Mdoc nits -- unneeded ".
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@ -1,4 +1,4 @@
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.\" $NetBSD: atc.6,v 1.13 2002/09/26 16:12:39 wiz Exp $
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.\" $NetBSD: atc.6,v 1.14 2002/09/26 16:33:53 wiz Exp $
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.\"
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.\" Copyright (c) 1990, 1993
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.\" The Regents of the University of California. All rights reserved.
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@ -117,7 +117,7 @@ Suspending a game is not permitted.
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If you get a talk message, tough.
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When was the last time an Air Traffic Controller got called away to
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the phone?
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.Sh "THE DISPLAY"
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.Sh THE DISPLAY
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.Pp
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Depending on the terminal you run
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.Nm
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@ -167,7 +167,7 @@ For a plane to successfully depart through an entry/exit point,
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it must be flying at 9000 feet.
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It is not necessary for the planes to be flying in any particular
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direction when they leave the arena (yet).
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.Ss "INFORMATION AREA"
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.Ss INFORMATION AREA
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The second area of the display is the information area, which lists
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the time (number of updates since start), and the number of planes you
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have directed safely out of the arena.
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@ -192,11 +192,11 @@ The next command it expects to do is circle when it reaches Beacon #1.
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The second example shows a jet named `g' at 7000 feet, destined for
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Exit #4.
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It is just now executing a turn to 225 degrees (South-West).
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.Ss "INPUT AREA"
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.Ss INPUT AREA
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The third area of the display is the input area.
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It is here that your input is reflected.
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See the INPUT heading of this manual for more details.
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.Ss "AUTHOR AREA"
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.Ss AUTHOR AREA
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This area is used simply to give credit where credit is due. :-)
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.Sh INPUT
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A command completion interface is built into the game.
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@ -237,7 +237,7 @@ All commands start with a plane letter.
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This indicates the recipient
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of the command.
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Case is ignored.
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.Ss "IMMEDIATE ONLY COMMANDS"
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.Ss IMMEDIATE ONLY COMMANDS
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.Bl -tag -width "aaaa"
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.It "a [ cd+- ]" Em number
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Altitude: Change a plane's altitude, possibly requesting takeoff.
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@ -265,7 +265,7 @@ This is useful if you want
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to forget about a plane during part, but not all, of its
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journey.
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.El
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.Ss "DELAYABLE COMMANDS"
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.Ss DELAYABLE COMMANDS
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.Bl -tag -width "aaaa"
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.It "c [ lr ]"
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Circle: Have the plane circle.
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@ -329,7 +329,7 @@ beacon.
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The `b' for ``beacon'' is redundant to allow for expansion.
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`@' can be used instead of `a'.
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.El
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.Ss "MARKING, UNMARKING AND IGNORING"
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.Ss MARKING, UNMARKING AND IGNORING
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Planes are
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.Em marked
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by default when they enter the arena.
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@ -375,7 +375,7 @@ Plane S: turn to 315
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.It xi
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Plane X: ignore
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.El
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.Sh "OTHER INFORMATION"
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.Sh OTHER INFORMATION
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.Bl -bullet
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.It
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Jets move every update; prop planes move every other update.
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@ -388,7 +388,7 @@ Planes flying at an altitude of 0 crash if they are not over an airport.
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.It
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Planes waiting at airports can only be told to take off (climb in altitude).
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.El
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.Sh "NEW GAMES"
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.Sh NEW GAMES
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The
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.Pa Game_List
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file lists the currently available play fields.
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@ -456,7 +456,7 @@ Line endpoints may be anywhere within the field, so long as
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the lines are horizontal, vertical or
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.Em exactly
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diagonal.
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.Ss "FIELD FILE EXAMPLE"
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.Ss FIELD FILE EXAMPLE
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.Bd -literal -unfilled
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# This is the default game.
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@ -1,4 +1,4 @@
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.\" $NetBSD: phantasia.6,v 1.7 2002/09/26 16:29:26 wiz Exp $
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.\" $NetBSD: phantasia.6,v 1.8 2002/09/26 16:33:53 wiz Exp $
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.\"
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.Dd April 1, 2001
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.Dt PHANTASIA 6
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@ -58,7 +58,7 @@ Characters are only placed on the scoreboard when they die.
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.Sh AUTHOR
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Edward Estes, AT\*[Am]T Information Systems, Skokie, IL
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.Sh PARTICULARS
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.Ss "Normal Play"
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.Ss Normal Play
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A number of the player's more important statistics are almost always
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displayed on the screen, with maximums (where applicable) in
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parentheses.
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@ -134,7 +134,7 @@ These are described elsewhere.
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In general, a control-L will force the redrawing of the screen.
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.Pp
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Other things which may happen are more or less self-explanatory.
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.Ss "Fighting Monsters"
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.Ss Fighting Monsters
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A player has several options while fighting monsters.
