a special "remembered, unseen monster" marker will be
displayed at the location where you think it is. That will per-
sist until you have proven that there is no monster there, even
if the unseen monster moves to another location or you move to a
spot where the marker's location ordinarily wouldn't be seen any
more.
sense -- perhaps it is invisible and has just tapped you on the
noggin -- a special "remembered, unseen monster" marker will be
displayed at the location where you think it is. That will per-
sist until you have proven that there is no monster there, even
if the unseen monster moves to another location or you move to a
spot where the marker's location ordinarily wouldn't be seen any
more.
7. 물체
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
walking over the object (unless you turn off the autopickup op-
tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
to pick it up. In NetHack, this is accomplished automatically by
walking over the object (unless you turn off the autopickup op-
tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
If you're carrying too many items, NetHack will tell you so
and you won't be able to pick up anything more. Otherwise, it
will add the object(s) to your pack and tell you what you just
picked up.
and you won't be able to pick up anything more. Otherwise, it
will add the object(s) to your pack and tell you what you just
picked up.
As you add items to your inventory, you also add the weight
of that object to your load. The amount that you can carry de-
pends on your strength and your constitution. The stronger and
sturdier you are, the less the additional load will affect you.
There comes a point, though, when the weight of all of that stuff
you are carrying around with you through the dungeon will encum-
ber you. Your reactions will get slower and you'll burn calories
faster, requiring food more frequently to cope with it. Eventu-
ally, you'll be so overloaded that you'll either have to discard
some of what you're carrying or collapse under its weight.
of that object to your load. The amount that you can carry de-
pends on your strength and your constitution. The stronger and
sturdier you are, the less the additional load will affect you.
There comes a point, though, when the weight of all of that stuff
you are carrying around with you through the dungeon will encum-
ber you. Your reactions will get slower and you'll burn calories
faster, requiring food more frequently to cope with it. Eventu-
ally, you'll be so overloaded that you'll either have to discard
some of what you're carrying or collapse under its weight.
NetHack will tell you how badly you have loaded yourself.
If you are encumbered, one of the conditions "Burdened",
"Stressed", "Strained", "Overtaxed" or "Overloaded" will be shown
on the bottom line status display.
If you are encumbered, one of the conditions "Burdened",
"Stressed", "Strained", "Overtaxed" or "Overloaded" will be shown
on the bottom line status display.
When you pick up an object, it is assigned an inventory let-
ter. Many commands that operate on objects must ask you to find out which object you want to use. When NetHack asks you to
choose a particular object you are carrying, you are usually pre-
sented with a list of inventory letters to choose from (see Com-
mands, above).
ter. Many commands that operate on objects must ask you to find out which object you want to use. When NetHack asks you to
choose a particular object you are carrying, you are usually pre-
sented with a list of inventory letters to choose from (see Com-
mands, above).
Some objects, such as weapons, are easily differentiated.
Others, like scrolls and potions, are given descriptions which
vary according to type. During a game, any two objects with the
same description are the same type. However, the descriptions
will vary from game to game.
Others, like scrolls and potions, are given descriptions which
vary according to type. During a game, any two objects with the
same description are the same type. However, the descriptions
will vary from game to game.
When you use one of these objects, if its effect is obvious,
NetHack will remember what it is for you. If its effect isn't
extremely obvious, you will be asked what you want to call this
type of object so you will recognize it later. You can also use
the "#name" command, for the same purpose at any time, to name
all objects of a particular type or just an individual object.
When you use "#name" on an object which has already been named,
specifying a space as the value will remove the prior name in-
stead of assigning a new one.
NetHack will remember what it is for you. If its effect isn't
extremely obvious, you will be asked what you want to call this
type of object so you will recognize it later. You can also use
the "#name" command, for the same purpose at any time, to name
all objects of a particular type or just an individual object.
When you use "#name" on an object which has already been named,
specifying a space as the value will remove the prior name in-
stead of assigning a new one.
7.1. 저주와 축복
7.1. Curses and Blessings
Any object that you find may be cursed, even if the object
is otherwise helpful. The most common effect of a curse is being
stuck with (and to) the item. Cursed weapons weld themselves to
your hand when wielded, so you cannot unwield them. Any cursed
item you wear is not removable by ordinary means. In addition,
cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
is otherwise helpful. The most common effect of a curse is being
stuck with (and to) the item. Cursed weapons weld themselves to
your hand when wielded, so you cannot unwield them. Any cursed
item you wear is not removable by ordinary means. In addition,
cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
Objects can also be blessed. Blessed items usually work
better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
Objects which are neither cursed nor blessed are referred to
as uncursed. They could just as easily have been described as
unblessed, but the uncursed designation is what you will see
within the game. A "glass half full versus glass half empty"
situation; make of that what you will.
as uncursed. They could just as easily have been described as
unblessed, but the uncursed designation is what you will see
within the game. A "glass half full versus glass half empty"
situation; make of that what you will.
There are magical means of bestowing or removing curses upon
objects, so even if you are stuck with one, you can still have
the curse lifted and the item removed. Priests and Priestesses
have an innate sensitivity to this property in any object, so
they can more easily avoid cursed objects than other character
roles.
objects, so even if you are stuck with one, you can still have
the curse lifted and the item removed. Priests and Priestesses
have an innate sensitivity to this property in any object, so
they can more easily avoid cursed objects than other character
roles.
An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
distinguished in your inventory by the presence of the word
"cursed", "uncursed" or "blessed" in the description of the item.
In some cases "uncursed" will be omitted as being redundant when enough other information is displayed. The implicit_uncursed op-
tion can be used to control this; toggle it off to have "un-
cursed" be displayed even when that can be deduced from other at-
tributes.
tory with no prefix. An item which you know the state of will be
distinguished in your inventory by the presence of the word
"cursed", "uncursed" or "blessed" in the description of the item.
In some cases "uncursed" will be omitted as being redundant when enough other information is displayed. The implicit_uncursed op-
tion can be used to control this; toggle it off to have "un-
cursed" be displayed even when that can be deduced from other at-
tributes.
7.2. 무기
7.2. Weapons (`)')
Given a chance, most monsters in the Mazes of Menace will
gratuitously try to kill you. You need weapons for self-defense
(killing them first). Without a weapon, you do only 1-2 hit
points of damage (plus bonuses, if any). Monk characters are an
exception; they normally do more damage with bare (or gloved)
hands than they do with weapons.
gratuitously try to kill you. You need weapons for self-defense
(killing them first). Without a weapon, you do only 1-2 hit
points of damage (plus bonuses, if any). Monk characters are an
exception; they normally do more damage with bare (or gloved)
hands than they do with weapons.
There are wielded weapons, like maces and swords, and thrown
weapons, like arrows and spears. To hit monsters with a weapon,
you must wield it and attack them, or throw it at them. You can
simply elect to throw a spear. To shoot an arrow, you should
first wield a bow, then throw the arrow. Crossbows shoot cross-
bow bolts. Slings hurl rocks and (other) stones (like gems).
weapons, like arrows and spears. To hit monsters with a weapon,
you must wield it and attack them, or throw it at them. You can
simply elect to throw a spear. To shoot an arrow, you should
first wield a bow, then throw the arrow. Crossbows shoot cross-
bow bolts. Slings hurl rocks and (other) stones (like gems).
Enchanted weapons have a "plus" (or "to hit enhancement"
which can be either positive or negative) that adds to your
chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
tified somehow. Most weapons are subject to some type of damage
like rust. Such "erosion" damage can be repaired.
which can be either positive or negative) that adds to your
chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
tified somehow. Most weapons are subject to some type of damage
like rust. Such "erosion" damage can be repaired.
The chance that an attack will successfully hit a monster,
and the amount of damage such a hit will do, depends upon many
factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
encumbrance, and proficiency (see below). The monster's armor
class -- a general defense rating, not necessarily due to wearing
of armor -- is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
and the amount of damage such a hit will do, depends upon many
factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
encumbrance, and proficiency (see below). The monster's armor
class -- a general defense rating, not necessarily due to wearing
of armor -- is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
Many weapons can be wielded in one hand; some require both
hands. When wielding a two-handed weapon, you can not wear a
shield, and vice versa. When wielding a one-handed weapon, you
can have another weapon ready to use by setting things up with
the `x' command, which exchanges your primary (the one being
wielded) and alternate weapons. And if you have proficiency in
the "two weapon combat" skill, you may wield both weapons simul-
taneously as primary and secondary; use the `X' command to engage
or disengage that. Only some types of characters (barbarians,
for instance) have the necessary skill available. Even with that
skill, using two weapons at once incurs a penalty in the chance
to hit your target compared to using just one weapon at a time.
hands. When wielding a two-handed weapon, you can not wear a
shield, and vice versa. When wielding a one-handed weapon, you
can have another weapon ready to use by setting things up with
the `x' command, which exchanges your primary (the one being
wielded) and alternate weapons. And if you have proficiency in
the "two weapon combat" skill, you may wield both weapons simul-
taneously as primary and secondary; use the `X' command to engage
or disengage that. Only some types of characters (barbarians,
for instance) have the necessary skill available. Even with that
skill, using two weapons at once incurs a penalty in the chance
to hit your target compared to using just one weapon at a time.
There might be times when you'd rather not wield any weapon
at all. To accomplish that, wield `-', or else use the `A' com-
mand which allows you to unwield the current weapon in addition
to taking off other worn items.
Those of you in the audience who are AD&D players, be awareat all. To accomplish that, wield `-', or else use the `A' com-
mand which allows you to unwield the current weapon in addition
to taking off other worn items.
that each weapon which existed in AD&D does roughly the same dam-
age to monsters in NetHack. Some of the more obscure weapons
(such as the aklys, lucern hammer, and bec-de-corbin) are defined
in an appendix to Unearthed Arcana, an AD&D supplement.
age to monsters in NetHack. Some of the more obscure weapons
(such as the aklys, lucern hammer, and bec-de-corbin) are defined
in an appendix to Unearthed Arcana, an AD&D supplement.
The commands to use weapons are `w' (wield), `t' (throw),
`f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex-
change), `X' (twoweapon), and "#enhance" (see below).
`f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex-
change), `X' (twoweapon), and "#enhance" (see below).
7.2.1. 던지기와 쏘기
7.2.1. Throwing and shooting
You can throw just about anything via the `t' command. It
will prompt for the item to throw; picking `?' will list things
in your inventory which are considered likely to be thrown, or
picking `*' will list your entire inventory. After you've chosen
what to throw, you will be prompted for a direction rather than
for a specific target. The distance something can be thrown de-
pends mainly on the type of object and your strength. Arrows can
be thrown by hand, but can be thrown much farther and will be
more likely to hit when thrown while you are wielding a bow.
will prompt for the item to throw; picking `?' will list things
in your inventory which are considered likely to be thrown, or
picking `*' will list your entire inventory. After you've chosen
what to throw, you will be prompted for a direction rather than
for a specific target. The distance something can be thrown de-
pends mainly on the type of object and your strength. Arrows can
be thrown by hand, but can be thrown much farther and will be
more likely to hit when thrown while you are wielding a bow.
You can simplify the throwing operation by using the `Q'
command to select your preferred "missile", then using the `f'
command to throw it. You'll be prompted for a direction as
above, but you don't have to specify which item to throw each
time you use `f'. There is also an option, autoquiver, which has
NetHack choose another item to automatically fill your quiver (or
quiver sack, or have at the ready) when the inventory slot used
for `Q' runs out.
command to select your preferred "missile", then using the `f'
command to throw it. You'll be prompted for a direction as
above, but you don't have to specify which item to throw each
time you use `f'. There is also an option, autoquiver, which has
NetHack choose another item to automatically fill your quiver (or
quiver sack, or have at the ready) when the inventory slot used
for `Q' runs out.
Some characters have the ability to fire a volley of multi-
ple items in a single turn. Knowing how to load several rounds
of ammunition at once
and still hit a target is not an easy task. Rangers are among
those who are adept at this task, as are those with a high level
of proficiency in the relevant weapon skill (in bow skill if
you're wielding one to shoot arrows, in crossbow skill if you're
wielding one to shoot bolts, or in sling skill if you're wielding
one to shoot stones). The number of items that the character has
a chance to fire varies from turn to turn. You can explicitly
limit the number of shots by using a numeric prefix before the
`t' or `f' command. For example, "2f" (or "n2f" if using num-
ber_pad mode) would ensure that at most 2 arrows are shot even if
you could have fired 3. If you specify a larger number than
would have been shot ("4f" in this example), you'll just end up
shooting the same number (3, here) as if no limit had been speci-
fied. Once the volley is in motion, all of the items will travel
in the same direction; if the first ones kill a monster, the oth-
ers can still continue beyond that spot.
ple items in a single turn. Knowing how to load several rounds
of ammunition at once
and still hit a target is not an easy task. Rangers are among
those who are adept at this task, as are those with a high level
of proficiency in the relevant weapon skill (in bow skill if
you're wielding one to shoot arrows, in crossbow skill if you're
wielding one to shoot bolts, or in sling skill if you're wielding
one to shoot stones). The number of items that the character has
a chance to fire varies from turn to turn. You can explicitly
limit the number of shots by using a numeric prefix before the
`t' or `f' command. For example, "2f" (or "n2f" if using num-
ber_pad mode) would ensure that at most 2 arrows are shot even if
you could have fired 3. If you specify a larger number than
would have been shot ("4f" in this example), you'll just end up
shooting the same number (3, here) as if no limit had been speci-
fied. Once the volley is in motion, all of the items will travel
in the same direction; if the first ones kill a monster, the oth-
ers can still continue beyond that spot.
7.2.2. 무기 숙련도
7.2.2. Weapon proficiency
You will have varying degrees of skill in the weapons avail-
able. Weapon proficiency, or weapon skills, affect how well you
can use particular types of weapons, and you'll be able to im-
prove your skills as you progress through a game, depending on
your role, your experience level, and use of the weapons.
able. Weapon proficiency, or weapon skills, affect how well you
can use particular types of weapons, and you'll be able to im-
prove your skills as you progress through a game, depending on
your role, your experience level, and use of the weapons.
For the purposes of proficiency, weapons have been divided
up into various groups such as daggers, broadswords, and
polearms. Each role has a limit on what level of proficiency a
character can achieve for each group. For instance, wizards can
become highly skilled in daggers or staves but not in swords or
bows.
up into various groups such as daggers, broadswords, and
polearms. Each role has a limit on what level of proficiency a
character can achieve for each group. For instance, wizards can
become highly skilled in daggers or staves but not in swords or
bows.
The "#enhance" extended command is used to review current
weapons proficiency (also spell proficiency) and to choose which
skill(s) to improve when you've used one or more skills enough to
become eligible to do so. The skill rankings are "none" (some-
times also referred to as "restricted", because you won't be able
to advance), "unskilled", "basic", "skilled", and "expert". Re-
stricted skills simply will not appear in the list shown by "#en-
hance". (Divine intervention might unrestrict a particular
skill, in which case it will start at unskilled and be limited to
basic.) Some characters can enhance their barehanded combat or
martial arts skill beyond expert to "master" or "grand master".
weapons proficiency (also spell proficiency) and to choose which
skill(s) to improve when you've used one or more skills enough to
become eligible to do so. The skill rankings are "none" (some-
times also referred to as "restricted", because you won't be able
to advance), "unskilled", "basic", "skilled", and "expert". Re-
stricted skills simply will not appear in the list shown by "#en-
hance". (Divine intervention might unrestrict a particular
skill, in which case it will start at unskilled and be limited to
basic.) Some characters can enhance their barehanded combat or
martial arts skill beyond expert to "master" or "grand master".
Use of a weapon in which you're restricted or unskilled will
incur a modest penalty in the chance to hit a monster and also in
the amount of damage done when you do hit; at basic level, there
is no penalty or bonus; at skilled level, you receive a modest
bonus in the chance to hit and amount of damage done; at expert
level, the bonus is higher. A successful hit has a chance to
boost your training towards the next skill level (unless you've
already reached the limit for this skill). Once such training
reaches the threshold for that next level, you'll be told that
you feel more confident in your skills. At that point you can
use "#enhance" to increase one or more skills. Such skills are
not increased automatically because there is a limit to your to-
tal overall skills, so you need to actively choose which skills
to enhance and which to ignore.
incur a modest penalty in the chance to hit a monster and also in
the amount of damage done when you do hit; at basic level, there
is no penalty or bonus; at skilled level, you receive a modest
bonus in the chance to hit and amount of damage done; at expert
level, the bonus is higher. A successful hit has a chance to
boost your training towards the next skill level (unless you've
already reached the limit for this skill). Once such training
reaches the threshold for that next level, you'll be told that
you feel more confident in your skills. At that point you can
use "#enhance" to increase one or more skills. Such skills are
not increased automatically because there is a limit to your to-
tal overall skills, so you need to actively choose which skills
to enhance and which to ignore.
7.2.3. 양손무기 전투
7.2.3. Two-Weapon combat
Some characters can use two weapons at once. Setting things
up to do so can seem cumbersome but becomes second nature with
use. To wield two weapons, you need to use the "#twoweapon" com-
mand. But first you need to have a weapon in each hand. (Note
that your two weapons are not fully equal; the one in the hand
you normally wield with is considered primary and the other one
is considered secondary. The most noticeable difference is after
you stop wielding two
weapons at once. The primary is your wielded weapon and the sec-
ondary is just an item in your inventory that's been designated as alternate weapon.)
up to do so can seem cumbersome but becomes second nature with
use. To wield two weapons, you need to use the "#twoweapon" com-
mand. But first you need to have a weapon in each hand. (Note
that your two weapons are not fully equal; the one in the hand
you normally wield with is considered primary and the other one
is considered secondary. The most noticeable difference is after
you stop wielding two
weapons at once. The primary is your wielded weapon and the sec-
ondary is just an item in your inventory that's been designated as alternate weapon.)
If your primary weapon is wielded but your off hand is empty
or has the wrong weapon, use the sequence `x', `w', `x' to first
swap your primary into your off hand, wield whatever you want as
secondary weapon, then swap them both back into the intended
hands. If your secondary or alternate weapon is correct but your
primary one is not, simply use `w' to wield the primary. Lastly,
if neither hand holds the correct weapon, use `w', `x', `w' to
first wield the intended secondary, swap it to off hand, and then
wield the primary.
or has the wrong weapon, use the sequence `x', `w', `x' to first
swap your primary into your off hand, wield whatever you want as
secondary weapon, then swap them both back into the intended
hands. If your secondary or alternate weapon is correct but your
primary one is not, simply use `w' to wield the primary. Lastly,
if neither hand holds the correct weapon, use `w', `x', `w' to
first wield the intended secondary, swap it to off hand, and then
wield the primary.
