
====== Inscriptions ======

     You use the '{' and '}' keys to inscribe and uninscribe objects.  The
inscription on an object can have all sorts of effects.

To designate a main and backup weapon:
     Inscribe both with "@w0".  The 'X' command will replace whatever melee
weapon you are wielding with another so inscribed.  You may also inscribe these
or other weapons with "@w1", etc., and wield weapons 0, 1, 2 and so on as
desired.

To have a given command always use the same spellbook:
     Inscribe it with "@m#", or "@p#", replacing the '#' with whatever character
you desire.  This allows you to set up macros to cast a spell knowing that it
will never choose the wrong book.  Similar inscriptions make archery very
convenient, and allow you to always use a given magical device with the same
keystrokes.

     In general, if you inscribe anything with @<<any command>><<any
character>>, you can issue the command, and type the character, to use the first
legal inscribed object.

To automatically use a given object with a given command:
     Inscribe the object with "@X*", where 'X' is the letter of that command in
the underlying keyset.

To prevent accidental use of an object with any command:
     Inscribe it with "!x", where 'x' is the letter you type to issue that
command.  If you are very paranoid, inscribe it with "!*"

To learn when an object that recharges automatically is ready for use:
     Inscribe it with "!!".  This is handy for everything from your Rod of Trap
Detection to dragon scale mail.

To automatically pick up an object:
     Inscribe it with "=g".  Especially useful for anything you throw or fire.

To give a object a special name:
     A shovel inscribed "#named 'Deepdelver'" will be called "a Shovel named
'Deepdelver'".  One inscribed "@w0#'Deepdelver'" will be called "a Shovel
'Deepdelver' {@w0}".  This part of the inscription should always go last.

Inscriptions for fun and profit:
     Try inscribing the first monster killed by a weapon, hidden object
abilities, and where you found the item or who dropped it.

Automatic inscriptions:
     The game also inscribes objects automatically.  Some of these inscriptions
will disappear when the item is identified, and you may overwrite others.

  "broken"         :  Object is broken in some way.
  "cursed"         :  Object is cursed.
  "empty"          :  Object has no more charges (and you know this).
  "indestructible" :  Object cannot be destroyed.
  "tried"          :  Used an object, didn't learn anything about it.
  "50% off"        :  Object is worth 50% less than normal.



====== Macros and keymaps ======

--- Quick Tutorial --

     Necromancers are forever casting spell "a", Magic Bolt, in spellbook "a",
Beginner's Curses.  In both keysets, that's "maa", plus "." to target the
nearest monster.  Wouldn't it be nice if you could do all this with a single
keypress?  You can.
     Choose an unused command (we shall pick "'" by way of example).  Bring up
the macro/keymap screen by typing "@".  Press "8" to create a keymap, and the
game will ask you for a trigger.  Type "'".  You then shift to the action field,
where you input all the commands you want "'" to perform when pressed.  In this
case, you would enter:  "maa.", and press return.
     Now save your new keymap by typing "6", and either allow the game to choose
your character's name for the preference file, or (if you want all of your
characters to use the same keymap) save to "user.prf".

     This is only the beginning.  What you can do with a spell, you can do with
arrows, Rods of Trap Location, resting, activating stuff, talents, searching;
all sorts of command combinations can profitably be macroed.  Macros and keymaps
are even more flexible when used in combination with object inscriptions.
     In all cases, you remember the exact series of keypresses you need to
issue, pick an unused trigger key, and fill in the action field.


--- Basic information ---

Macros:
     Macros allow you to use a single keypress to activate a series of
keypresses.  They fire off in almost all cases:  when the game is waiting for a
command, is showing a menu, is asking you to enter text, etc.  The only time
they don't activate is when you already have a macro active.
     You may use any key as a macro trigger, but it is recommended that you not
use ordinary letters.  You fill out the action field with the same commands you
normally use.

Keymaps  (sometimes known as "command macros"):
     Keymaps only fire off when the game is waiting for a command.  You may not
use special keys (like F1-F12) as keymap triggers, and must use underlying
commands in the action field (a list of such commands is supplied below).

Effects of one on the other:
     Macros are often affected by keymaps; you may bypass keymaps in macros by
putting a "\" before any action key.  Keymaps are never affected by macros.


--- Examples ---

     Macros are so handy that players (Jim Lyon in particular) have compiled
lists of helpful tricks.

To clear any pending messages:
     Insert some "\e"s (escapes) before and/or after your keymaps and macros.
Be careful about skipping past important info!  If you want to be a little more
careful, use "\s"s (spaces) instead.

To learn how to represent any key:
     Some keys cannot be entered simply as numbers or letters.  To figure out
how to include the escape key in an action, for example, you bring up the
macro/keymap screen, type 3: Query a macro, and press escape (ESC) when asked
for a trigger.  This will tell you that an escape is represented by "\e".

Rest as needed:
     Keymap a trigger key to "R*\r".  This is also helpful when waiting for a
monster to approach, because you recover mana and HPs twice as quickly than when
staying in place.  Sangband already has a macro of this type, mapped to TAB.

Fire ammunition from quiver slot 0 (zero) at the closest monster:
     Macro a trigger key to "f0." ('f', '0', period).  If you get too many
messages afterwards, you can also add some '\s's.

Activate the Phial:
     Macro a trigger key to "Af\s\s".

Destroy an item or a pile on the floor:
     Macro a trigger key to "099\rk-.y".  This expands to
  '0'  - enter a command count.
  '99' - enter the maximum possible quantity.
  '\r' - press return.
  'k'  - issue the kill command (in the roguelike keymap, this would be ^D).
  '-'  - choose the floor.
  ','  - choose the top floor item (never chooses anything in inventory).
  'y'  - confirm the kill.
  '\e' - stop destroying things.


--- In Depth ---

Not all keys can be entered as simple numbers or letters:
  \e     : escape  (useful for clearing the message line)
  \r     : return
  \n     : newline (is normally treated the same as return)
  \s     : space (' ')
  \\     : backslash  ('\')
  \^     : caret ('^')
  ^X     : control-X  (other control keys use the same system)
  \x80   : character in position 0x80 (in hex:  decimal equivalent would be 128)

Listing of underlying commands:
     Underlying commands are usually the same as those in the original keyset,
but there are important exceptions:

  Underlying command     Original keyset     Roguelike
  5                      ,                   .
  .                      .                   ,
  ;1  (move = ';')       1                   b
  ;2                     2                   j
  ;3                     3                   n
  ;4                     4                   h
  ;6                     6                   l
  ;7                     7                   y
  ;8                     8                   k
  ;9                     9                   u
  Q                      ^C                  ^C
  w0                     X                   X
  ^V                     n                   '

















