Difference between revisions of "Name"

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(you should only put the /first/ use of the article title in bold)
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== How to Use ==
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'''#name''' is an [[extended command]] which is mapped to '''[N]''' (capital N) by default, if you are using [[number_pad]]. You can do two things with #name:
 
 
'''#name''' is mapped to '''[N]''' (capital N) by default if you are using number_pad. You can do two things with '''Name''':
 
 
* Name an individual item
 
* Name an individual item
* Name a CLASS of items (that is, all the items of that type, such as all steel wands)
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* Name a ''class'' of items (that is, all the items of that type, such as all steel wands)
  
== Reasons To '''Name''' An Individual Item ==
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== #naming individual items ==
  
These are a few reasons to rename an individual item with '''Name''', with an example for each:
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These are a few reasons to rename an individual item with #name, with an example for each:
 
* Roleplay (naming your primary weapon "Stinging Blow" because of the amount of damage you can do with it)
 
* Roleplay (naming your primary weapon "Stinging Blow" because of the amount of damage you can do with it)
 
* Reminders (naming an item you suspect is cursed, etc.)
 
* Reminders (naming an item you suspect is cursed, etc.)
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* Naming the [[Amulet of Yendor]] will allow you to identify it from all the fakes if you drop it or it gets stolen
 
* Naming the [[Amulet of Yendor]] will allow you to identify it from all the fakes if you drop it or it gets stolen
  
== Reason(s) To '''Name''' a class of items ==
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== #naming a class of items ==
 
* Keeping track of the possibilities for items you find after applying various object identification tests, such as [[engrave testing]]
 
* Keeping track of the possibilities for items you find after applying various object identification tests, such as [[engrave testing]]
 
* Naming a scroll will let you write scrolls of that type as though it were identified (obviously you also have to actually know what that type is)
 
* Naming a scroll will let you write scrolls of that type as though it were identified (obviously you also have to actually know what that type is)
  
 
{{stub|This seems to be missing some stuff, but what?}}
 
{{stub|This seems to be missing some stuff, but what?}}
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[[Category:Extended commands]]

Revision as of 17:35, 14 August 2006

#name is an extended command which is mapped to [N] (capital N) by default, if you are using number_pad. You can do two things with #name:

  • Name an individual item
  • Name a class of items (that is, all the items of that type, such as all steel wands)

#naming individual items

These are a few reasons to rename an individual item with #name, with an example for each:

  • Roleplay (naming your primary weapon "Stinging Blow" because of the amount of damage you can do with it)
  • Reminders (naming an item you suspect is cursed, etc.)
  • Certain artifacts can be generated by naming a weapon of their base class (Sting, etc.)
  • To keep items from stacking in your inventory, you can name stacks of them differently. This is useful when using confused blessed scrolls of remove curse to generate holy water and unholy water
  • Names of important items are often used to keep notes on games, especially in games played by multiple people (see robin)
  • Naming the Amulet of Yendor will allow you to identify it from all the fakes if you drop it or it gets stolen

#naming a class of items

  • Keeping track of the possibilities for items you find after applying various object identification tests, such as engrave testing
  • Naming a scroll will let you write scrolls of that type as though it were identified (obviously you also have to actually know what that type is)
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