The whole process can be simplified via use of the push-
weapon option. When it is enabled, then using `w' to wield some-
thing causes the currently wielded weapon to become your alter-
nate weapon. So the sequence `w', `w' can be used to first wield
the weapon you intend to be secondary, and then wield the one you
want as primary which will push the first into secondary posi-
tion.
weapon option. When it is enabled, then using `w' to wield some-
thing causes the currently wielded weapon to become your alter-
nate weapon. So the sequence `w', `w' can be used to first wield
the weapon you intend to be secondary, and then wield the one you
want as primary which will push the first into secondary posi-
tion.
When in two-weapon combat mode, using the `X' command tog-
gles back to single-weapon mode. Throwing or dropping either of
the weapons or having one of them be stolen or destroyed will al-
so make you revert to single-weapon combat.
gles back to single-weapon mode. Throwing or dropping either of
the weapons or having one of them be stolen or destroyed will al-
so make you revert to single-weapon combat.
7.3. 갑옷
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
ing the equivalent of no armor, and lower numbers meaning better
armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
tect yourself from their blows. Some types of armor offer better
protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
ing the equivalent of no armor, and lower numbers meaning better
armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
dragon scale mail 1
plate mail 3
crystal plate mail 3
bronze plate mail 4
splint mail 4
banded mail 4
dwarvish mithril-coat 4
elven mithril-coat 5
chain mail 5
orcish chain mail 6
scale mail 6
dragon scales 7
studded leather armor 7
ring mail 7
orcish ring mail 8
leather armor 8
leather jacket 9
no armor 10
plate mail 3
crystal plate mail 3
bronze plate mail 4
splint mail 4
banded mail 4
dwarvish mithril-coat 4
elven mithril-coat 5
chain mail 5
orcish chain mail 6
scale mail 6
dragon scales 7
studded leather armor 7
ring mail 7
orcish ring mail 8
leather armor 8
leather jacket 9
no armor 10
You can also wear other pieces of armor (for example hel-
mets, boots, shields, cloaks) to lower your armor class even fur-
ther, but you can only wear one item of each category (one suit
of armor, one cloak, one helmet, one shield, and so on) at a
time.
mets, boots, shields, cloaks) to lower your armor class even fur-
ther, but you can only wear one item of each category (one suit
of armor, one cloak, one helmet, one shield, and so on) at a
time.
If a piece of armor is enchanted, its armor protection will
be better (or worse) than normal, and its "plus" (or minus) will
subtract from your armor class. For example, a +1 chain mail
would give you better protection than normal chain mail, lowering
your armor class one unit further to 4. When you put on a piece
of armor, you immediately find out the armor class and any
"plusses" it provides. Cursed pieces of armor usually have nega-
tive enchantments (minuses) in addition to being unremovable.
be better (or worse) than normal, and its "plus" (or minus) will
subtract from your armor class. For example, a +1 chain mail
would give you better protection than normal chain mail, lowering
your armor class one unit further to 4. When you put on a piece
of armor, you immediately find out the armor class and any
"plusses" it provides. Cursed pieces of armor usually have nega-
tive enchantments (minuses) in addition to being unremovable.
Many types of armor are subject to some kind of damage like
rust. Such damage can be repaired. Some types of armor may in-
hibit spell casting.
rust. Such damage can be repaired. Some types of armor may in-
hibit spell casting.
The commands to use armor are `W' (wear) and `T' (take off).
The `A' command can also be used to take off armor as well as
other worn items.
The `A' command can also be used to take off armor as well as
other worn items.
7.4. 식품
7.4. Food (`%')
Food is necessary to survive. If you go too long without
eating you will faint, and eventually die of starvation. Some
types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins ("cans") will usual-
ly stay fresh, but ice boxes are heavy, and tins take a while to
open.
eating you will faint, and eventually die of starvation. Some
types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins ("cans") will usual-
ly stay fresh, but ice boxes are heavy, and tins take a while to
open.
When you kill monsters, they usually leave corpses which are
also "food." Many, but not all, of these are edible; some also
give you special powers when you eat them. A good rule of thumb
is "you are what you eat."
also "food." Many, but not all, of these are edible; some also
give you special powers when you eat them. A good rule of thumb
is "you are what you eat."
Some character roles and some monsters are vegetarian. Veg-
etarian monsters will typically never eat animal corpses, while
vegetarian players can, but with some rather unpleasant side-ef-
fects.
etarian monsters will typically never eat animal corpses, while
vegetarian players can, but with some rather unpleasant side-ef-
fects.
You can name one food item after something you like to eat
with the fruit option.
with the fruit option.
The command to eat food is `e'.
7.5. 두루마리
7.5. Scrolls (`?')
Scrolls are labeled with various titles, probably chosen by
ancient wizards for their amusement value (for example "READ ME,"
or "THANX MAUD" backwards). Scrolls disappear after you read
them (except for blank ones, without magic spells on them).
ancient wizards for their amusement value (for example "READ ME,"
or "THANX MAUD" backwards). Scrolls disappear after you read
them (except for blank ones, without magic spells on them).
One of the most useful of these is the scroll of identify,
which can be used to determine what another object is, whether it
is cursed or blessed, and how many uses it has left. Some ob-
jects of subtle enchantment are difficult to identify without
these.
is cursed or blessed, and how many uses it has left. Some ob-
jects of subtle enchantment are difficult to identify without
these.
A mail daemon may run up and deliver mail to you as a scroll
of mail (on versions compiled with this feature). To use this
feature on versions where NetHack mail delivery is triggered by
electronic mail appearing in your system mailbox, you must let
NetHack know where to look for new mail by setting the "MAIL" en-
vironment variable to the file name of your mailbox. You may al-
so want to set the "MAILREADER" environment variable to the file
name of your favorite reader, so NetHack can shell to it when you
read the scroll. On versions of NetHack where mail is randomly
generated internal to the game, these environment variables are
ignored. You can disable the mail daemon by turning off the mail
option.
of mail (on versions compiled with this feature). To use this
feature on versions where NetHack mail delivery is triggered by
electronic mail appearing in your system mailbox, you must let
NetHack know where to look for new mail by setting the "MAIL" en-
vironment variable to the file name of your mailbox. You may al-
so want to set the "MAILREADER" environment variable to the file
name of your favorite reader, so NetHack can shell to it when you
read the scroll. On versions of NetHack where mail is randomly
generated internal to the game, these environment variables are
ignored. You can disable the mail daemon by turning off the mail
option.
The command to read a scroll is `r'.
7.6. 물약
7.6. Potions (`!')
Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
the flask. They disappear after you quaff them.
Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
is the bane of the undead, so potions of holy water are good
things to throw (`t') at them. It is also sometimes very useful
to dip ("#dip") an object into a potion.
blessed or cursed, resulting in holy or unholy water. Holy water
is the bane of the undead, so potions of holy water are good
things to throw (`t') at them. It is also sometimes very useful
to dip ("#dip") an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. 지팡이
7.7. Wands (`/')
Wands usually have multiple magical charges. Some types of
wands require a direction in which to zap them. You can also zap
them at yourself (just give a `.' or `s' for the direction). Be
warned, however, for this is often unwise. Other types of wands
don't require a direction. The number of charges in a wand is
random and decreases by one whenever you use it.
wands require a direction in which to zap them. You can also zap
them at yourself (just give a `.' or `s' for the direction). Be
warned, however, for this is often unwise. Other types of wands
don't require a direction. The number of charges in a wand is
random and decreases by one whenever you use it.
When the number of charges left in a wand becomes zero, at-
tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
mana points from an otherwise spent wand, destroying it in the
process. A wand may be recharged by using suitable magic, but
doing so runs the risk of causing it to explode. The chance for
such an explosion starts out very small and increases each time
the wand is recharged.
tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
mana points from an otherwise spent wand, destroying it in the
process. A wand may be recharged by using suitable magic, but
doing so runs the risk of causing it to explode. The chance for
such an explosion starts out very small and increases each time
the wand is recharged.
In a truly desperate situation, when your back is up against
the wall, you might decide to go for broke and break your wand.
the wall, you might decide to go for broke and break your wand.
This is not for the faint of heart. Doing so will almost cer-
tainly cause a catastrophic release of magical energies.
When you have fully identified a particular wand, inventory
display will include additional information in parentheses: the
number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
display will include additional information in parentheses: the
number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
The command to use a wand is `z' (zap). To break one, use
the `a' (apply) command.
the `a' (apply) command.
7.8. 반지
7.8. Rings (`=')
Rings are very useful items, since they are relatively per-
manent magic, unlike the usually fleeting effects of potions,
scrolls, and wands.
manent magic, unlike the usually fleeting effects of potions,
scrolls, and wands.
Putting on a ring activates its magic. You can wear only
two rings, one on each ring finger.
two rings, one on each ring finger.
Most rings also cause you to grow hungry more rapidly, the
rate varying with the type of ring.
rate varying with the type of ring.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spellbooks
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
`r' (read) command, they transfer to the reader the knowledge of
a spell (and therefore eventually become unreadable) -- unless
the attempt backfires. Reading a cursed spellbook or one with
mystic runes beyond your ken can be harmful to your health!
`r' (read) command, they transfer to the reader the knowledge of
a spell (and therefore eventually become unreadable) -- unless
the attempt backfires. Reading a cursed spellbook or one with
mystic runes beyond your ken can be harmful to your health!
A spell (even when learned) can also backfire when you cast
it. If you attempt to cast a spell well above your experience
level, or if you have little skill with the appropriate spell
type, or cast it at a time when your luck is particularly bad,
you can end up wasting both the energy and the time required in
casting.
it. If you attempt to cast a spell well above your experience
level, or if you have little skill with the appropriate spell
type, or cast it at a time when your luck is particularly bad,
you can end up wasting both the energy and the time required in
casting.
Casting a spell calls forth magical energies and focuses
them with your naked mind. Some of the magical energy released
comes from within you. Casting temporarily drains your magical
power, which will slowly be recovered, and causes you to need ad-
ditional food. Casting of spells also requires practice. With
practice, your skill in each category of spell casting will im-
prove. Over time, however, your memory of each spell will dim,
and you will need to relearn it.
them with your naked mind. Some of the magical energy released
comes from within you. Casting temporarily drains your magical
power, which will slowly be recovered, and causes you to need ad-
ditional food. Casting of spells also requires practice. With
practice, your skill in each category of spell casting will im-
prove. Over time, however, your memory of each spell will dim,
and you will need to relearn it.
Some spells require a direction in which to cast them, simi-
lar to wands. To cast one at yourself, just give a `.' or `s'
for the direction. A few spells require you to pick a target lo-
cation rather than just specify a particular direction. Other spells don't require any direction or target.
lar to wands. To cast one at yourself, just give a `.' or `s'
for the direction. A few spells require you to pick a target lo-
cation rather than just specify a particular direction. Other spells don't require any direction or target.
Just as weapons are divided into groups in which a character
can become proficient (to varying degrees), spells are similarly
grouped. Successfully casting a spell exercises its skill group;
using the "#enhance" command to advance a sufficiently exercised
skill will affect all spells within the group. Advanced skill
may increase the potency of spells, reduce their risk of failure
during casting attempts, and improve the accuracy of the estimate
for how much longer they will be retained in your memory. Skill
slots are shared with weapons skills. (See also the section on
"Weapon proficiency".)
can become proficient (to varying degrees), spells are similarly
grouped. Successfully casting a spell exercises its skill group;
using the "#enhance" command to advance a sufficiently exercised
skill will affect all spells within the group. Advanced skill
may increase the potency of spells, reduce their risk of failure
during casting attempts, and improve the accuracy of the estimate
for how much longer they will be retained in your memory. Skill
slots are shared with weapons skills. (See also the section on
"Weapon proficiency".)
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
various types of armor may interfere with that.
The command to read a spellbook is the same as for scrolls,
`r' (read). The `+' command lists each spell you know along with
its level, skill category, chance of failure when casting, and an
estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
`r' (read). The `+' command lists each spell you know along with
its level, skill category, chance of failure when casting, and an
estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
7.10. 도구
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
tools have a limited number of uses, akin to wand charges. For
example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
tools have a limited number of uses, akin to wand charges. For
example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
The command to use a tool is `a' (apply).
7.10.1. 용기(容器)
7.10.1. Containers
You may encounter bags, boxes, and chests in your travels.
A tool of this sort can be opened with the "#loot" extended com-
mand when you are standing on top of it (that is, on the same
floor spot), or with the `a' (apply) command when you are carry-
ing it. However, chests are often locked, and are in any case
unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
kicking it with the `^D' command, or by using a weapon to force
the lock with the "#force" extended command.
A tool of this sort can be opened with the "#loot" extended com-
mand when you are standing on top of it (that is, on the same
floor spot), or with the `a' (apply) command when you are carry-
ing it. However, chests are often locked, and are in any case
unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
kicking it with the `^D' command, or by using a weapon to force
the lock with the "#force" extended command.
Some chests are trapped, causing nasty things to happen when
you unlock or open them. You can check for and try to deactivate
traps with the "#untrap" extended command.
you unlock or open them. You can check for and try to deactivate
traps with the "#untrap" extended command.
7.11. 부적
7.11. Amulets (`"')
Amulets are very similar to rings, and often more powerful.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
Only one amulet may be worn at a time, around your neck.
The commands to use amulets are the same as for rings, `P'
(put on) and `R' (remove).
(put on) and `R' (remove).
7.12. 보석
7.12. Gems (`*')
Some gems are valuable, and can be sold for a lot of gold.
They are also a far more efficient way of carrying your riches.
Valuable gems increase your score if you bring them with you when
you exit.
They are also a far more efficient way of carrying your riches.
Valuable gems increase your score if you bring them with you when
you exit.
Other small rocks are also categorized as gems, but they are
much less valuable. All rocks, however, can be used as projec-
tile weapons (if you have a sling). In the most desperate of
cases, you can still throw them by hand.
much less valuable. All rocks, however, can be used as projec-
tile weapons (if you have a sling). In the most desperate of
cases, you can still throw them by hand.
7.13. Large rocks
7.13. Large rocks (``')
Statues and boulders are not particularly useful, and are
generally heavy. It is rumored that some statues are not what
they seem.
generally heavy. It is rumored that some statues are not what
they seem.
Very large humanoids (giants and their ilk) have been known
to use boulders as weapons.
to use boulders as weapons.
For some configurations of the program, statues are no
longer shown as ``' but by the letter representing the monster
they depict instead.
longer shown as ``' but by the letter representing the monster
they depict instead.
7.14. 금화
7.14. Gold (`$')
Gold adds to your score, and you can buy things in shops
with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
7.15. 물체의 지속
7.15. Persistence of Objects
Normally, if you have seen an object at a particular map lo-
cation and move to another location where you can't directly see
that object any more, if will continue to be displayed on your
map. That remains the case even if it is not actually there any
more -- perhaps a monster has picked it up or it has rotted away
-- until you can see or feel that location again. One notable
exception is that if the object gets covered by the "remembered,
unseen monster" marker. When that marker is later removed after
you've verified that no monster is there, you will forget that
there was any object there regardless of whether the unseen mon-
ster actually took the object. If the object is still there,
then once you see or feel that location again you will re-discov-
er the object and resume remembering it.
cation and move to another location where you can't directly see
that object any more, if will continue to be displayed on your
map. That remains the case even if it is not actually there any
more -- perhaps a monster has picked it up or it has rotted away
-- until you can see or feel that location again. One notable
exception is that if the object gets covered by the "remembered,
unseen monster" marker. When that marker is later removed after
you've verified that no monster is there, you will forget that
there was any object there regardless of whether the unseen mon-
ster actually took the object. If the object is still there,
then once you see or feel that location again you will re-discov-
er the object and resume remembering it.
The situation is the same for a pile of objects, except that
only the top item of the pile is displayed. The hilite_pile op-
tion can be enabled in order to show an item differently when it
is the top one of a pile.
only the top item of the pile is displayed. The hilite_pile op-
tion can be enabled in order to show an item differently when it
is the top one of a pile.
8. 컨덕트
8. Conduct
As if winning NetHack were not difficult enough, certain
players seek to challenge themselves by imposing restrictions on
the way they play the game. The game automatically tracks some
of these challenges, which can be checked at any time with the
#conduct command or at the end of the game. When you perform an
action which breaks a challenge, it will no longer be listed.
This gives players extra "bragging rights" for winning the game
with these challenges. Note that it is perfectly acceptable to
win the game without resorting to these restrictions and that it
is unusual for players to adhere to challenges the first time
they win the game.
players seek to challenge themselves by imposing restrictions on
the way they play the game. The game automatically tracks some
of these challenges, which can be checked at any time with the
#conduct command or at the end of the game. When you perform an
action which breaks a challenge, it will no longer be listed.
This gives players extra "bragging rights" for winning the game
with these challenges. Note that it is perfectly acceptable to
win the game without resorting to these restrictions and that it
is unusual for players to adhere to challenges the first time
they win the game.
Several of the challenges are related to eating behavior.
The most difficult of these is the foodless challenge. Although
creatures can survive long periods of time without food, there is
a physiological need for water; thus there is no restriction on
drinking beverages, even if they provide some minor food bene-
fits. Calling upon your god for help with starvation does not
violate any food challenges either.
The most difficult of these is the foodless challenge. Although
creatures can survive long periods of time without food, there is
a physiological need for water; thus there is no restriction on
drinking beverages, even if they provide some minor food bene-
fits. Calling upon your god for help with starvation does not
violate any food challenges either.
A strict vegan diet is one which avoids any food derived
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
fungi (`F') are also considered to be vegetable matter. Certain
human food is prepared without animal products; namely, lembas
wafers, cram rations, food rations (gunyoki), K-rations, and C-
rations. Metal or another normally indigestible material eaten
while polymorphed into a creature that can digest it is also con-
sidered vegan food. Note however that eating such items still
counts against foodless conduct.
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
fungi (`F') are also considered to be vegetable matter. Certain
human food is prepared without animal products; namely, lembas
wafers, cram rations, food rations (gunyoki), K-rations, and C-
rations. Metal or another normally indigestible material eaten
while polymorphed into a creature that can digest it is also con-
sidered vegan food. Note however that eating such items still
counts against foodless conduct.
Vegetarians do not eat animals; however, they are less se-
lective about eating animal byproducts than vegans. In addition
to the vegan items listed above, they may eat any kind of pudding
(`P') other than the black puddings, eggs and food made from eggs
(fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
lective about eating animal byproducts than vegans. In addition
to the vegan items listed above, they may eat any kind of pudding
(`P') other than the black puddings, eggs and food made from eggs
(fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
Eating any kind of meat violates the vegetarian, vegan, and
foodless conducts. This includes tripe rations, the corpses or
tins of any monsters not mentioned above, and the various other
chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
corpse. Eating leather, dragon hide, or bone items while poly-
morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating an animal, although wax is only an animal byproduct.
foodless conducts. This includes tripe rations, the corpses or
tins of any monsters not mentioned above, and the various other
chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
corpse. Eating leather, dragon hide, or bone items while poly-
morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating an animal, although wax is only an animal byproduct.