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They are as follows:
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.Bl -tag -width skirmish -offset indent
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@ -177,7 +177,7 @@ Otherwise, nothing happens, and the chance to
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.Ic luckout
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is lost.
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.El
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.Ss "Character Statistics"
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.Ss Character Statistics
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.Bl -tag -width quickness -offset indent
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.It Em strength
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determines how much damage a character can inflict.
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@ -215,7 +215,7 @@ As
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.Em age
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increases, many personal statistics degenerate.
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.El
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.Ss "Character Types"
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.Ss Character Types
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Character statistics are rolled randomly from the above list, according
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to character type.
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The types are as follows:
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@ -316,7 +316,7 @@ carry, how long until
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can overcome the player, and how much
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.Em poison
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the player can withstand.
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.Ss "Spells"
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.Ss Spells
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During the course of the game, the player may exercise his/her
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magic powers.
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These cases are described below.
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@ -490,7 +490,7 @@ or
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.Em council of the wise .
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Allows the player to pick which monster to fight.
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.El
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.Ss "Monsters"
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.Ss Monsters
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Monsters get bigger as one moves farther from the origin (0,0).
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Rings of distance 125 from the origin determine the size.
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A monster's
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@ -633,7 +633,7 @@ while in battle.
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.It Em Wraith
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may make a player blind.
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.El
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.Ss "Treasures"
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.Ss Treasures
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The various treasure types are as follows:
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.Bl -tag -width "type twelve/thirteen"
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.It Type zero
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@ -831,7 +831,7 @@ A cursed treasure knocks
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.Em energy level
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very low, and adds 0.25
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.Em poison .
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.Ss "Rings"
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.Ss Rings
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.Em Rings
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are only carried by
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.Em nazguls
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@ -880,7 +880,7 @@ It is usually not a good idea to pick one up.
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The only way to get rid of a
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.Em ring
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is to have a monster steal it.
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.Ss "King"
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.Ss King
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A player may become
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.Em king
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by finding a
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@ -953,7 +953,7 @@ The
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may also
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.Ic teleport
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anywhere for free by using the origin as a starting place.
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.Ss "Council of the Wise, Valar"
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.Ss Council of the Wise, Valar
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A player automatically becomes a member of the
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.Em council of the wise
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upon reaching level 3000.
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@ -1029,7 +1029,7 @@ encounters are based upon his/her size.
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Only one valar may exist at a time.
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The current valar is replaced when another player finds the grail.
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The valar is then bumped back to the council of the wise.
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.Ss "Wizard"
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.Ss Wizard
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The
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.Em wizard
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is usually the owner of the game, and the one who maintains
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@ -1071,7 +1071,7 @@ A
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character's statistics also progress at the maximum possible rate, selected
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from the other character types.
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.El
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.Ss "Special Places"
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.Ss Special Places
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Certain regions of the playing grid have different names.
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In general, this is only to give the player some idea of
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his/her present location.
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@ -1103,7 +1103,7 @@ This place is where the
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resides.
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It is associated with no particular coordinate on the playing grid.
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.El
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.Ss "Miscellaneous"
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.Ss Miscellaneous
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Once a player reaches
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.Em level
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5, the game will start to time out waiting for input.
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@ -1159,7 +1159,7 @@ goes away in random time.
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Players with
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.Em crowns
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are identified with a '*' before their character type.
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.Ss "Inter-terminal Battle"
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.Ss Inter-terminal Battle
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When two player's coordinates correspond, they may engage in battle.
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In general, the player with the highest
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.Em quickness
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@ -1,4 +1,4 @@
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.\" $NetBSD: quiz.6,v 1.7 2001/07/11 16:11:36 wiz Exp $
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.\" $NetBSD: quiz.6,v 1.8 2002/09/26 16:33:54 wiz Exp $
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.\"
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.\" Copyright (c) 1991, 1993
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.\" The Regents of the University of California. All rights reserved.
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@ -83,7 +83,7 @@ If you get the answer wrong,
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.Nm
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lets you try again.
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To see the right answer, enter a blank line.
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.Sh "Index and Data File Syntax"
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.Ss Index and Data File Syntax
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The index and data files have a similar syntax.
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Lines in them consist of several categories separated by colons.
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The categories are regular expressions formed using the following
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@ -1,4 +1,4 @@
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.\" $NetBSD: sail.6,v 1.10 2002/09/26 16:29:26 wiz Exp $
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.\" $NetBSD: sail.6,v 1.11 2002/09/26 16:33:54 wiz Exp $
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.\"
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.\" Copyright (c) 1988, 1993
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.\" The Regents of the University of California. All rights reserved.
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@ -960,7 +960,7 @@ Captain Happy
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Horatio Nelson
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and many valiant others...
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.fi
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.SH "REFERENCES"
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.SH REFERENCES
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.nf
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Wooden Ships \*[Am] Iron Men, by Avalon Hill
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Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
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