Regardless of conduct, there will be some items which are
indigestible, and others which are hazardous to eat. Using a
swallow-and-digest attack against a monster is equivalent to eat-
ing the monster's corpse. Please note that the term "vegan" is
used here only in the context of diet. You are still free to
choose not to use or wear items derived from animals (e.g.
leather, dragon hide, bone, horns, coral), but the game will not
keep track of this for you. Also note that "milky" potions may
be a translucent white, but they do not contain milk, so they are
compatible with a vegan diet. Slime molds or player-defined
"fruits", although they could be anything from "cherries" to
"pork chops", are also assumed to be vegan.
indigestible, and others which are hazardous to eat. Using a
swallow-and-digest attack against a monster is equivalent to eat-
ing the monster's corpse. Please note that the term "vegan" is
used here only in the context of diet. You are still free to
choose not to use or wear items derived from animals (e.g.
leather, dragon hide, bone, horns, coral), but the game will not
keep track of this for you. Also note that "milky" potions may
be a translucent white, but they do not contain milk, so they are
compatible with a vegan diet. Slime molds or player-defined
"fruits", although they could be anything from "cherries" to
"pork chops", are also assumed to be vegan.
An atheist is one who rejects religion. This means that you
cannot #pray, #offer sacrifices to any god, #turn undead, or
#chat with a priest. Particularly selective readers may argue
that playing Monk or Priest characters should violate this con-
duct; that is a choice left to the player. Offering the Amulet
of Yendor to your god is necessary to win the game and is not
counted against this conduct. You are also not penalized for be-
ing spoken to by an angry god, priest(ess), or other religious
figure; a true atheist would hear the words but attach no special
meaning to them.
cannot #pray, #offer sacrifices to any god, #turn undead, or
#chat with a priest. Particularly selective readers may argue
that playing Monk or Priest characters should violate this con-
duct; that is a choice left to the player. Offering the Amulet
of Yendor to your god is necessary to win the game and is not
counted against this conduct. You are also not penalized for be-
ing spoken to by an angry god, priest(ess), or other religious
figure; a true atheist would hear the words but attach no special
meaning to them.
Most players fight with a wielded weapon (or tool intended
to be wielded as a weapon). Another challenge is to win the game
without using such a wielded weapon. You are still permitted to
throw, fire, and kick weapons; use a wand, spell, or other type
of item; or fight with your hands and feet.
to be wielded as a weapon). Another challenge is to win the game
without using such a wielded weapon. You are still permitted to
throw, fire, and kick weapons; use a wand, spell, or other type
of item; or fight with your hands and feet.
In NetHack, a pacifist refuses to cause the death of any
other monster (i.e. if you would get experience for the death).
This is a particularly difficult challenge, although it is still
possible to gain experience by other means.
other monster (i.e. if you would get experience for the death).
This is a particularly difficult challenge, although it is still
possible to gain experience by other means.
An illiterate character cannot read or write. This includes
reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
single "X" (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
win the game, is not counted against this conduct. The identity
of scrolls and spellbooks (and knowledge of spells) in your
starting inventory is assumed to be learned from your teachers
prior to the start of the game and isn't counted.
reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
single "X" (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
win the game, is not counted against this conduct. The identity
of scrolls and spellbooks (and knowledge of spells) in your
starting inventory is assumed to be learned from your teachers
prior to the start of the game and isn't counted.
There are several other challenges tracked by the game. It
is possible to eliminate one or more species of monsters by geno-
cide; playing without this feature is considered a challenge.
When the game offers you an opportunity to genocide monsters, you
may respond with the monster type "none" if you want to decline.
You can change the form of an item into another item of the same
type ("polypiling") or the form of your own body into another creature ("polyself") by wand, spell, or potion of polymorph;
avoiding these effects are each considered challenges. Polymor-
phing monsters, including pets, does not break either of these
challenges. Finally, you may sometimes receive wishes; a game
without an attempt to wish for any items is a challenge, as is a
game without wishing for an artifact (even if the artifact imme-
diately disappears). When the game offers you an opportunity to
make a wish for an item, you may choose "nothing" if you want to
decline.
is possible to eliminate one or more species of monsters by geno-
cide; playing without this feature is considered a challenge.
When the game offers you an opportunity to genocide monsters, you
may respond with the monster type "none" if you want to decline.
You can change the form of an item into another item of the same
type ("polypiling") or the form of your own body into another creature ("polyself") by wand, spell, or potion of polymorph;
avoiding these effects are each considered challenges. Polymor-
phing monsters, including pets, does not break either of these
challenges. Finally, you may sometimes receive wishes; a game
without an attempt to wish for any items is a challenge, as is a
game without wishing for an artifact (even if the artifact imme-
diately disappears). When the game offers you an opportunity to
make a wish for an item, you may choose "nothing" if you want to
decline.
9. 옵션
NetHack이 일을 처리함에 있어 개인의 입맛과 생각이 모두 제각각이기 때문에, NetHack이 어떻게 작동하는지를 변경하기 위한 여러 옵션들이 존재합니다.
9.1. 옵션 설정하기
옵션은 여러 방법으로 설정할 수 있습니다. 게임 내에서는, 'O' 명령어로 모든 옵션을 보거나 변경할 수 있습니다. 그리고 당신은 옵션을 설정 파일이나 NETHACKOPTIONS environment variable (환경 변수) 안에 입력함으로써 자동으로 설정할 수도 있습니다. 또한, NetHack의 일부 버전은 당신으로 하여금 게임을 시작하기 전에 옵션이나 시스템 관리자를 위한 공용 설정을 설정할 수 있게 해주는 프론트-엔드 프로그램을 가지고 있습니다.
9.2. configuration 파일 이용하기
9.2. Using a configuration file
The default name of the configuration file varies on different operating systems.On UNIX, Linux, and Mac OS X it is ".nethackrc" in the user's home directory. The file may not exist, but it is a normal ASCII text file and can be created with any text editor.
On Windows, it is ".nethackrc" in the folder "\%USERPROFILE%\NetHack\3.6". The file may not exist, but it is a normal ASCII text file can can be created with any text editor. After running NetHack for the first time, you should find a default template for the configuration file named ".nethackrc.template" in "\%USERPROFILE%\NetHack\3.6". If you had not created the configuration file, NetHack will create the configuration file for you using the default template file.
On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe.
Any line in the configuration file starting with `#' is
treated as a comment. Empty lines are ignored.
treated as a comment. Empty lines are ignored.
Any line beginning with `[' and ending in `]' is considered
a section marker. The text between the square brackets is the
section name. Lines after a section marker belong to that sec-
tion, and are ignored unless a CHOOSE statement was used to select that section. Section names are case insensitive.
a section marker. The text between the square brackets is the
section name. Lines after a section marker belong to that sec-
tion, and are ignored unless a CHOOSE statement was used to select that section. Section names are case insensitive.
You can use different configuration statements in the file,
some of which can be used multiple times. In general, the state-
ments are written in capital letters, followed by an equals sign,
followed by settings particular to that statement.
some of which can be used multiple times. In general, the state-
ments are written in capital letters, followed by an equals sign,
followed by settings particular to that statement.
Here is a list of allowed statements:
[ 펼치기 · 접기 ]
WIZKIT=~/wizkit.txt}}}
Here is an example of configuration file contents:
# Set your character's role, race, gender, and alignment.
OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
#
# Turn on autopickup, set automatically picked up object types
OPTIONS=autopickup,pickup_types:$"=/!?+
#
# Map customization
OPTIONS=color # Display things in color if possible
OPTIONS=lit_corridor # Show lit corridors differently
OPTIONS=hilite_pet,hilite_pile
# Replace small punctuation (tick marks) with digits
SYMBOLS=S_boulder:0,S_golem:7
#
# No startup splash screen. Windows GUI only.
OPTIONS=!splash_screen
OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
#
# Turn on autopickup, set automatically picked up object types
OPTIONS=autopickup,pickup_types:$"=/!?+
#
# Map customization
OPTIONS=color # Display things in color if possible
OPTIONS=lit_corridor # Show lit corridors differently
OPTIONS=hilite_pet,hilite_pile
# Replace small punctuation (tick marks) with digits
SYMBOLS=S_boulder:0,S_golem:7
#
# No startup splash screen. Windows GUI only.
OPTIONS=!splash_screen
9.3. NETHACKOPTIONS 환경 변수 이용하기
9.3. Using the NETHACKOPTIONS environment variable
The NETHACKOPTIONS variable is a comma-separated list of
initial values for the various options. Some can only be turned
on or off. You turn one of these on by adding the name of the
option to the list, and turn it off by typing a `!' or "no" be-
fore the name. Others take a character string as a value. You
can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
For example, to set up an environment variable so that colorinitial values for the various options. Some can only be turned
on or off. You turn one of these on by adding the name of the
option to the list, and turn it off by typing a `!' or "no" be-
fore the name. Others take a character string as a value. You
can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
is on, legacy is off, character name is set to "Blue Meanie", and
named fruit is set to "lime", you would enter the command
named fruit is set to "lime", you would enter the command
% setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
in csh (note the need to escape the `!' since it's special to
that shell), or the pair of commands
that shell), or the pair of commands
$ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
$ export NETHACKOPTIONS
$ export NETHACKOPTIONS
in sh, ksh, or bash.
The NETHACKOPTIONS value is effectively the same as a single
OPTIONS statement in a configuration file. The "OPTIONS=" prefix
is implied and comma separated options are processed from right
to left. Other types of configuration statements such as BIND or
MSGTYPE are not allowed.
OPTIONS statement in a configuration file. The "OPTIONS=" prefix
is implied and comma separated options are processed from right
to left. Other types of configuration statements such as BIND or
MSGTYPE are not allowed.
Instead of a comma-separated list of options, NETHACKOPTIONS
can be set to the full name of a configuration file you want to
use. If that full name doesn't start with a slash, precede it
with `@' (at-sign) to let NetHack know that the rest is intended
as a file name. If it does start with `/', the at-sign is op-
tional.
can be set to the full name of a configuration file you want to
use. If that full name doesn't start with a slash, precede it
with `@' (at-sign) to let NetHack know that the rest is intended
as a file name. If it does start with `/', the at-sign is op-
tional.
9.4. 커스터마이징
9.4. Customization options
Here are explanations of what the various options do. Char-
acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
Some options are persistent, and are saved and reloaded
along with the game. Changing a persistent option in the config-
uration file applies only to new games.
along with the game. Changing a persistent option in the config-
uration file applies only to new games.
acoustics
Enable messages about what your character hears (default on).
Note that this has nothing to do with your computer's audio ca-
pabilities. Persistent.
Note that this has nothing to do with your computer's audio ca-
pabilities. Persistent.
align
Your starting alignment (align:lawful, align:neutral, or
align:chaotic). You may specify just the first letter. The
default is to randomly pick an appropriate alignment. If you
prefix the value with `!' or "no", you will exclude that align-
ment from being picked randomly. Cannot be set with the `O'
command. Persistent.
align:chaotic). You may specify just the first letter. The
default is to randomly pick an appropriate alignment. If you
prefix the value with `!' or "no", you will exclude that align-
ment from being picked randomly. Cannot be set with the `O'
command. Persistent.
autodescribe
Automatically describe the terrain under cursor when asked to
get a location on the map (default true). The whatis_coord op-
tion controls whether the description includes map coordinates.
get a location on the map (default true). The whatis_coord op-
tion controls whether the description includes map coordinates.
autodig
Automatically dig if you are wielding a digging tool and moving
into a place that can be dug (default false). Persistent.
into a place that can be dug (default false). Persistent.
autoopen
Walking into a door attempts to open it (default true). Persis-
tent.
tent.
autopickup
Automatically pick up things onto which you move (default on).
Persistent. See pickup_types to refine the behavior.
Persistent. See pickup_types to refine the behavior.
autoquiver
This option controls what happens when you attempt the `f'
(fire) command when nothing is quivered or readied (default
false). When true, the computer will fill your quiver or
quiver sack or make ready some suitable weapon. Note that it
will not take into account the blessed/cursed status, enchant-
ment, damage, or quality of the weapon; you are free to manual-
ly fill your quiver or quiver sack or make ready with the `Q'
command instead. If no weapon is found or the option is false,
the `t' (throw) command is executed instead. Persistent.
(fire) command when nothing is quivered or readied (default
false). When true, the computer will fill your quiver or
quiver sack or make ready some suitable weapon. Note that it
will not take into account the blessed/cursed status, enchant-
ment, damage, or quality of the weapon; you are free to manual-
ly fill your quiver or quiver sack or make ready with the `Q'
command instead. If no weapon is found or the option is false,
the `t' (throw) command is executed instead. Persistent.
blind
Start the character permanently blind (default false). Persis-
tent.
tent.
bones
Allow saving and loading bones files (default true). Persis-
tent.
tent.
boulder
Set the character used to display boulders (default is the
"large rock" class symbol, ``').
"large rock" class symbol, ``').
catname
Name your starting cat (for example "catname:Morris"). Cannot
be set with the `O' command.
be set with the `O' command.
character
Synonym for "role" to pick the type of your character (for ex-
ample "character:Monk"). See role for more details.
ample "character:Monk"). See role for more details.
checkpoint
Save game state after each level change, for possible recovery
after program crash (default on). Persistent.
after program crash (default on). Persistent.
checkspace
Check free disk space before writing files to disk (default
on). You may have to turn this off if you have more than 2 GB
free space on the partition used for your save and level files
(because too much space might overflow the calculation and end
up looking like insufficient space). Only applies when MFLOPPY
was defined during compilation.
on). You may have to turn this off if you have more than 2 GB
free space on the partition used for your save and level files
(because too much space might overflow the calculation and end
up looking like insufficient space). Only applies when MFLOPPY
was defined during compilation.
clicklook
Allows looking at things on the screen by navigating the mouse
over them and clicking the right mouse button (default off).
over them and clicking the right mouse button (default off).
cmdassist
Have the game provide some additional command assistance for
new players if it detects some anticipated mistakes (default
on).
new players if it detects some anticipated mistakes (default
on).
confirm
Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on). Persistent.
peaceable creatures (default on). Persistent.
dark_room
Show out-of-sight areas of lit rooms (default on). Persistent.
disclose
Controls what information the program reveals when the game
ends. Value is a space separated list of prompting/category
pairs (default is "ni na nv ng nc no", prompt with default re-
sponse of `n' for each candidate). Persistent. The possibili-
ties are:
ends. Value is a space separated list of prompting/category
pairs (default is "ni na nv ng nc no", prompt with default re-
sponse of `n' for each candidate). Persistent. The possibili-
ties are:
i - disclose your inventory;
a - disclose your attributes;
v - summarize monsters that have been vanquished;
g - list monster species that have been genocided;
c - display your conduct;
o - display dungeon overview.
a - disclose your attributes;
v - summarize monsters that have been vanquished;
g - list monster species that have been genocided;
c - display your conduct;
o - display dungeon overview.
Each disclosure possibility can optionally be preceded by a
prefix which lets you refine how it behaves. Here are the
valid prefixes:
prefix which lets you refine how it behaves. Here are the
valid prefixes:
y - prompt you and default to yes on the prompt;
n - prompt you and default to no on the prompt;
+ - disclose it without prompting;
- - do not disclose it and do not prompt.
n - prompt you and default to no on the prompt;
+ - disclose it without prompting;
- - do not disclose it and do not prompt.
The listing of vanquished monsters can be sorted, so there are
two additional choices for `v':
two additional choices for `v':
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
# - disclose it without prompting, ask for sort order.
Asking refers to picking one of the orderings from a menu. The
`+' disclose without prompting choice, or being prompted and
answering `y' rather than `a', will default to showing monsters
in the traditional order, from high level to low level.
`+' disclose without prompting choice, or being prompted and
answering `y' rather than `a', will default to showing monsters
in the traditional order, from high level to low level.
Omitted categories are implicitly added with `n' prefix. Spec-
ified categories with omitted prefix implicitly use `+' prefix.
Order of the disclosure categories does not matter, program
display for end-of-game disclosure follows a set sequence.
ified categories with omitted prefix implicitly use `+' prefix.
Order of the disclosure categories does not matter, program
display for end-of-game disclosure follows a set sequence.
(for example "disclose:yi na +v -g o") The example sets inven-
tory to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, genocid-
ed to not disclose and not prompt, conduct to implicitly prompt
and default to no, and overview to disclose without prompting.
tory to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, genocid-
ed to not disclose and not prompt, conduct to implicitly prompt
and default to no, and overview to disclose without prompting.
Note that the vanquished monsters list includes all monsters
killed by traps and each other as well as by you. And the dun-
geon overview shows all levels you had visited but does not re-
veal things about them that you hadn't discovered.
killed by traps and each other as well as by you. And the dun-
geon overview shows all levels you had visited but does not re-
veal things about them that you hadn't discovered.
dogname
Name your starting dog (for example "dogname:Fang"). Cannot be
set with the `O' command.
set with the `O' command.
extmenu
Changes the extended commands interface to pop-up a menu of
available commands. It is keystroke compatible with the tradi-
tional interface except that it does not require that you hit
Enter. It is implemented for the tty interface (default off).
available commands. It is keystroke compatible with the tradi-
tional interface except that it does not require that you hit
Enter. It is implemented for the tty interface (default off).
For the X11 interface, which always uses a menu for choosing an
extended command, it controls whether the menu shows all avail-
able commands (on) or just the subset of commands which have
traditionally been considered extended ones (off).
extended command, it controls whether the menu shows all avail-
able commands (on) or just the subset of commands which have
traditionally been considered extended ones (off).
female
An obsolete synonym for "gender:female". Cannot be set with
the `O' command.
the `O' command.
fixinv
An object's inventory letter sticks to it when it's dropped
(default on). If this is off, dropping an object shifts all
the remaining inventory letters. Persistent.
(default on). If this is off, dropping an object shifts all
the remaining inventory letters. Persistent.
force_invmenu
Commands asking for an inventory item show a menu instead of a
text query with possible menu letters. Default is off.
text query with possible menu letters. Default is off.
fruit
Name a fruit after something you enjoy eating (for example
"fruit:mango") (default "slime mold"). Basically a nostalgic
whimsy that NetHack uses from time to time. You should set
this to something you find more appetizing than slime mold.
Apples, oranges, pears, bananas, and melons already exist in
NetHack, so don't use those.
"fruit:mango") (default "slime mold"). Basically a nostalgic
whimsy that NetHack uses from time to time. You should set
this to something you find more appetizing than slime mold.
Apples, oranges, pears, bananas, and melons already exist in
NetHack, so don't use those.
gender
Your starting gender (gender:male or gender:female). You may
specify just the first letter. Although you can still denote
your gender using the "male" and "female" options, the "gender"
option will take precedence. The default is to randomly pick
an appropriate gender. If you prefix the value with `!' or
"no", you will exclude that gender from being picked randomly.
specify just the first letter. Although you can still denote
your gender using the "male" and "female" options, the "gender"
option will take precedence. The default is to randomly pick
an appropriate gender. If you prefix the value with `!' or
"no", you will exclude that gender from being picked randomly.
Cannot be set with the `O' command. Persistent.
goldX
When filtering objects based on bless/curse state (BUCX),
whether to treat gold pieces as X (unknown bless/curse state,
when "on") or U (known to be uncursed, when "off", the de-
fault). Gold is never blessed or cursed, but it is not de-
scribed as "uncursed" even when the implicit_uncursed option is
"off".
whether to treat gold pieces as X (unknown bless/curse state,
when "on") or U (known to be uncursed, when "off", the de-
fault). Gold is never blessed or cursed, but it is not de-
scribed as "uncursed" even when the implicit_uncursed option is
"off".
help
If more information is available for an object looked at with
the `/' command, ask if you want to see it (default on). Turn-
ing help off makes just looking at things faster, since you
aren't interrupted with the "More info?" prompt, but it also
means that you might miss some interesting and/or important in-
formation. Persistent.
the `/' command, ask if you want to see it (default on). Turn-
ing help off makes just looking at things faster, since you
aren't interrupted with the "More info?" prompt, but it also
means that you might miss some interesting and/or important in-
formation. Persistent.
herecmd_menu
When using a windowport that supports mouse and clicking on
yourself or next to you, show a menu of possible actions for
the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
mands.
yourself or next to you, show a menu of possible actions for
the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
mands.
hilite_pet
Visually distinguish pets from similar animals (default off).
The behavior of this option depends on the type of windowing
you use. In text windowing, text highlighting or inverse video
is often used; with tiles, generally displays a heart symbol
near pets.
The behavior of this option depends on the type of windowing
you use. In text windowing, text highlighting or inverse video
is often used; with tiles, generally displays a heart symbol
near pets.
With the curses interface, the petattr option controls how to
highlight pets and setting it will turn the hilite_pet option
on or off as warranted.
highlight pets and setting it will turn the hilite_pet option
on or off as warranted.
hilite_pile
Visually distinguish piles of objects from individual objects
(default off). The behavior of this option depends on the type
of windowing you use. In text windowing, text highlighting or
inverse video is often used; with tiles, generally displays a
small plus-symbol beside the object on the top of the pile.
(default off). The behavior of this option depends on the type
of windowing you use. In text windowing, text highlighting or
inverse video is often used; with tiles, generally displays a
small plus-symbol beside the object on the top of the pile.
hitpointbar
Show a hit point bar graph behind your name and title. Only
available for TTY and Windows GUI, and only when statushilites
is on.
available for TTY and Windows GUI, and only when statushilites
is on.
horsename
Name your starting horse (for example "horsename:Trigger").
Cannot be set with the `O' command.
Cannot be set with the `O' command.
ignintr
Ignore interrupt signals, including breaks (default off). Per-
sistent.
sistent.
implicit_uncursed
Omit "uncursed" from inventory lists, if possible (default on).
legacy
Display an introductory message when starting the game (default
on). Persistent.
on). Persistent.
lit_corridor
Show corridor squares seen by night vision or a light source
held by your character as lit (default off). Persistent.
held by your character as lit (default off). Persistent.
lootabc
When using a menu to interact with a container, use the old
`a', `b', and `c' keyboard shortcuts rather than the mnemonics
`o', `i', and `b' (default off). Persistent.
`a', `b', and `c' keyboard shortcuts rather than the mnemonics
`o', `i', and `b' (default off). Persistent.
mail
Enable mail delivery during the game (default on). Persistent.
male
An obsolete synonym for "gender:male". Cannot be set with the
`O' command.
`O' command.
mention_walls
Give feedback when walking against a wall (default off).
menucolors
Enable coloring menu lines (default off). See "Configuring
Menu Colors" on how to configure the colors.
Menu Colors" on how to configure the colors.
menustyle
Controls the interface used when you need to choose various ob-
jects (in response to the Drop command, for instance). The
value specified should be the first letter of one of the fol-
lowing: traditional, combination, full, or partial. Tradi-
tional was the only interface available for early versions; it
consists of a prompt for object class characters, followed by
an object-by-object prompt for all items matching the selected
object class(es). Combination starts with a prompt for object
class(es) of interest, but then displays a menu of matching ob-
jects rather than prompting one-by-one. Full displays a menu
of object classes rather than a character prompt, and then a
menu of matching objects for selection. Partial skips the ob-
ject class filtering and immediately displays a menu of all ob-
jects. Persistent.
jects (in response to the Drop command, for instance). The
value specified should be the first letter of one of the fol-
lowing: traditional, combination, full, or partial. Tradi-
tional was the only interface available for early versions; it
consists of a prompt for object class characters, followed by
an object-by-object prompt for all items matching the selected
object class(es). Combination starts with a prompt for object
class(es) of interest, but then displays a menu of matching ob-
jects rather than prompting one-by-one. Full displays a menu
of object classes rather than a character prompt, and then a
menu of matching objects for selection. Partial skips the ob-
ject class filtering and immediately displays a menu of all ob-
jects. Persistent.
menu_deselect_all
Menu character accelerator to deselect all items in a menu.
Implemented by the Amiga, Gem, X11 and tty ports. Default `-'.
Implemented by the Amiga, Gem, X11 and tty ports. Default `-'.
menu_deselect_page
Menu character accelerator to deselect all items on this page
of a menu. Implemented by the Amiga, Gem and tty ports. De-
fault `\'.
of a menu. Implemented by the Amiga, Gem and tty ports. De-
fault `\'.
menu_first_page
Menu character accelerator to jump to the first page in a menu.
Implemented by the Amiga, Gem and tty ports. Default `^'.
Implemented by the Amiga, Gem and tty ports. Default `^'.
menu_headings
Controls how the headings in a menu are highlighted. Values
are "none", "bold", "dim", "underline", "blink", or "inverse".
Not all ports can actually display all types.
are "none", "bold", "dim", "underline", "blink", or "inverse".
Not all ports can actually display all types.
menu_invert_all
Menu character accelerator to invert all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default `@'.
plemented by the Amiga, Gem, X11 and tty ports. Default `@'.
menu_invert_page
Menu character accelerator to invert all items on this page of
a menu. Implemented by the Amiga, Gem and tty ports. Default
`~'.
a menu. Implemented by the Amiga, Gem and tty ports. Default
`~'.
menu_last_page
Menu character accelerator to jump to the last page in a menu.
Implemented by the Amiga, Gem and tty ports. Default `|'.
Implemented by the Amiga, Gem and tty ports. Default `|'.
menu_next_page
Menu character accelerator to goto the next menu page. Imple-
mented by the Amiga, Gem and tty ports. Default `>'.
mented by the Amiga, Gem and tty ports. Default `>'.
menu_objsyms
Show object symbols in menu headings in menus where the object
symbols act as menu accelerators (default off).
symbols act as menu accelerators (default off).
menu_overlay
Do not clear the screen before drawing menus, and align menus
to the right edge of the screen. Only for the tty port. (de-
fault on)
to the right edge of the screen. Only for the tty port. (de-
fault on)
menu_previous_page
Menu character accelerator to goto the previous menu page. Im-
plemented by the Amiga, Gem and tty ports. Default `<'.
plemented by the Amiga, Gem and tty ports. Default `<'.
menu_search
Menu character accelerator to search for a menu item. Imple-
mented by the Amiga, Gem, X11 and tty ports. Default `:'.
mented by the Amiga, Gem, X11 and tty ports. Default `:'.
menu_select_all
Menu character accelerator to select all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default `.'.
plemented by the Amiga, Gem, X11 and tty ports. Default `.'.
menu_select_page
Menu character accelerator to select all items on this page of
a menu. Implemented by the Amiga, Gem and tty ports. Default
`,'.
a menu. Implemented by the Amiga, Gem and tty ports. Default
`,'.
monpolycontrol
Prompt for new form whenever any monster changes shape (default off). Debug mode only.
mouse_support
Allow use of the mouse for input and travel. Valid settings
are:
are:
0 - disabled
- - enabled and make OS adjustments to support mouse use
2 - like 1 but does not make any OS adjustments
Omitting a value is the same as specifying 1 and negating
mouse_support is the same as specifying 0.
mouse_support is the same as specifying 0.
msghistory
The number of top line messages to keep (and be able to recall
with `^P') (default 20). Cannot be set with the `O' command.
with `^P') (default 20). Cannot be set with the `O' command.
msg_window
Allows you to change the way recalled messages are displayed.
Currently it is only supported for tty (all four choices) and
for curses (`f' and `r' choices, default `r'). The possible
values are:
Currently it is only supported for tty (all four choices) and
for curses (`f' and `r' choices, default `r'). The possible
values are:
s - single message (default; only choice prior to 3.4.0);
c - combination, two messages as "single", then as "full";
f - full window, oldest message first;
r - full window reversed, newest message first.
c - combination, two messages as "single", then as "full";
f - full window, oldest message first;
r - full window reversed, newest message first.
For backward compatibility, no value needs to be specified
(which defaults to "full"), or it can be negated (which
defaults to "single").
(which defaults to "full"), or it can be negated (which
defaults to "single").
name
Set your character's name (defaults to your user name). You
can also set your character's role by appending a dash and one
or more letters of the role (that is, by suffixing one of -A -B
-C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
role, then a random one will be automatically chosen. Cannot
be set with the `O' command.
can also set your character's role by appending a dash and one
or more letters of the role (that is, by suffixing one of -A -B
-C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
role, then a random one will be automatically chosen. Cannot
be set with the `O' command.
news
Read the NetHack news file, if present (default on). Since the
news is shown at the beginning of the game, there's no point in
setting this with the `O' command.
news is shown at the beginning of the game, there's no point in
setting this with the `O' command.
nudist
Start the character with no armor (default false). Persistent.
null
Send padding nulls to the terminal (default on). Persistent.
number_pad
Use digit keys instead of letters to move (default 0 or off).
Valid settings are:
Valid settings are:
0 - move by letters; "yuhjklbn"
- - move by numbers; digit `5' acts as `G' movement prefix
2 - like 1 but `5' works as `g' prefix instead of as `G'
3 - by numbers using phone key layout; 123 above, 789 below
4 - combines 3 with 2; phone layout plus MS-DOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
3 - by numbers using phone key layout; 123 above, 789 below
4 - combines 3 with 2; phone layout plus MS-DOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
For backward compatibility, omitting a value is the same as
specifying 1 and negating number_pad is the same as specifying
0. (Settings 2 and 4 are for compatibility with MS-DOS or old
PC Hack; in addition to the different behavior for `5', `Alt-5'
acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
date some QWERTZ keyboards which have the location of the `y'
and `z' keys swapped.) When moving by numbers, to enter a
count prefix for those commands which accept one (such as "12s"
to search twelve times), precede it with the letter `n'
("n12s").
specifying 1 and negating number_pad is the same as specifying
0. (Settings 2 and 4 are for compatibility with MS-DOS or old
PC Hack; in addition to the different behavior for `5', `Alt-5'
acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
date some QWERTZ keyboards which have the location of the `y'
and `z' keys swapped.) When moving by numbers, to enter a
count prefix for those commands which accept one (such as "12s"
to search twelve times), precede it with the letter `n'
("n12s").
packorder
Specify the order to list object types in (default
"")[%?+!=/(*`0_"). The value of this option should be a string
containing the symbols for the various object types. Any omit-
ted types are filled in at the end from the previous order.
"")[%?+!=/(*`0_"). The value of this option should be a string
containing the symbols for the various object types. Any omit-
ted types are filled in at the end from the previous order.
paranoid_confirmation
A space separated list of specific situations where alternate
prompting is desired. The default is paranoid_confirma-
tion:pray.
prompting is desired. The default is paranoid_confirma-
tion:pray.
Confirm - for any prompts which are set to require "yes"
quit - require "yes" rather than `y' to confirm quitting
die - require "yes" rather than `y' to confirm dying
bones - require "yes" rather than `y' to confirm saving
attack - require "yes" rather than `y' to confirm attack-
wand-break - require "yes" rather than `y' to confirm breaking
eating - require "yes" rather than `y' to confirm whether
Were-change - require "yes" rather than `y' to confirm changing
pray - require `y' to confirm an attempt to pray rather
Remove - require selection from inventory for `R' and `T'
rather than `y', also require "no" to reject in-
stead of accepting any non-yes response as no
stead of accepting any non-yes response as no
quit - require "yes" rather than `y' to confirm quitting
the game or switching into non-scoring explore
mode;
mode;
die - require "yes" rather than `y' to confirm dying
(not useful in normal play; applies to explore
mode);
mode);
bones - require "yes" rather than `y' to confirm saving
bones data when dying in debug mode;
attack - require "yes" rather than `y' to confirm attack-
ing a peaceful monster;
wand-break - require "yes" rather than `y' to confirm breaking
a wand;
eating - require "yes" rather than `y' to confirm whether
to continue eating;
Were-change - require "yes" rather than `y' to confirm changing
form due to lycanthropy when hero has polymorph
control;
control;
pray - require `y' to confirm an attempt to pray rather
than immediately praying; on by default;
Remove - require selection from inventory for `R' and `T'
commands even when wearing just one applicable
item.
item.
all - turn on all of the above.
By default, the pray choice is enabled, the others disabled.
To disable it without setting any of the other choices, use
"paranoid_confirmation:none". To keep it enabled while setting
any of the others, include it in the list, such as "para-
noid_confirmation:attack pray Remove".
To disable it without setting any of the other choices, use
"paranoid_confirmation:none". To keep it enabled while setting
any of the others, include it in the list, such as "para-
noid_confirmation:attack pray Remove".
perm_invent
If true, always display your current inventory in a window.
This only makes sense for windowing system interfaces that im-
plement this feature.
This only makes sense for windowing system interfaces that im-
plement this feature.
petattr
Specifies one or more text highlighting attributes to use when
showing pets on the map. Effectively a superset of the
hilite_pet boolean option. Curses interface only; value is one
or more of the following letters.
showing pets on the map. Effectively a superset of the
hilite_pet boolean option. Curses interface only; value is one
or more of the following letters.
n - Normal text (no highlighting)
i - Inverse video (default)
b - Bold text
u - Underlined text
k - blinKing text
d - Dim text
t - iTalic text
l - Left line indicator
r - Right line indicator
i - Inverse video (default)
b - Bold text
u - Underlined text
k - blinKing text
d - Dim text
t - iTalic text
l - Left line indicator
r - Right line indicator
Some of those choices might not work, particularly the final
three, depending upon terminal hardware or terminal emulation
software.
three, depending upon terminal hardware or terminal emulation
software.
Currently multiple highlight-style letters can be combined by
simply stringing them together (for example, "bk"), but in the
future they might require being separated by plus signs (such
as "b+k", which works already). When using the `n' choice, it
should be specified on its own, not in combination with any of
the other letters.
simply stringing them together (for example, "bk"), but in the
future they might require being separated by plus signs (such
as "b+k", which works already). When using the `n' choice, it
should be specified on its own, not in combination with any of
the other letters.
pettype
Specify the type of your initial pet, if you are playing a
character class that uses multiple types of pets; or choose to
have no initial pet at all. Possible values are "cat", "dog",
"horse", and "none". If the choice is not allowed for the role
you are currently playing, it will be silently ignored. For
example, "horse" will only be honored when playing a knight.
Cannot be set with the `O' command.
character class that uses multiple types of pets; or choose to
have no initial pet at all. Possible values are "cat", "dog",
"horse", and "none". If the choice is not allowed for the role
you are currently playing, it will be silently ignored. For
example, "horse" will only be honored when playing a knight.
Cannot be set with the `O' command.
pickup_burden
When you pick up an item that would exceed this encumbrance
level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
or overLoaded), you will be asked if you want to continue.
(Default `S'). Persistent.
level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
or overLoaded), you will be asked if you want to continue.
(Default `S'). Persistent.
pickup_thrown
If this option is on and autopickup is also on, try to pick up
things that you threw, even if they aren't in pickup_types or
match an autopickup exception. Default is on. Persistent.
things that you threw, even if they aren't in pickup_types or
match an autopickup exception. Default is on. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on.
Default is all types. You can use autopickup_exception config-
uration file lines to further refine autopickup behavior. Per-
sistent.
Default is all types. You can use autopickup_exception config-
uration file lines to further refine autopickup behavior. Per-
sistent.
pile_limit
When walking across a pile of objects on the floor, threshold
at which the message "there are few/several/many objects here"
is given instead of showing a popup list of those objects. A
value of 0 means "no limit" (always list the objects); a value
of 1 effectively means "never show the objects" since the pile
size will always be at least that big; default value is 5.
Persistent.
at which the message "there are few/several/many objects here"
is given instead of showing a popup list of those objects. A
value of 0 means "no limit" (always list the objects); a value
of 1 effectively means "never show the objects" since the pile
size will always be at least that big; default value is 5.
Persistent.
playmode
Values are "normal", "explore", or "debug". Allows selection
of explore mode (also known as discovery mode) or debug mode
(also known as wizard mode) instead of normal play. Debug mode
might only be allowed for someone logged in under a particular
user name (on multi-user systems) or specifying a particular
character name (on single-user systems) or it might be disabled
entirely. Requesting it when not allowed or not possible re-
sults in explore mode instead. Default is normal play.
of explore mode (also known as discovery mode) or debug mode
(also known as wizard mode) instead of normal play. Debug mode
might only be allowed for someone logged in under a particular
user name (on multi-user systems) or specifying a particular
character name (on single-user systems) or it might be disabled
entirely. Requesting it when not allowed or not possible re-
sults in explore mode instead. Default is normal play.
pushweapon
Using the `w' (wield) command when already wielding something
pushes the old item into your alternate weapon slot (default
off). Likewise for the `a' (apply) command if it causes the
applied item to become wielded. Persistent.
pushes the old item into your alternate weapon slot (default
off). Likewise for the `a' (apply) command if it causes the
applied item to become wielded. Persistent.
race
Selects your race (for example, "race:human"). Default is ran-
dom. If you prefix the value with `!' or "no", you will ex-
clude that race from being picked randomly. Cannot be set with
the `O' command. Persistent.
dom. If you prefix the value with `!' or "no", you will ex-
clude that race from being picked randomly. Cannot be set with
the `O' command. Persistent.
rest_on_space
Make the space bar a synonym for the `.' (#wait) command (de-
fault off). Persistent.
fault off). Persistent.
role
Pick your type of character (for example "role:Samurai"); syn-
onym for "character". See "name" for an alternate method of
specifying your role. Normally only the first letter of the
value is examined; `r' is an exception with "Rogue", "Ranger",
and "random" values. If you prefix the value with `!' or "no",
you will exclude that role from being picked randomly. Cannot
be set with the `O' command. Persistent.
onym for "character". See "name" for an alternate method of
specifying your role. Normally only the first letter of the
value is examined; `r' is an exception with "Rogue", "Ranger",
and "random" values. If you prefix the value with `!' or "no",
you will exclude that role from being picked randomly. Cannot
be set with the `O' command. Persistent.
roguesymset
This option may be used to select one of the named symbol sets
found within "symbols" to alter the symbols displayed on the
screen on the rogue level.
found within "symbols" to alter the symbols displayed on the
screen on the rogue level.
rlecomp
When writing out a save file, perform run length compression of
the map. Not all ports support run length compression. It has
no effect on reading an existing save file.
the map. Not all ports support run length compression. It has
no effect on reading an existing save file.
runmode
Controls the amount of screen updating for the map window when
engaged in multi-turn movement (running via shift+direction or
control+direction and so forth, or via the travel command or
mouse click). The possible values are:
engaged in multi-turn movement (running via shift+direction or
control+direction and so forth, or via the travel command or
mouse click). The possible values are:
teleport - update the map after movement has finished;
run - update the map after every seven or so steps;
walk - update the map after each step;
crawl - like walk, but pause briefly after each step.
run - update the map after every seven or so steps;
walk - update the map after each step;
crawl - like walk, but pause briefly after each step.
This option only affects the game's screen display, not the ac-
tual results of moving. The default is "run"; versions prior
to 3.4.1 used "teleport" only. Whether or not the effect is
noticeable will depend upon the window port used or on the type
of terminal. Persistent.
tual results of moving. The default is "run"; versions prior
to 3.4.1 used "teleport" only. Whether or not the effect is
noticeable will depend upon the window port used or on the type
of terminal. Persistent.
safe_pet
Prevent you from (knowingly) attacking your pets (default on).
Persistent.
Persistent.
sanity_check
Evaluate monsters, objects, and map prior to each turn (default
off). Debug mode only.
off). Debug mode only.
scores
Control what parts of the score list you are shown at the end
(for example "scores:5 top scores/4 around my score/own
scores"). Only the first letter of each category (`t', `a', or
`o') is necessary. Persistent.
(for example "scores:5 top scores/4 around my score/own
scores"). Only the first letter of each category (`t', `a', or
`o') is necessary. Persistent.
showexp
Show your accumulated experience points on bottom line (default
off). Persistent.
off). Persistent.
showrace
Display yourself as the glyph for your race, rather than the
glyph for your role (default off). Note that this setting af-
fects only the appearance of the display, not the way the game
treats you. Persistent.
glyph for your role (default off). Note that this setting af-
fects only the appearance of the display, not the way the game
treats you. Persistent.
showscore
Show your approximate accumulated score on bottom line (default
off). Persistent.
off). Persistent.
silent
Suppress terminal beeps (default on). Persistent.
sortloot
Controls the sorting behavior of the pickup lists for inventory
and #loot commands and some others. Persistent. The possible
values are:
and #loot commands and some others. Persistent. The possible
values are:
full - always sort the lists;
loot - only sort the lists that don't use inventory letters,
none - show lists the traditional way without sorting.
loot - only sort the lists that don't use inventory letters,
like with the #loot and pickup commands;
none - show lists the traditional way without sorting.
sortpack
Sort the pack contents by type when displaying inventory (de-
fault on). Persistent.
fault on). Persistent.
sparkle
Display a sparkly effect when a monster (including yourself) is
hit by an attack to which it is resistant (default on). Per-
sistent.
hit by an attack to which it is resistant (default on). Per-
sistent.
standout
Boldface monsters and " " (default off). Persistent.
statushilites
Controls how many turns status hilite behaviors highlight the
field. If negated or set to zero, disables status hiliting.
See "Configuring Status Hilites" for further information.
field. If negated or set to zero, disables status hiliting.
See "Configuring Status Hilites" for further information.
status_updates
Allow updates to the status lines at the bottom of the screen
(default true).
(default true).
suppress_alert
This option may be set to a NetHack version level to suppress
alert notification messages about feature changes for that and
prior versions (for example "suppress_alert:3.3.1").
alert notification messages about feature changes for that and
prior versions (for example "suppress_alert:3.3.1").
symset
This option may be used to select one of the named symbol sets
found within "symbols" to alter the symbols displayed on the
screen. Use "symset:default" to explicitly select the default
symbols.
found within "symbols" to alter the symbols displayed on the
screen. Use "symset:default" to explicitly select the default
symbols.
time
Show the elapsed game time in turns on bottom line (default
off). Persistent.
off). Persistent.
timed_delay
When pausing momentarily for display effect, such as with ex-
plosions and moving objects, use a timer rather than sending
extra characters to the screen. (Applies to "tty" interface
only; "X11" interface always uses a timer based delay. The default is on if configured into the program.) Persistent.
plosions and moving objects, use a timer rather than sending
extra characters to the screen. (Applies to "tty" interface
only; "X11" interface always uses a timer based delay. The default is on if configured into the program.) Persistent.
tombstone
Draw a tombstone graphic upon your death (default on). Persis-
tent.
tent.
toptenwin
Put the ending display in a NetHack window instead of on stdout
(default off). Setting this option makes the score list visi-
ble when a windowing version of NetHack is started without a
parent window, but it no longer leaves the score list around
after game end on a terminal or emulating window.
(default off). Setting this option makes the score list visi-
ble when a windowing version of NetHack is started without a
parent window, but it no longer leaves the score list around
after game end on a terminal or emulating window.
travel
Allow the travel command (default on). Turning this option off
will prevent the game from attempting unintended moves if you
make inadvertent mouse clicks on the map window. Persistent.
will prevent the game from attempting unintended moves if you
make inadvertent mouse clicks on the map window. Persistent.
verbose
Provide more commentary during the game (default on). Persis-
tent.
tent.
whatis_coord
When using the `/' or `;' commands to look around on the map
with autodescribe on, display coordinates after the descrip-
tion. Also works in other situations where you are asked to
pick a location.
with autodescribe on, display coordinates after the descrip-
tion. Also works in other situations where you are asked to
pick a location.
The possible settings are:
c - compass ("east" or "3s" or "2n,4w");
f - full compass ("east" or "3south" or "2north,4west");
m - map (map column x=0 is not used);
s - screen [row,column] (row is offset to match tty usage);
n - none (no coordinates shown) [default].
f - full compass ("east" or "3south" or "2north,4west");
m - map
s - screen [row,column] (row is offset to match tty usage);
n - none (no coordinates shown) [default].
The whatis_coord option is also used with the "/m", "/M", "/o",
and "/O" sub-commands of `/', where the "none" setting is over-
ridden with "map".
and "/O" sub-commands of `/', where the "none" setting is over-
ridden with "map".
whatis_filter
When getting a location on the map, and using the keys to cycle
through next and previous targets, allows filtering the possi-
ble targets.
through next and previous targets, allows filtering the possi-
ble targets.
n - no filtering [default]
v - in view only
a - in same area only
v - in view only
a - in same area only
The area-filter tries to be slightly predictive -- if you're
standing on a doorway, it will consider the area on the side of
the door you were last moving towards.
standing on a doorway, it will consider the area on the side of
the door you were last moving towards.
Filtering can also be changed when getting a location with the
"getpos.filter" key.
"getpos.filter" key.
whatis_menu
When getting a location on the map, and using a key to cycle
through next and previous targets, use a menu instead to pick a
target. (default off)
through next and previous targets, use a menu instead to pick a
target. (default off)
whatis_moveskip
When getting a location on the map, and using shifted movement
keys or meta-digit keys to fast-move, instead of moving 8 units
at a time, move by skipping the same glyphs. (default off)
keys or meta-digit keys to fast-move, instead of moving 8 units
at a time, move by skipping the same glyphs. (default off)
windowtype
When the program has been built to support multiple interfaces,
select which one to use, such as "tty" or "X11" (default de-
pends on build-time settings; use "#version" to check). Cannot
be set with the `O' command.
select which one to use, such as "tty" or "X11" (default de-
pends on build-time settings; use "#version" to check). Cannot
be set with the `O' command.
When used, it should be the first option set since its value
might enable or disable the availability of various other op-
tions. For multiple lines in a configuration file, that would
be the first non-comment line. For a comma-separated list in
NETHACKOPTIONS or an OPTIONS line in a configuration file, that
would be the rightmost option in the list.
might enable or disable the availability of various other op-
tions. For multiple lines in a configuration file, that would
be the first non-comment line. For a comma-separated list in
NETHACKOPTIONS or an OPTIONS line in a configuration file, that
would be the rightmost option in the list.
wizweight
Augment object descriptions with their objects' weight (default
off). Debug mode only.
off). Debug mode only.
zerocomp
When writing out a save file, perform zero-comp compression of
the contents. Not all ports support zero-comp compression. It
has no effect on reading an existing save file.
the contents. Not all ports support zero-comp compression. It
has no effect on reading an existing save file.
9.5. Window Port Customization options
Here are explanations of the various options that are used
to customize and change the characteristics of the windowtype
that you have chosen. Character strings that are too long may be
truncated. Not all window ports will adjust for all settings
listed here. You can safely add any of these options to your
configuration file, and if the window port is capable of adjust-
ing to suit your preferences, it will attempt to do so. If it
can't it will silently ignore it. You can find out if an option
is supported by the window port that you are currently using by
checking to see if it shows up in the Options list. Some options
are dynamic and can be specified during the game with the `O'
command.
to customize and change the characteristics of the windowtype
that you have chosen. Character strings that are too long may be
truncated. Not all window ports will adjust for all settings
listed here. You can safely add any of these options to your
configuration file, and if the window port is capable of adjust-
ing to suit your preferences, it will attempt to do so. If it
can't it will silently ignore it. You can find out if an option
is supported by the window port that you are currently using by
checking to see if it shows up in the Options list. Some options
are dynamic and can be specified during the game with the `O'
command.
align_message
Where to align or place the message window (top, bottom, left,
or right)
or right)
align_status
Where to align or place the status window (top, bottom, left,
or right).
or right).
ascii_map
If NetHack can, it should display an ascii character map if it
can.
can.
color
If NetHack can, it should display color if it can for different
monsters, objects, and dungeon features.
monsters, objects, and dungeon features.
eight_bit_tty
If NetHack can, it should pass eight-bit character values (for
example, specified with the traps option) straight through to
your terminal (default off).
example, specified with the traps option) straight through to
your terminal (default off).
font_map
if NetHack can, it should use a font by the chosen name for the
map window.
map window.
font_menu
If NetHack can, it should use a font by the chosen name for
menu windows.
menu windows.
font_message
If NetHack can, it should use a font by the chosen name for the
message window.
message window.
font_status
If NetHack can, it should use a font by the chosen name for the
status window.
status window.
font_text
If NetHack can, it should use a font by the chosen name for
text windows.
text windows.
font_size_map
If NetHack can, it should use this size font for the map win-
dow.
dow.
font_size_menu
If NetHack can, it should use this size font for menu windows.
font_size_message
If NetHack can, it should use this size font for the message
window.
window.
font_size_status
If NetHack can, it should use this size font for the status
window.
window.
font_size_text
If NetHack can, it should use this size font for text windows.
fullscreen
If NetHack can, it should try and display on the entire screen
rather than in a window.
rather than in a window.
guicolor
Use color text and/or highlighting attributes when displaying
some non-map data (such as menu selector letters). Curses in-
terface only; default is on.
some non-map data (such as menu selector letters). Curses in-
terface only; default is on.
large_font
If NetHack can, it should use a large font.
map_mode
If NetHack can, it should display the map in the manner speci-
fied.
fied.
player_selection
If NetHack can, it should pop up dialog boxes, or use prompts
for character selection.
for character selection.
popup_dialog
If NetHack can, it should pop up dialog boxes for input.
preload_tiles
If NetHack can, it should preload tiles into memory. For exam-
ple, in the protected mode MS-DOS version, control whether
tiles get pre-loaded into RAM at the start of the game. Doing
so enhances performance of the tile graphics, but uses more
memory. (default on). Cannot be set with the `O' command.
ple, in the protected mode MS-DOS version, control whether
tiles get pre-loaded into RAM at the start of the game. Doing
so enhances performance of the tile graphics, but uses more
memory. (default on). Cannot be set with the `O' command.
scroll_amount
If NetHack can, it should scroll the display by this number of
cells when the hero reaches the scroll_margin.
cells when the hero reaches the scroll_margin.
scroll_margin
If NetHack can, it should scroll the display when the hero or
cursor is this number of cells away from the edge of the win-
dow.
cursor is this number of cells away from the edge of the win-
dow.
selectsaved
If NetHack can, it should display a menu of existing saved
games for the player to choose from at game startup, if it can.
Not all ports support this option.
games for the player to choose from at game startup, if it can.
Not all ports support this option.
softkeyboard
Display an onscreen keyboard. Handhelds are most likely to
support this option.
support this option.
splash_screen
If NetHack can, it should display an opening splash screen when
it starts up (default yes).
it starts up (default yes).
statuslines
Number of lines for traditional below-the-map status display.
Acceptable values are 2 and 3 (default is 2). Curses and tty
interfaces only.
interfaces only.
term_cols and term_rows
Curses interface only. Number of columns and rows to use for
the display. Curses will attempt to resize to the values spec-
ified but will settle for smaller sizes if they are too big.
Default is the current window size.
the display. Curses will attempt to resize to the values spec-
ified but will settle for smaller sizes if they are too big.
Default is the current window size.
tiled_map
If NetHack can, it should display a tiled map if it can.
tile_file
Specify the name of an alternative tile file to override the
default.
default.
tile_height
Specify the preferred height of each tile in a tile capable
port.
port.
tile_width
Specify the preferred width of each tile in a tile capable port
use_darkgray
Use bold black instead of blue for black glyphs (TTY only).
use_inverse
If NetHack can, it should display inverse when the game speci-
fies it.
fies it.
vary_msgcount
If NetHack can, it should display this number of messages at a
time in the message window.
time in the message window.
windowborders
Whether to draw boxes around the map, status area, message
area, and persistent inventory window if enabled. Curses in-
terface only. Acceptable values are
area, and persistent inventory window if enabled. Curses in-
terface only. Acceptable values are
0 - off, never show borders
- - on, always show borders
2 - auto, on if display is at least (24+2)x(80+2) (default)
(The 26x82 size threshold for `2' refers to number of rows and
columns of the display. A width of at least 110 columns
(80+2+26+2) is needed for align_status set to left or right.)
columns of the display. A width of at least 110 columns
(80+2+26+2) is needed for align_status set to left or right.)
windowcolors
If NetHack can, it should display windows with the specified
foreground/background colors. Windows GUI only. The format is
foreground/background colors. Windows GUI only. The format is
OPTION=windowcolors:wintype foreground/background
where wintype is one of "menu", "message", "status", or
"text", and foreground and background are colors, either a hexa-
decimal \'#rrggbb', one of the named colors (black, red, green,
brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
of Windows UI colors (activeborder, activecaption, appworkspace,
background, btnface, btnshadow, btntext, captiontext, graytext,
greytext, highlight, highlighttext, inactiveborder, inactivecap-
tion, menu, menutext, scrollbar, window, windowframe, window-
text).
"text", and foreground and background are colors, either a hexa-
decimal \'#rrggbb', one of the named colors (black, red, green,
brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
of Windows UI colors (activeborder, activecaption, appworkspace,
background, btnface, btnshadow, btntext, captiontext, graytext,
greytext, highlight, highlighttext, inactiveborder, inactivecap-
tion, menu, menutext, scrollbar, window, windowframe, window-
text).
wraptext
If NetHack can, it should wrap long lines of text if they don't
fit in the visible area of the window.
fit in the visible area of the window.
9.5. 플랫폼별 커스터마이징
9.6. Platform-specific Customization options
Here are explanations of options that are used by specific
platforms or ports to customize and change the port behavior.
platforms or ports to customize and change the port behavior.
altkeyhandler
Select an alternate keystroke handler dll to load (Win32 tty
NetHack only). The name of the handler is specified without
the .dll extension and without any path information. Cannot be
set with the `O' command.
NetHack only). The name of the handler is specified without
the .dll extension and without any path information. Cannot be
set with the `O' command.
altmeta
On Amiga, this option controls whether typing "Alt" plus anoth-
er key functions as a meta-shift for that key (default on).
er key functions as a meta-shift for that key (default on).
altmeta
On other (non-Amiga) systems where this option is available, it
can be set to tell NetHack to convert a two character sequence
beginning with ESC into a meta-shifted version of the second
character (default off).
can be set to tell NetHack to convert a two character sequence
beginning with ESC into a meta-shifted version of the second
character (default off).
This conversion is only done for commands, not for other input
prompts. Note that typing one or more digits as a count prefix
prior to a command -- preceded by n if the number_pad option is
set -- is also subject to this conversion, so attempting to
abort the count by typing ESC will leave NetHack waiting for
another character to complete the two character sequence. Type
a second ESC to finish cancelling such a count. At other
prompts a single ESC suffices.
prompts. Note that typing one or more digits as a count prefix
prior to a command -- preceded by n if the number_pad option is
set -- is also subject to this conversion, so attempting to
abort the count by typing ESC will leave NetHack waiting for
another character to complete the two character sequence. Type
a second ESC to finish cancelling such a count. At other
prompts a single ESC suffices.
BIOS
Use BIOS calls to update the screen display quickly and to read
the keyboard (allowing the use of arrow keys to move) on ma-
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
PC, and ST NetHack only).
the keyboard (allowing the use of arrow keys to move) on ma-
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
PC, and ST NetHack only).
flush
(default off, Amiga NetHack only).
MACgraphics
(default on, Mac NetHack only).
page_wait
(default on, Mac NetHack only).
rawio
Force raw (non-cbreak) mode for faster output and more bullet-
proof input (MS-DOS sometimes treats `^P' as a printer toggle
without it) (default off, OS/2, PC, and ST NetHack only).
Note: DEC Rainbows hang if this is turned on. Cannot be set
with the `O' command.
proof input (MS-DOS sometimes treats `^P' as a printer toggle
without it) (default off, OS/2, PC, and ST NetHack only).
Note: DEC Rainbows hang if this is turned on. Cannot be set
with the `O' command.
soundcard
(default on, PC NetHack only). Cannot be set with the `O' com-
mand.
mand.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of
keystrokes that the operating system returns to NetHack to help
compensate for international keyboard issues. OPTIONS=subkey-
value:171/92 will return 92 to NetHack, if 171 was originally
going to be returned. You can use multiple subkeyvalue state-
ments in the configuration file if needed. Cannot be set with
the `O' command.
keystrokes that the operating system returns to NetHack to help
compensate for international keyboard issues. OPTIONS=subkey-
value:171/92 will return 92 to NetHack, if 171 was originally
going to be returned. You can use multiple subkeyvalue state-
ments in the configuration file if needed. Cannot be set with
the `O' command.
video
Set the video mode used (PC NetHack only). Values are "autode-
tect", "default", or "vga". Setting "vga" (or "autodetect"
with vga hardware present) will cause the game to display
tiles. Cannot be set with the `O' command.
tect", "default", or "vga". Setting "vga" (or "autodetect"
with vga hardware present) will cause the game to display
tiles. Cannot be set with the `O' command.
videocolors
Set the color palette for PC systems using NO_TERMS (default
4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
of colors is red, green, brown, blue, magenta, cyan,
bright.white, bright.red, bright.green, yellow, bright.blue,
bright.magenta, and bright.cyan. Cannot be set with the `O'
command.
4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
of colors is red, green, brown, blue, magenta, cyan,
bright.white, bright.red, bright.green, yellow, bright.blue,
bright.magenta, and bright.cyan. Cannot be set with the `O'
command.
videoshades
Set the intensity level of the three gray scales available (de-
fault dark normal light, PC NetHack only). If the game display
is difficult to read, try adjusting these scales; if this does
not correct the problem, try !color. Cannot be set with the
`O' command.
fault dark normal light, PC NetHack only). If the game display
is difficult to read, try adjusting these scales; if this does
not correct the problem, try !color. Cannot be set with the
`O' command.
9.6. Regular Expressions
9.7. Regular Expressions
Regular expressions are normally POSIX extended regular ex-
pressions. It is possible to compile NetHack without regular
expression support on a platform where there is no regular ex-
pression library. While this is not true of any modern platform,
if your NetHack was built this way, patterns are instead glob
patterns. This applies to Autopickup exceptions, Message types,
Menu colors, and User sounds.
pressions. It is possible to compile NetHack without regular
expression support on a platform where there is no regular ex-
pression library. While this is not true of any modern platform,
if your NetHack was built this way, patterns are instead glob
patterns. This applies to Autopickup exceptions, Message types,
Menu colors, and User sounds.
9.7. Autopickup 예외 설정하기
9.8. Configuring Autopickup Exceptions
You can further refine the behavior of the autopickup option
beyond what is available through the pickup_types option.
beyond what is available through the pickup_types option.
By placing autopickup_exception lines in your configuration
file, you can define patterns to be checked when the game is
about to autopickup something.
file, you can define patterns to be checked when the game is
about to autopickup something.
autopickup_exception
Sets an exception to the pickup_types option. The autopick-
up_exception option should be followed by a regular expression
to be used as a pattern to match against the singular form of
the description of an object at your location.
up_exception option should be followed by a regular expression
to be used as a pattern to match against the singular form of
the description of an object at your location.
In addition, some characters are treated specially if they oc-
cur as the first character in the pattern, specifically:
cur as the first character in the pattern, specifically:
< - always pickup an object that matches rest of pattern;
> - never pickup an object that matches rest of pattern.
> - never pickup an object that matches rest of pattern.
The autopickup_exception rules are processed in the order in
which they appear in your configuration file, thus allowing a
later rule to override an earlier rule.
which they appear in your configuration file, thus allowing a
later rule to override an earlier rule.
Exceptions can be set with the `O' command, but because they
are not included in your configuration file, they won't be in
effect if you save and then restore your game. autopickup_ex-
ception rules and not saved with the game.
are not included in your configuration file, they won't be in
effect if you save and then restore your game. autopickup_ex-
ception rules and not saved with the game.
Here are some examples:
autopickup_exception="<*arrow"
autopickup_exception=">*corpse"
autopickup_exception=">* cursed*"
autopickup_exception=">*corpse"
autopickup_exception=">* cursed*"
The first example above will result in autopickup of any
type of arrow. The second example results in the exclusion of
any corpse from autopickup. The last example results in the ex-
clusion of items known to be cursed from autopickup.
type of arrow. The second example results in the exclusion of
any corpse from autopickup. The last example results in the ex-
clusion of items known to be cursed from autopickup.
9.8. 키 설정 바꾸기
9.9. Changing Key Bindings
It is possible to change the default key bindings of some
special commands, menu accelerator keys, and extended commands,
by using BIND stanzas in the configuration file. Format is key,
followed by the command to bind to, separated by a colon. The
key can be a single character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), or a three-digit decimal ASCII code.
special commands, menu accelerator keys, and extended commands,
by using BIND stanzas in the configuration file. Format is key,
followed by the command to bind to, separated by a colon. The
key can be a single character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), or a three-digit decimal ASCII code.
For example:
BIND=^X:getpos.autodescribe
BIND={:menu_first_page
BIND=v:loot
BIND={:menu_first_page
BIND=v:loot
Extended command keys
You can bind multiple keys to the same extended command. Un-
bind a key by using "nothing" as the extended command to bind
to. You can also bind the "", "", and ""
keys.
bind a key by using "nothing" as the extended command to bind
to. You can also bind the "
keys.
Menu accelerator keys
The menu control or accelerator keys can also be rebound via
OPTIONS lines in the configuration file. You cannot bind ob-
ject symbols into menu accelerators.
OPTIONS lines in the configuration file. You cannot bind ob-
ject symbols into menu accelerators.
Special command keys
Below are the special commands you can rebind. Some of them
can be bound to same keys with no problems, others are in the
same "context", and if bound to same keys, only one of those
commands will be available. Special command can only be bound
to a single key.
can be bound to same keys with no problems, others are in the
same "context", and if bound to same keys, only one of those
commands will be available. Special command can only be bound
to a single key.
count
Prefix key to start a count, to repeat a command this many
times. With number_pad only. Default is `n'.
times. With number_pad only. Default is `n'.
doinv
Show inventory. With number_pad only. Default is `0'.
fight
Prefix key to force fight a direction. Default is `F'.
fight.numpad
Prefix key to force fight a direction. With number_pad only.
Default is `-'.
Default is `-'.
getdir.help
When asked for a direction, the key to show the help. Default
is `?'.
is `?'.
getdir.self
When asked for a direction, the key to target yourself. De-
fault is `.'.
fault is `.'.
getdir.self2
When asked for a direction, the key to target yourself. De-
fault is `s'.
fault is `s'.
getpos.autodescribe
When asked for a location, the key to toggle autodescribe.
Default is `#'.
Default is `#'.
getpos.all.next
When asked for a location, the key to go to next closest inter-
esting thing. Default is `a'.
esting thing. Default is `a'.
getpos.all.prev
When asked for a location, the key to go to previous closest
interesting thing. Default is `A'.
interesting thing. Default is `A'.
getpos.door.next
When asked for a location, the key to go to next closest door
or doorway. Default is `d'.
or doorway. Default is `d'.
getpos.door.prev
When asked for a location, the key to go to previous closest
door or doorway. Default is `D'.
door or doorway. Default is `D'.
getpos.help
When asked for a location, the key to show help. Default is
`?'.
`?'.
getpos.mon.next
When asked for a location, the key to go to next closest mon-
ster. Default is `m'.
ster. Default is `m'.
getpos.mon.prev
When asked for a location, the key to go to previous closest
monster. Default is `M'.
monster. Default is `M'.
getpos.obj.next
When asked for a location, the key to go to next closest ob-
ject. Default is `o'.
ject. Default is `o'.
getpos.obj.prev
When asked for a location, the key to go to previous closest
object. Default is `O'.
object. Default is `O'.
getpos.menu
When asked for a location, and using one of the next or previ-
ous keys to cycle through targets, toggle showing a menu in-
stead. Default is `!'.
ous keys to cycle through targets, toggle showing a menu in-
stead. Default is `!'.
getpos.moveskip
When asked for a location, and using the shifted movement keys
or meta-digit keys to fast-move around, move by skipping the
same glyphs instead of by 8 units. Default is `*'.
or meta-digit keys to fast-move around, move by skipping the
same glyphs instead of by 8 units. Default is `*'.
getpos.filter
When asked for a location, change the filtering mode when using
one of the next or previous keys to cycle through targets.
Toggles between no filtering, in view only, and in the same
area only. Default is `"'.
one of the next or previous keys to cycle through targets.
Toggles between no filtering, in view only, and in the same
area only. Default is `"'.
getpos.pick
When asked for a location, the key to choose the location, and
possibly ask for more info. Default is `.'.
possibly ask for more info. Default is `.'.
getpos.pick.once
When asked for a location, the key to choose the location, and
skip asking for more info. Default is `,'.
skip asking for more info. Default is `,'.
getpos.pick.quick
When asked for a location, the key to choose the location, skip
asking for more info, and exit the location asking loop. De-
fault is `;'.
asking for more info, and exit the location asking loop. De-
fault is `;'.
getpos.pick.verbose
When asked for a location, the key to choose the location, and
show more info without asking. Default is `:'.
show more info without asking. Default is `:'.
getpos.self
When asked for a location, the key to go to your location. De-
fault is `@'.
fault is `@'.
getpos.unexplored.next
When asked for a location, the key to go to next closest unex-
plored location. Default is `x'.
plored location. Default is `x'.
getpos.unexplored.prev
When asked for a location, the key to go to previous closest
unexplored location. Default is `X'.
unexplored location. Default is `X'.
getpos.valid
When asked for a location, the key to go to show valid target
locations. Default is `$'.
locations. Default is `$'.
getpos.valid.next
When asked for a location, the key to go to next closest valid
location. Default is `z'.
location. Default is `z'.
getpos.valid.prev
When asked for a location, the key to go to previous closest
valid location. Default is `Z'.
valid location. Default is `Z'.
nopickup
Prefix key to move without picking up items. Default is `m'.
redraw
Key to redraw the screen. Default is `^R'.
redraw.numpad
Key to redraw the screen. With number_pad only. Default is
`^L'.
`^L'.
repeat
Key to repeat previous command. Default is `^A'.
reqmenu
Prefix key to request menu from some commands. Default is `m'.
run
Prefix key to run towards a direction. Default is `G'.
run.nopickup
Prefix key to run towards a direction without picking up items
on the way. Default is `M'.
on the way. Default is `M'.
run.numpad
Prefix key to run towards a direction. With number_pad only.
Default is `5'.
Default is `5'.
rush
Prefix key to rush towards a direction. Default is `g'.
9.9. 메시지 타입 설정
9.10. Configuring Message Types
You can change the way the messages are shown in the message
area, when the message matches a user-defined pattern.
area, when the message matches a user-defined pattern.
In general, the configuration file entries to describe the
message types look like this: MSGTYPE=type "pattern"
message types look like this: MSGTYPE=type "pattern"
type - how the message should be shown;
pattern - the pattern to match.
pattern - the pattern to match.
The pattern should be a regular expression.
Allowed types are:
show - show message normally;
hide - never show the message;
stop - wait for user with more-prompt;
norep - show the message once, but not again if no other mes-
hide - never show the message;
stop - wait for user with more-prompt;
norep - show the message once, but not again if no other mes-
sage is shown in between.
Here's an example of message types using NetHack's internal
pattern matching facility:
pattern matching facility:
MSGTYPE=stop "You feel hungry."
MSGTYPE=hide "You displaced *."
MSGTYPE=hide "You displaced *."
specifies that whenever a message "You feel hungry" is shown,
the user is prompted with more-prompt, and a message matching
"You displaced." is not shown at all.
the user is prompted with more-prompt, and a message matching
"You displaced
The order of the defined MSGTYPE lines is important; the last
matching rule is used. Put the general case first, exceptions
below them.
matching rule is used. Put the general case first, exceptions
below them.
9.10. 메뉴 색 설정하기
9.11. Configuring Menu Colors
Some platforms allow you to define colors used in menu lines
when the line matches a user-defined pattern. At this time the
tty, curses, win32tty and win32gui interfaces support this.
when the line matches a user-defined pattern. At this time the
tty, curses, win32tty and win32gui interfaces support this.
In general, the configuration file entries to describe the
menu color mappings look like this:
menu color mappings look like this:
MENUCOLOR="pattern"=color&attribute
pattern - the pattern to match;
color - the color to use for lines matching the pat-
attribute - the attribute to use for lines matching the
color - the color to use for lines matching the pat-
tern;
attribute - the attribute to use for lines matching the
pattern. The attribute is optional, and if
left out, you must also leave out the preced-
ing ampersand. If no attribute is defined,
no attribute is used.
left out, you must also leave out the preced-
ing ampersand. If no attribute is defined,
no attribute is used.
The pattern should be a regular expression.
Allowed colors are black, red, green, brown, blue, magenta,
cyan, gray, orange, light-green, yellow, light-blue, light-ma-
genta, light-cyan, and white. And no-color, the default fore-
ground color, which isn't necessarily the same as any of the
other colors.
cyan, gray, orange, light-green, yellow, light-blue, light-ma-
genta, light-cyan, and white. And no-color, the default fore-
ground color, which isn't necessarily the same as any of the
other colors.
Allowed attributes are none, bold, dim, underline, blink, and
inverse. "Normal" is a synonym for "none". Note that the
platform used may interpret the attributes any way it wants.
inverse. "Normal" is a synonym for "none". Note that the
platform used may interpret the attributes any way it wants.
Here's an example of menu colors using NetHack's internal pat-
tern matching facility:
tern matching facility:
MENUCOLOR="* blessed *"=green
MENUCOLOR="* cursed *"=red
MENUCOLOR="* cursed *(being worn)"=red&underline
MENUCOLOR="* cursed *"=red
MENUCOLOR="* cursed *(being worn)"=red&underline
specifies that any menu line with " blessed " contained in it
will be shown in green color, lines with " cursed " will be
shown in red, and lines with " cursed " followed by "(being
worn)" on the same line will be shown in red color and under-
lined. You can have multiple MENUCOLOR entries in your config-
uration file, and the last MENUCOLOR line that matches a menu
line will be used for the line.
will be shown in green color, lines with " cursed " will be
shown in red, and lines with " cursed " followed by "(being
worn)" on the same line will be shown in red color and under-
lined. You can have multiple MENUCOLOR entries in your config-
uration file, and the last MENUCOLOR line that matches a menu
line will be used for the line.
Note that if you intend to have one or more color specifica-
tions match " uncursed ", you will probably want to turn the im-
plicit_uncursed option off so that all items known to be uncursed
are actually displayed with the "uncursed" description.
tions match " uncursed ", you will probably want to turn the im-
plicit_uncursed option off so that all items known to be uncursed
are actually displayed with the "uncursed" description.
9.11. 유저 사운드 설정하기
9.12. Configuring User Sounds
Some platforms allow you to define sound files to be played
when a message that matches a user-defined pattern is delivered
to the message window. At this time the Qt port and the win32tty
and win32gui ports support the use of user sounds.
when a message that matches a user-defined pattern is delivered
to the message window. At this time the Qt port and the win32tty
and win32gui ports support the use of user sounds.
The following configuration file entries are relevant to
mapping user sounds to messages:
mapping user sounds to messages:
SOUNDDIR
The directory that houses the sound files to be played.
SOUND
An entry that maps a sound file to a user-specified message
pattern. Each SOUND entry is broken down into the following
parts:
pattern. Each SOUND entry is broken down into the following
parts:
MESG - message window mapping (the only one supported in
pattern - the pattern to match;
sound file - the sound file to play;
volume - the volume to be set while playing the sound file.
3.6);
pattern - the pattern to match;
sound file - the sound file to play;
volume - the volume to be set while playing the sound file.
The pattern should be a POSIX extended regular expression.
9.12. 상태 강조 설정하기
9.13. Configuring Status Hilites
Your copy of NetHack may have been compiled with support for
"Status Hilites". If so, you can customize your game display by
setting thresholds to change the color or appearance of fields in
the status display.
"Status Hilites". If so, you can customize your game display by
setting thresholds to change the color or appearance of fields in
the status display.
The format for defining status colors is:
OPTION=hilite_status:field-name/behavior/color&attributes
For example, the following line in your configuration file
will cause the hitpoints field to display in the color red if
your hitpoints drop to or below a threshold of 30%:
will cause the hitpoints field to display in the color red if
your hitpoints drop to or below a threshold of 30%:
OPTION=hilite_status:hitpoints/<=30%/red/normal
(That example is actually specifying red&normal for <=30% and no-
color&normal for >30%.)
color&normal for >30%.)
For another example, the following line in your configura-
tion file will cause wisdom to be displayed red if it drops and
green if it rises:
tion file will cause wisdom to be displayed red if it drops and
green if it rises:
OPTION=hilite_status:wisdom/down/red/up/green
Allowed colors are black, red, green, brown, blue, magenta,
cyan, gray, orange, light-green, yellow, light-blue, light-
magenta, light-cyan, and white. And "no-color", the default
foreground color on the display, which is not necessarily the
same as black or white or any of the other colors.
cyan, gray, orange, light-green, yellow, light-blue, light-
magenta, light-cyan, and white. And "no-color", the default
foreground color on the display, which is not necessarily the
same as black or white or any of the other colors.
Allowed attributes are none, bold, dim, underline, blink,
and inverse. "Normal" is a synonym for "none"; they should not
be used in combination with any of the other attributes.
and inverse. "Normal" is a synonym for "none"; they should not
be used in combination with any of the other attributes.
To specify both a color and an attribute, use `&' to combine
them. To specify multiple attributes, use `+' to combine those.
For example: "magenta&inverse+dim".
them. To specify multiple attributes, use `+' to combine those.
For example: "magenta&inverse+dim".
Note that the display may substitute or ignore particular
attributes depending upon its capabilities, and in general may
interpret the attributes any way it wants. For example, on some
display systems a request for bold might yield blink or vice ver-
sa. On others, issuing an attribute request while another is al-
ready set up will replace the earlier attribute rather than com-
bine with it. Since NetHack issues attribute requests sequen-
tially (at least with the tty interface) rather than all at once,
the only way a situation like that can be controlled is to speci-
fy just one attribute.
attributes depending upon its capabilities, and in general may
interpret the attributes any way it wants. For example, on some
display systems a request for bold might yield blink or vice ver-
sa. On others, issuing an attribute request while another is al-
ready set up will replace the earlier attribute rather than com-
bine with it. Since NetHack issues attribute requests sequen-
tially (at least with the tty interface) rather than all at once,
the only way a situation like that can be controlled is to speci-
fy just one attribute.
You can adjust the appearance of the following status
fields:
fields:
title dungeon-level experience-level
strength gold experience
dexterity hitpoints HD
constitution hitpoints-max time
intelligence power hunger
wisdom power-max carrying-capacity
charisma armor-class condition
alignment score
strength gold experience
dexterity hitpoints HD
constitution hitpoints-max time
intelligence power hunger
wisdom power-max carrying-capacity
charisma armor-class condition
alignment score
The pseudo-field "characteristics" can be used to set all six
of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit
dice", an approximation of experience level displayed when
polymorphed. "experience", "time", and "score" are condition-
ally displayed depending upon your other option settings.
of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit
dice", an approximation of experience level displayed when
polymorphed. "experience", "time", and "score" are condition-
ally displayed depending upon your other option settings.
Instead of a behavior, "condition" takes the following condi-
tion flags: stone, slime, strngl, foodpois, termill, blind,
deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma-
jor_troubles" as an alias for stone through termill, "mi-
nor_troubles" for blind through hallu, "movement" for lev, fly,
and ride, and "all" for every condition.
tion flags: stone, slime, strngl, foodpois, termill, blind,
deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma-
jor_troubles" as an alias for stone through termill, "mi-
nor_troubles" for blind through hallu, "movement" for lev, fly,
and ride, and "all" for every condition.
Allowed behaviors are "always", "up", "down", "changed", a per-
centage or absolute number threshold, or text to match against.
centage or absolute number threshold, or text to match against.
- "always" will set the default attributes for that field.
- "up", "down" set the field attributes for when the field
value changes upwards or downwards. This attribute times
out after statushilites turns.
out after statushilites turns.
- "changed" sets the field attribute for when the field val-
ue changes. This attribute times out after statushilites
turns. (If a field has both a "changed" rule and an "up"
or "down" rule which matches a change in the field's val-
ue, the "up" or "down" one takes precedence.)
turns. (If a field has both a "changed" rule and an "up"
or "down" rule which matches a change in the field's val-
ue, the "up" or "down" one takes precedence.)
- percentage sets the field attribute when the field value
matches the percentage. It is specified as a number be-
tween 0 and 100, followed by `%' (percent sign). If the
percentage is prefixed with `<=' or `>=', it also matches
when value is below or above the percentage. Use prefix
`<' or `>' to match when strictly below or above. (The
numeric limit is relaxed slightly for those: >-1% and
<101% are allowed.) Only four fields support percentage
rules. Percentages for "hitpoints" and "power" are
straightforward; they're based on the corresponding maxi-
mum field. Percentage highlight rules are also allowed
for "experience level" and "experience points" (valid when
the showexp option is enabled). For those, the percentage
is based on the progress from the start of the current ex-
perience level to the start of the next level. So if lev-
el 2 starts at 20 points and level 3 starts at 40 points,
having 30 points is 50% and 35 points is 75%. 100% is
unattainable for experience because you'll gain a level
and the calculations will be reset for that new level, but
a rule for =100% is allowed and matches the special case
of being exactly 1 experience point short of the next lev-
el.
tween 0 and 100, followed by `%' (percent sign). If the
percentage is prefixed with `<=' or `>=', it also matches
when value is below or above the percentage. Use prefix
`<' or `>' to match when strictly below or above. (The
numeric limit is relaxed slightly for those: >-1% and
<101% are allowed.) Only four fields support percentage
rules. Percentages for "hitpoints" and "power" are
straightforward; they're based on the corresponding maxi-
mum field. Percentage highlight rules are also allowed
for "experience level" and "experience points" (valid when
the showexp option is enabled). For those, the percentage
is based on the progress from the start of the current ex-
perience level to the start of the next level. So if lev-
el 2 starts at 20 points and level 3 starts at 40 points,
having 30 points is 50% and 35 points is 75%. 100% is
unattainable for experience because you'll gain a level
and the calculations will be reset for that new level, but
a rule for =100% is allowed and matches the special case
of being exactly 1 experience point short of the next lev-
el.
- absolute value sets the attribute when the field value
matches that number. The number must be 0 or higher, ex-
cept for "armor-class' which allows negative values, and
may optionally be preceded by `='. If the number is pre-
ceded by `<=' or `>=' instead, it also matches when value
is below or above. If the prefix is `<' or `>', only
match when strictly above or below.
cept for "armor-class' which allows negative values, and
may optionally be preceded by `='. If the number is pre-
ceded by `<=' or `>=' instead, it also matches when value
is below or above. If the prefix is `<' or `>', only
match when strictly above or below.
- text match sets the attribute when the field value matches
the text. Text matches can only be used for "alignment",
"carrying-capacity", "hunger", "dungeon-level", and "ti-
tle". For title, only the role's rank title is tested;
the character's name is ignored.
"carrying-capacity", "hunger", "dungeon-level", and "ti-
tle". For title, only the role's rank title is tested;
the character's name is ignored.
The in-game options menu can help you determine the correct
syntax for a configuration file.
syntax for a configuration file.
The whole feature can be disabled by setting option sta-
tushilites to 0.
tushilites to 0.
Example hilites:
OPTION=hilite_status: gold/up/yellow/down/brown
OPTION=hilite_status: characteristics/up/green/down/red
OPTION=hilite_status: hitpoints/100%/gray&normal
OPTION=hilite_status: hitpoints/<100%/green&normal
OPTION=hilite_status: hitpoints/<66%/yellow&normal
OPTION=hilite_status: hitpoints/<50%/orange&normal
OPTION=hilite_status: hitpoints/<33%/red&bold
OPTION=hilite_status: hitpoints/<15%/red&inverse
OPTION=hilite_status: condition/major/orange&inverse
OPTION=hilite_status: condition/lev+fly/red&inverse
OPTION=hilite_status: characteristics/up/green/down/red
OPTION=hilite_status: hitpoints/100%/gray&normal
OPTION=hilite_status: hitpoints/<100%/green&normal
OPTION=hilite_status: hitpoints/<66%/yellow&normal
OPTION=hilite_status: hitpoints/<50%/orange&normal
OPTION=hilite_status: hitpoints/<33%/red&bold
OPTION=hilite_status: hitpoints/<15%/red&inverse
OPTION=hilite_status: condition/major/orange&inverse
OPTION=hilite_status: condition/lev+fly/red&inverse
9.13. NetHack 문자 변경하기
9.14. Modifying NetHack Symbols
NetHack can load entire symbol sets from the symbol file.
The options that are used to select a particular symbol set
from the symbol file are:
- symset
Set the name of the symbol set that you want to load.
- roguesymset
play on the rogue level.
You can also override one or more symbols using the SYMBOLS
and ROGUESYMBOLS configuration file options. Symbols are speci-
fied as name:value pairs. Note that NetHack escape-processes the
value string in conventional C fashion. This means that \ is a
prefix to take the following character literally. Thus \ needs
to be represented as \\. The special prefix form \m switches onthe meta bit in the symbol value, and the ^ prefix causes the
following character to be treated as a control character.
NetHack의 문자들
[ 펼치기 · 접기 ]
Notes:
- Several symbols in this table appear to be blank. They are the
space character, except for S_pet_override and S_hero_override
which don't have any default value and can only be used if en-
abled in the "sysconf" file.
which don't have any default value and can only be used if en-
abled in the "sysconf" file.
- S_rock is misleadingly named; rocks and stones use S_gem.
Statues and boulders are the rock being referred to, but since
version 3.6.0, statues are displayed as the monster they de-
pict. So S_rock is only used for boulders and not used at all
if overridden by the more specific S_boulder.
version 3.6.0, statues are displayed as the monster they de-
pict. So S_rock is only used for boulders and not used at all
if overridden by the more specific S_boulder.
9.14. 시각장애인용 NetHack 설정
9.15. Configuring NetHack for Play by the Blind
NetHack can be set up to use only standard ASCII characters
for making maps of the dungeons. This makes the MS-DOS versions
of NetHack completely accessible to the blind who use speech
and/or Braille access technologies. Players will require a good
working knowledge of their screen-reader's review features, and
will have to know how to navigate horizontally and vertically
character by character. They will also find the search capabili-
ties of their screen-readers to be quite valuable. Be certain to
examine this Guidebook before playing so you have an idea what
the screen layout is like. You'll also need to be able to locate
the PC cursor. It is always where your character is located.
Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
Your screen-reader should also have a function which gives you
the row and column of your review cursor and the PC cursor.
These co-ordinates are often useful in giving players a better
sense of the overall location of items on the screen.
for making maps of the dungeons. This makes the MS-DOS versions
of NetHack completely accessible to the blind who use speech
and/or Braille access technologies. Players will require a good
working knowledge of their screen-reader's review features, and
will have to know how to navigate horizontally and vertically
character by character. They will also find the search capabili-
ties of their screen-readers to be quite valuable. Be certain to
examine this Guidebook before playing so you have an idea what
the screen layout is like. You'll also need to be able to locate
the PC cursor. It is always where your character is located.
Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
Your screen-reader should also have a function which gives you
the row and column of your review cursor and the PC cursor.
These co-ordinates are often useful in giving players a better
sense of the overall location of items on the screen.
NetHack can also be compiled with support for sending the
game messages to an external program, such as a text-to-speech
synthesizer. If the "#version" extended command shows "external
program as a message handler", your NetHack has been compiled
with the capability. When compiling NetHack from source on Linux
and other POSIX systems, define MSGHANDLER to enable it. To use
the capability, set the environment variable NETHACK_MSGHANDLER
to an executable, which will be executed with the game message as
the program's only parameter.
game messages to an external program, such as a text-to-speech
synthesizer. If the "#version" extended command shows "external
program as a message handler", your NetHack has been compiled
with the capability. When compiling NetHack from source on Linux
and other POSIX systems, define MSGHANDLER to enable it. To use
the capability, set the environment variable NETHACK_MSGHANDLER
to an executable, which will be executed with the game message as
the program's only parameter.
While it is not difficult for experienced users to edit the
defaults.nh file to accomplish this, novices may find this task
somewhat daunting. Included within the "symbols" file of all of-
ficial distributions of NetHack is a symset called NHAccess. Se-
lecting that symset in your configuration file will cause the
game to run in a manner accessible to the blind. After you have
gained some experience with the game and with editing files, you
may want to alter settings via SYMBOLS= and ROGUESYMBOLS= in your
configuration file to better suit your preferences. See the pre-
vious section for the special symbols S_pet_override to force a
consistent symbol for all pets and S_hero_override to force a
unique symbol for the player character if accessibility is en-
abled in the sysconf file.
defaults.nh file to accomplish this, novices may find this task
somewhat daunting. Included within the "symbols" file of all of-
ficial distributions of NetHack is a symset called NHAccess. Se-
lecting that symset in your configuration file will cause the
game to run in a manner accessible to the blind. After you have
gained some experience with the game and with editing files, you
may want to alter settings via SYMBOLS= and ROGUESYMBOLS= in your
configuration file to better suit your preferences. See the pre-
vious section for the special symbols S_pet_override to force a
consistent symbol for all pets and S_hero_override to force a
unique symbol for the player character if accessibility is en-
abled in the sysconf file.
The most crucial settings to make the game more accessible
are:
are:
symset:NHAccess
Load a symbol set appropriate for use by blind players.
roguesymset:NHAccess
Load a symbol set for the rogue level that is appropriate for
use by blind players.
use by blind players.
menustyle:traditional
This will assist in the interface to speech synthesizers.
nomenu_overlay
Show menus on a cleared screen and aligned to the left edge.
number_pad
A lot of speech access programs use the number-pad to review
the screen. If this is the case, disable the number_pad option
and use the traditional Rogue-like commands.
the screen. If this is the case, disable the number_pad option
and use the traditional Rogue-like commands.
autodescribe
Automatically describe the terrain under the cursor when tar-
geting.
geting.
mention_walls
Give feedback messages when walking towards a wall or when
travel command was interrupted.
travel command was interrupted.
whatis_coord:compass
When targeting with cursor, describe the cursor position with
coordinates relative to your character.
coordinates relative to your character.
whatis_filter:area
When targeting with cursor, filter possible locations so only
those in the same area (eg. same room, or same corridor) are
considered.
those in the same area (eg. same room, or same corridor) are
considered.
whatis_moveskip
When targeting with cursor and using fast-move, skip the same
glyphs instead of moving 8 units at a time.
glyphs instead of moving 8 units at a time.
nostatus_updates
Prevent updates to the status lines at the bottom of the
screen, if your screen-reader reads those lines. The same in-
formation can be seen via the "#attributes" command.
screen, if your screen-reader reads those lines. The same in-
formation can be seen via the "#attributes" command.
9.15. 시스템 관리자용 범용 설정
9.16. Global Configuration for System Administrators
If NetHack is compiled with the SYSCF option, a system ad-
ministrator should set up a global configuration; this is a file
in the same format as the traditional per-user configuration file
(see above). This file should be named sysconf and placed in the
same directory as the other NetHack support files. The options
recognized in this file are listed below. Any option not set us-
es a compiled-in default (which may not be appropriate for your
system).
WIZARDS = A space-separated list of user names who are allowed
to play in debug mode (commonly referred to as wizard mode). A
value of a single asterisk (*) allows anyone to start a game in
debug mode.
to play in debug mode (commonly referred to as wizard mode). A
value of a single asterisk (*) allows anyone to start a game in
debug mode.
SHELLERS = A list of users who are allowed to use the shell es-
cape command (!). The syntax is the same as WIZARDS.
cape command (!). The syntax is the same as WIZARDS.
EXPLORERS = A list of users who are allowed to use the explore
mode. The syntax is the same as WIZARDS.
mode. The syntax is the same as WIZARDS.
MAXPLAYERS = Limit the maximum number of games that can be run-
ning at the same time.
ning at the same time.
SUPPORT = A string explaining how to get local support (no de-
fault value).
fault value).
RECOVER = A string explaining how to recover a game on this
system (no default value).
system (no default value).
SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
option. When disabled, incubi and succubi behave like nymphs.
option. When disabled, incubi and succubi behave like nymphs.
CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
ARDS, and SHELLERS check for the player name instead of the us-
er's login name.
ARDS, and SHELLERS check for the player name instead of the us-
er's login name.
CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the
UID (used identification number) checking for save files (to
verify that the user who is restoring is the same one who
saved).
UID (used identification number) checking for save files (to
verify that the user who is restoring is the same one who
saved).
The following options affect the score file:
PERSMAX = Maximum number of entries for one person.
ENTRYMAX = Maximum number of entries in the score file.
POINTSMIN = Minimum number of points to get an entry in the
score file.
score file.
PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
spectively, to identify unique people for the score file.
spectively, to identify unique people for the score file.
MAX_STATUENAME_RANK = Maximum number of score file entries to
use for random statue names (default is 10).
use for random statue names (default is 10).
ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the
ability for players to set S_pet_override and S_hero_override
symbols in their configuration file.
ability for players to set S_pet_override and S_hero_override
symbols in their configuration file.
PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will
look for all of its external files, and write to all of its
output files in one place rather than at the standard loca-
tions.
look for all of its external files, and write to all of its
output files in one place rather than at the standard loca-
tions.
DUMPLOGFILE = A filename where the end-of-game dumplog is
saved. Not defining this will prevent dumplog from being cre-
ated. Only available if your game is compiled with DUMPLOG. Al-
lows the following placeholders:
saved. Not defining this will prevent dumplog from being cre-
ated. Only available if your game is compiled with DUMPLOG. Al-
lows the following placeholders:
%% - literal `%'
%v - version (eg. "3.6.3-0")
%u - game UID
%t - game start time, UNIX timestamp format
%T - current time, UNIX timestamp format
%d - game start time, YYYYMMDDhhmmss format
%D - current time, YYYYMMDDhhmmss format
%n - player name
%N - first character of player name
%v - version (eg. "3.6.3-0")
%u - game UID
%t - game start time, UNIX timestamp format
%T - current time, UNIX timestamp format
%d - game start time, YYYYMMDDhhmmss format
%D - current time, YYYYMMDDhhmmss format
%n - player name
%N - first character of player name
10. 스코어링
10. Scoring
NetHack maintains a list of the top scores or scorers on
your machine, depending on how it is set up. In the latter case,
each account on the machine can post only one non-winning score
on this list. If you score higher than someone else on this
list, or better your previous score, you will be inserted in the
proper place under your current name. How many scores are kept
can also be set up when NetHack is compiled.
Your score is chiefly based upon how much experience you
gained, how much loot you accumulated, how deep you explored, and
how the game ended. If you quit the game, you escape with all of
your gold intact. If, however, you get killed in the Mazes of
Menace, the guild will only hear about 90% of your gold when your
corpse is discovered (adventurers have been known to collect
finder's fees). So, consider whether you want to take one last
hit at that monster and possibly live, or quit and stop with
whatever you have. If you quit, you keep all your gold, but if
you swing and live, you might find more.
If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
11. 탐사 모드
11. Explore mode
NetHack is an intricate and difficult game. Novices might
falter in fear, aware of their ignorance of the means to survive.
Well, fear not. Your dungeon comes equipped with an "explore" or
"discovery" mode that enables you to keep old save files and
cheat death, at the paltry cost of not getting on the high score
list.
탐사 모드를 활성화시키는 데에는 2가지 방법이 있습니다.
하나는 게임을 -X 명령줄 스위치로 시작하는 것이고,
다른 하나는 playmode:explore 옵션을 활성화시키는 것입니다.
이외에도 게임을 플레이 도중에 확장 명령어 "#exploremode"를 실행하는 법도 있습니다.
탐사 모드에서 새 게임을 시작할 경우, 당신의 초기 소지품에 소원의 지팡이가 제공됩니다; 플레이 도중에 탐사 모드로 넘어갈 경우에는 주어지지 않습니다. 탐사 모드의 다른 이점들은 한번 여러분이 발견해 보십시오.
11.1. 디버그 모드
11.1. Debug mode
Debug mode, also known as wizard mode, is undocumented aside
from this brief description and the various "debug mode only"
commands listed among the command descriptions. It is intended
for tracking down problems within the program rather than to pro-
vide god-like powers to your character, and players who attempt
debugging are expected to figure out how to use it themselves.
It is initiated by starting the game with the -D command-line
switch or with the playmode:debug option.
from this brief description and the various "debug mode only"
commands listed among the command descriptions. It is intended
for tracking down problems within the program rather than to pro-
vide god-like powers to your character, and players who attempt
debugging are expected to figure out how to use it themselves.
It is initiated by starting the game with the -D command-line
switch or with the playmode:debug option.
For some systems, the player must be logged in under a par-
ticular user name to be allowed to use debug mode; for others,
the hero must be given a particular character name (but may be
any role; there's no connection between "wizard mode" and the
Wizard role). Attempting to start a game in debug mode when not
allowed or not available will result in falling back to explore
mode instead.
ticular user name to be allowed to use debug mode; for others,
the hero must be given a particular character name (but may be
any role; there's no connection between "wizard mode" and the
Wizard role). Attempting to start a game in debug mode when not
allowed or not available will result in falling back to explore
mode instead.
12. 크레딧
12. Credits
The original hack game was modeled on the Berkeley UNIX
rogue game. Large portions of this paper were shamelessly
cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
and Kenneth C. R. C. Arnold. Small portions were adapted from
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
rogue game. Large portions of this paper were shamelessly
cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
and Kenneth C. R. C. Arnold. Small portions were adapted from
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally dozens of people's work.
Main events in the course of the game development are described
below:
Main events in the course of the game development are described
below:
Jay Fenlason wrote the original Hack, with help from Kenny
Woodland, Mike Thome and Jon Payne.
Woodland, Mike Thome and Jon Payne.
Andries Brouwer did a major re-write, transforming Hack into
a very different game, and published (at least) three versions
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
a very different game, and published (at least) three versions
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
producing PC HACK 1.01e, added support for DEC Rainbow graphics
in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
producing PC HACK 1.01e, added support for DEC Rainbow graphics
in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
R. Black ported PC HACK 3.51 to Lattice C and the Atari
520/1040ST, producing ST Hack 1.03.
520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together,
incorporating many of the added features, and produced NetHack
incorporating many of the added features, and produced NetHack
- 4. He then coordinated a cast of thousands in enhancing and
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
Later, Mike coordinated a major rewrite of the game, heading
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
oint, and Janet Walz, to produce NetHack 3.0c.
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
oint, and Janet Walz, to produce NetHack 3.0c.
NetHack 3.0 was ported to the Atari by Eric R. Smith, to
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
of them and Kevin Darcy later joined the main NetHack Development
Team to produce subsequent revisions of 3.0.
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
of them and Kevin Darcy later joined the main NetHack Development
Team to produce subsequent revisions of 3.0.
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
Meluch, Stephen Spackman and Pierre Martineau designed overlay
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
Macintosh. Along with various other Dungeoneers, they continued
to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
Meluch, Stephen Spackman and Pierre Martineau designed overlay
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
Macintosh. Along with various other Dungeoneers, they continued
to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
Headed by Mike Stephenson and coordinated by Izchak Miller
and Janet Walz, the NetHack Development Team which now included
Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy,
Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,
Eric Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
the code. They added multiple dungeons, a new display, special
individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
and Janet Walz, the NetHack Development Team which now included
Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy,
Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,
Eric Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
the code. They added multiple dungeons, a new display, special
individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
Ken Lorber, Gregg Wonderly and Greg Olson, with help from
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their
development, Bart House added a Think C port.
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their
development, Bart House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
Dean Luick, with help from David Cohrs, developed NetHack
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
for the Atari; he later contributed the tiles to the NetHack De-
velopment Team and tile support was then added to other plat-
forms.
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
for the Atari; he later contributed the tiles to the NetHack De-
velopment Team and tile support was then added to other plat-
forms.
The 3.2 NetHack Development Team, comprised of Michael Alli-
son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin
Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
version 3.2 in April of 1996.
son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin
Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
version 3.2 in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of
the development team. In a testament to their dedication to the
game, all thirteen members of the original NetHack Development
Team remained on the team at the start of work on that release.
During the interval between the release of 3.1.3 and 3.2, one of
the founding members of the NetHack Development Team, Dr. Izchak
Miller, was diagnosed with cancer and passed away. That release
of the game was dedicated to him by the development and porting
teams.
the development team. In a testament to their dedication to the
game, all thirteen members of the original NetHack Development
Team remained on the team at the start of work on that release.
During the interval between the release of 3.1.3 and 3.2, one of
the founding members of the NetHack Development Team, Dr. Izchak
Miller, was diagnosed with cancer and passed away. That release
of the game was dedicated to him by the development and porting
teams.
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
asts of the game added their own modifications to the game and
made these "variants" publicly available:
asts of the game added their own modifications to the game and
made these "variants" publicly available:
Tom Proudfoot and Yuval Oren created NetHack++, which was
quickly renamed NetHack--. Working independently, Stephen White
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
wick Allison improved the spell casting system with the Wizard
Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
quickly renamed NetHack--. Working independently, Stephen White
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
wick Allison improved the spell casting system with the Wizard
Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
Warren Cheung combined SLASH with the Wizard Patch to pro-
duce Slash'EM, and with the help of Kevin Hugo, added more fea-
tures. Kevin later joined the NetHack Development Team and in-
corporated the best of these ideas in NetHack 3.3.
duce Slash'EM, and with the help of Kevin Hugo, added more fea-
tures. Kevin later joined the NetHack Development Team and in-
corporated the best of these ideas in NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which
was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
The 3.3 NetHack Development Team, consisting of Michael Al-
lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
in August of 2000.
lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
in August of 2000.
Version 3.3 offered many firsts. It was the first version to
separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
made their first appearance in the game alongside the familiar
human race. Monk and Ranger roles joined Archeologists, Barbar-
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
Tourists, Valkyries and of course, Wizards. It was also the
first version to allow you to ride a steed, and was the first
version to have a publicly available web-site listing all the
bugs that had been discovered. Despite that constantly growing
bug list, 3.3 proved stable enough to last for more than a year
and a half.
separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
made their first appearance in the game alongside the familiar
human race. Monk and Ranger roles joined Archeologists, Barbar-
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
Tourists, Valkyries and of course, Wizards. It was also the
first version to allow you to ride a steed, and was the first
version to have a publicly available web-site listing all the
bugs that had been discovered. Despite that constantly growing
bug list, 3.3 proved stable enough to last for more than a year
and a half.
The 3.4 NetHack Development Team initially consisted of
Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
Walz, and Paul Winner, with Warwick Allison joining just before
the release of NetHack 3.4.0 in March 2002.
Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
Walz, and Paul Winner, with Warwick Allison joining just before
the release of NetHack 3.4.0 in March 2002.
As with version 3.3, various people contributed to the game
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
form. Paul Winner and Yitzhak Sapir provided encouragement.
form. Paul Winner and Yitzhak Sapir provided encouragement.
Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
hanced the Macintosh port of 3.4.
hanced the Macintosh port of 3.4.
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
Windows platform. Alex Kompel contributed a new graphical inter-
face for the Windows port. Alex Kompel also contributed a Win-
dows CE port for 3.4.1.
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
Windows platform. Alex Kompel contributed a new graphical inter-
face for the Windows port. Alex Kompel also contributed a Win-
dows CE port for 3.4.1.
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
the past several releases. Unfortunately Ron's last OS/2 machine
stopped working in early 2006. A great many thanks to Ron for
keeping NetHack alive on OS/2 all these years.
the past several releases. Unfortunately Ron's last OS/2 machine
stopped working in early 2006. A great many thanks to Ron for
keeping NetHack alive on OS/2 all these years.
Janne Salmijarvi and Teemu Suikki maintained and enhanced
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3.3.1.
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3.3.1.
Christian "Marvin" Bressler maintained 3.4 for the Atari af-
ter he resurrected it for 3.3.1.
ter he resurrected it for 3.3.1.
The release of NetHack 3.4.3 in December 2003 marked the be-
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
stable version that provided continued enjoyment by the community
for more than a decade. The NetHack Development Team slowly and
quietly continued to work on the game behind the scenes during
the tenure of 3.4.3. It was during that same period that several
new variants emerged within the NetHack community. Notably
sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack
and its successors originally by Daniel Thaler and then by Alex
Smith, and Dynahack by Tung Nguyen. Some of those variants con-
tinue to be developed, maintained, and enjoyed by the community
to this day.
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
stable version that provided continued enjoyment by the community
for more than a decade. The NetHack Development Team slowly and
quietly continued to work on the game behind the scenes during
the tenure of 3.4.3. It was during that same period that several
new variants emerged within the NetHack community. Notably
sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack
and its successors originally by Daniel Thaler and then by Alex
Smith, and Dynahack by Tung Nguyen. Some of those variants con-
tinue to be developed, maintained, and enjoyed by the community
to this day.
In September 2014, an interim snapshot of the code under de-
velopment was released publicly by other parties. Since that code
was a work-in-progress and had not gone through the process of
debugging it as a suitable release, it was decided that the ver-
sion numbers present on that code snapshot would be retired and
never used in an official NetHack release. An announcement was
posted on the NetHack Development Team's official nethack.org
website to that effect, stating that there would never be a
3.4.4, 3.5, or 3.5.0 official release version.
velopment was released publicly by other parties. Since that code
was a work-in-progress and had not gone through the process of
debugging it as a suitable release, it was decided that the ver-
sion numbers present on that code snapshot would be retired and
never used in an official NetHack release. An announcement was
posted on the NetHack Development Team's official nethack.org
website to that effect, stating that there would never be a
3.4.4, 3.5, or 3.5.0 official release version.
In January 2015, preparation began for the release of
.
.
At the beginning of development for what would eventually
get released as 3.6.0, the NetHack Development Team consisted of
Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen-
son, Janet Walz, and Paul Winner. In early 2015, ahead of the
release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek
S. Ray joined the NetHack Development Team.
get released as 3.6.0, the NetHack Development Team consisted of
Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen-
son, Janet Walz, and Paul Winner. In early 2015, ahead of the
release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek
S. Ray joined the NetHack Development Team.
Near the end of the development of 3.6.0, one of the signif-
icant inspirations for many of the humorous and fun features
found in the game, author Terry Pratchett, passed away. NetHack
3.6.0 introduced a tribute to him.
icant inspirations for many of the humorous and fun features
found in the game, author Terry Pratchett, passed away. NetHack
3.6.0 introduced a tribute to him.
3.6.0 was released in December 2015, and merged work done by
the development team since the release of 3.4.3 with some of the
beloved community patches. Many bugs were fixed and some code was
restructured.
the development team since the release of 3.4.3 with some of the
beloved community patches. Many bugs were fixed and some code was
restructured.
The NetHack Development Team, as well as Steve VanDevender
and Kevin Smolkowski, ensured that continued to oper-
ate on various UNIX flavors and maintained the X11 interface.
and Kevin Smolkowski, ensured that continued to oper-
ate on various UNIX flavors and maintained the X11 interface.
Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
tained the port of for Mac OSX.
tained the port of for Mac OSX.
Michael Allison, David Cohrs, Bart House, Pasi Kallinen,
Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
tained the port of for Microsoft Windows.
Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
tained the port of for Microsoft Windows.
Pat Rankin attempted to keep the VMS port running for
, hindered by limited access. Kevin Smolkowski has up-
dated and tested it for the most recent version of OpenVMS (V8.4
as of this writing) on Alpha and Integrity (aka Itanium aka IA64)
but not VAX.
, hindered by limited access. Kevin Smolkowski has up-
dated and tested it for the most recent version of OpenVMS (V8.4
as of this writing) on Alpha and Integrity (aka Itanium aka IA64)
but not VAX.
Ray Chason resurrected the msdos port for 3.6 and contrib-
uted the necessary updates to the community at large.
uted the necessary updates to the community at large.
In late April 2018, several hundred bug fixes for 3.6.0 and
some new features were assembled and released as .1.
The NetHack Development Team at the time of release of 3.6.1 con-
sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
Stephenson, Janet Walz, and Paul Winner.
some new features were assembled and released as .1.
The NetHack Development Team at the time of release of 3.6.1 con-
sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
Stephenson, Janet Walz, and Paul Winner.
In early May 2019, another 320 bug fixes along with some en-
hancements and the adopted curses window port, were released as
3.6.2.
hancements and the adopted curses window port, were released as
3.6.2.
Bart House, who had contributed to the game as a porting
team participant for decades, joined the NetHack Development Team
in late May 2019.
team participant for decades, joined the NetHack Development Team
in late May 2019.
.3 was released on December 5, 2019 containing
over 190 bug fixes to .2.
over 190 bug fixes to .2.
.4 was released on December 18, 2019 containing a
security fix and a few bug fixes.
security fix and a few bug fixes.
.5 was released on January 27, 2020 containing
some security fixes and a small number of bug fixes.
some security fixes and a small number of bug fixes.
.6 was released on containing a se-
curity fix and some bug fixes.
curity fix and some bug fixes.
The official NetHack web site is maintained by Ken Lorber at
https://www.nethack.org/.
https://www.nethack.org/.
12.1. SPECIAL THANKS
12.1. SPECIAL THANKS
On behalf of the NetHack community, thank you very much once
again to M. Drew Streib and Pasi Kallinen for providing a public
NetHack server at nethack.alt.org. Thanks to Keith Simpson and
Andy Thomson for hardfought.org. Thanks to all those unnamed dun-
geoneers who invest their time and effort into annual NetHack
tournaments such as Junethack, The November NetHack Tournament
and in days past, devnull.net (gone for now, but not forgotten).
- - - - - - - - - -
From time to time, some depraved individual out there in
netland sends a particularly intriguing modification to help out
with the game. The NetHack Development Team sometimes makes note
of the names of the worst of these miscreants in this, the list
of Dungeoneers:
Adam Aronow J. Ali Harlow Mikko Juola
Alex Kompel Janet Walz Nathan Eady
Alex Smith Janne Salmijarvi Norm Meluch
Andreas Dorn Jean-Christophe Collet Olaf Seibert
Andy Church Jeff Bailey Pasi Kallinen
Andy Swanson Jochen Erwied Pat Rankin
Andy Thomson John Kallen Patric Mueller
Ari Huttunen John Rupley Paul Winner
Bart House John S. Bien Pierre Martineau
Benson I. Margulies Johnny Lee Ralf Brown
Boudewijn Waijers Jonathan Handler Richard Addison
Bruce Holloway Karl Garrison Richard P. Hughey
Bruce Mewborne Keizo Yamamoto Rob Menke
Carl Schelin Keith Simpson Robin Bandy
Chris Russo Ken Arnold Robin Johnson
David Cohrs Ken Arromdee Roderick Schertler
David Damerell Ken Lorber Roland McGrath
David Gentzel Ken Washikita Ron Van Iwaarden
David Hairston Kevin Darcy Ronnen Miller
Dean Luick Kevin Hugo Ross Brown
Derek S. Ray Kevin Smolkowski Scott Bigham
Deron Meranda Kevin Sweet Scott R. Turner
Dion Nicolaas Lars Huttar Sean Hunt
Dylan O'Donnell Leon Arnott Stephen Spackman
Eric Backus M. Drew Streib Stefan Thielscher
Eric Hendrickson Malcolm Ryan Stephen White
Eric R. Smith Mark Gooderum Steve Creps
Eric S. Raymond Mark Modrall Steve Linhart
Erik Andersen Marvin Bressler Steve VanDevender
Fredrik Ljungdahl Matthew Day Teemu Suikki
Frederick Roeber Merlyn LeRoy Tim Lennan
Gil Neiger Michael Allison Timo Hakulinen
Greg Laskin Michael Feir Tom Almy
Greg Olson Michael Hamel Tom West
Gregg Wonderly Michael Sokolov Warren Cheung
Hao-yang Wang Mike Engber Warwick Allison
Helge Hafting Mike Gallop Yitzhak Sapir
Irina Rempt-Drijfhout Mike Passaretti
Izchak Miller Mike Stephenson
Brand and product names are trademarks or registered trade-netland sends a particularly intriguing modification to help out
with the game. The NetHack Development Team sometimes makes note
of the names of the worst of these miscreants in this, the list
of Dungeoneers:
Adam Aronow J. Ali Harlow Mikko Juola
Alex Kompel Janet Walz Nathan Eady
Alex Smith Janne Salmijarvi Norm Meluch
Andreas Dorn Jean-Christophe Collet Olaf Seibert
Andy Church Jeff Bailey Pasi Kallinen
Andy Swanson Jochen Erwied Pat Rankin
Andy Thomson John Kallen Patric Mueller
Ari Huttunen John Rupley Paul Winner
Bart House John S. Bien Pierre Martineau
Benson I. Margulies Johnny Lee Ralf Brown
Bill Dyer Jon W{tte Ray Chason
Boudewijn Waijers Jonathan Handler Richard Addison
Bruce Cox Joshua Delahunty Richard Beigel
Bruce Holloway Karl Garrison Richard P. Hughey
Bruce Mewborne Keizo Yamamoto Rob Menke
Carl Schelin Keith Simpson Robin Bandy
Chris Russo Ken Arnold Robin Johnson
David Cohrs Ken Arromdee Roderick Schertler
David Damerell Ken Lorber Roland McGrath
David Gentzel Ken Washikita Ron Van Iwaarden
David Hairston Kevin Darcy Ronnen Miller
Dean Luick Kevin Hugo Ross Brown
Del Lamb Kevin Sitze Sascha Wostmann
Derek S. Ray Kevin Smolkowski Scott Bigham
Deron Meranda Kevin Sweet Scott R. Turner
Dion Nicolaas Lars Huttar Sean Hunt
Dylan O'Donnell Leon Arnott Stephen Spackman
Eric Backus M. Drew Streib Stefan Thielscher
Eric Hendrickson Malcolm Ryan Stephen White
Eric R. Smith Mark Gooderum Steve Creps
Eric S. Raymond Mark Modrall Steve Linhart
Erik Andersen Marvin Bressler Steve VanDevender
Fredrik Ljungdahl Matthew Day Teemu Suikki
Frederick Roeber Merlyn LeRoy Tim Lennan
Gil Neiger Michael Allison Timo Hakulinen
Greg Laskin Michael Feir Tom Almy
Greg Olson Michael Hamel Tom West
Gregg Wonderly Michael Sokolov Warren Cheung
Hao-yang Wang Mike Engber Warwick Allison
Helge Hafting Mike Gallop Yitzhak Sapir
Irina Rempt-Drijfhout Mike Passaretti
Izchak Miller Mike Stephenson
marks of their respective holders.
[1] 원문에서는 Priests and Priestesses로 남사제와 여사제를 구분하지만, 한국어의 언어 특성 상 사제로 통일했습니다.[2] 해외에서는 이를 80/24 rule이라고 부르는데, 왜 하필 80칸이냐면 터미널에서 한 줄을 의미하는 IBM 펀치카드가 80개의 문자를 표시했기 때문. 24줄은 당시 DEC가 VT50과 VT05 터미널을 공개했을 당시 디스플레이 RAM이 1KB였기 때문에 최대치인 12줄이었는데, 후속 부품인 VT52와 VT100에서는 이것의 2배가 됨으로써 24줄로 늘어나게 된 것. 여담으로 이를 최초로 지원한 기기는 1983년에 출시된 애플 lle. 자세한 사항은 http://exple.tive.org/blarg/2019/10/23/80x25/를 참고할 것.