Source:NetHack 3.6.0/dat/symbols

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 # Symbol sets for use in NetHack's text-based display.  #  # IBMgraphics works by specifying special characters which reside  # outside the range of normal printable characters. It has subsets  # for use where the internal code page is different than the one  # used by US ASCII (437) and has some different special characters.  #  # DECgraphics works by switching back and forth between two fonts,  # where the alternate one substitutes special characters in place  # of ordinary printable characters in the lowercase letter range.  # NetHack encodes the request to use the alternate font here by  # having the high bit set (in hexadecimal, \x80 is combined with  # a character code between \x60 and \x7f).    start: DECgraphics   Handling: DEC   S_vwall: \xf8 # meta-x, vertical rule   S_hwall: \xf1 # meta-q, horizontal rule   S_tlcorn: \xec # meta-l, top left corner   S_trcorn: \xeb # meta-k, top right corner   S_blcorn: \xed # meta-m, bottom left   S_brcorn: \xea # meta-j, bottom right   S_crwall: \xee # meta-n, cross   S_tuwall: \xf6 # meta-v, T up   S_tdwall: \xf7 # meta-w, T down   S_tlwall: \xf5 # meta-u, T left   S_trwall: \xf4 # meta-t, T right   S_ndoor: \xfe # meta-~, centered dot   S_vodoor: \xe1 # meta-a, solid block   S_hodoor: \xe1 # meta-a, solid block   S_bars: \xfb # meta-{, small pi   S_tree: \xe7 # meta-g, plus-or-minus   S_room: \xfe # meta-~, centered dot   S_upladder: \xf9 # meta-y, greater-than-or-equals   S_dnladder: \xfa # meta-z, less-than-or-equals   S_pool: \xe0 # meta-\, diamond   S_ice: \xfe # meta-~, centered dot   S_lava: \xe0 # meta-\, diamond   S_vodbridge: \xfe # meta-~, centered dot   S_hodbridge: \xfe # meta-~, centered dot   S_water: \xe0 # meta-\, diamond   S_vbeam: \xf8 # meta-x, vertical rule   S_hbeam: \xf1 # meta-q, horizontal rule   S_sw_tc: \xef # meta-o, high horizontal line   S_sw_ml: \xf8 # meta-x, vertical rule   S_sw_mr: \xf8 # meta-x, vertical rule   S_sw_bc: \xf3 # meta-s, low horizontal line   S_explode2: \xef # meta-o, high horizontal line   S_explode4: \xf8 # meta-x, vertical rule   S_explode6: \xf8 # meta-x, vertical rule   S_explode8: \xf3 # meta-s, low horizontal line  finish    start: IBMgraphics   Handling: IBM   S_vwall: \xb3 # meta-3, vertical rule   S_hwall: \xc4 # meta-D, horizontal rule   S_tlcorn: \xda # meta-Z, top left corner   S_trcorn: \xbf # meta-?, top right corner   S_blcorn: \xc0 # meta-@, bottom left   S_brcorn: \xd9 # meta-Y, bottom right   S_crwall: \xc5 # meta-E, cross   S_tuwall: \xc1 # meta-A, T up   S_tdwall: \xc2 # meta-B, T down   S_tlwall: \xb4 # meta-4, T left   S_trwall: \xc3 # meta-C, T right   S_ndoor: \xfa # meta-z, centered dot   S_vodoor: \xfe # meta-~, small centered square   S_hodoor: \xfe # meta-~, small centered square   S_bars: \xf0 # equivalence symbol   S_tree: \xf1 # plus or minus symbol   S_room: \xfa # meta-z, centered dot   S_corr: \xb0 # meta-0, light shading   S_litcorr: \xb1 # meta-1, medium shading   S_fountain: \xf4 # meta-t, integral top half   S_pool: \xf7 # meta-w, approx. equals   S_ice: \xfa # meta-z, centered dot   S_lava: \xf7 # meta-w, approx. equals   S_vodbridge: \xfa # meta-z, centered dot   S_hodbridge: \xfa # meta-z, centered dot   S_water: \xf7 # meta-w, approx. equals   S_vbeam: \xb3 # meta-3, vertical rule   S_hbeam: \xc4 # meta-D, horizontal rule   S_sw_ml: \xb3 # meta-3, vertical rule   S_sw_mr: \xb3 # meta-3, vertical rule   S_explode4: \xb3 # meta-3, vertical rule   S_explode6: \xb3 # meta-3, vertical rule  finish    start: IBMGraphics_1   Handling: IBM   S_vwall: \xb3 # meta-3, vertical rule   S_hwall: \xc4 # meta-D, horizontal rule   S_tlcorn: \xda # meta-Z, top left corner   S_trcorn: \xbf # meta-?, top right corner   S_blcorn: \xc0 # meta-@, bottom left   S_brcorn: \xd9 # meta-Y, bottom right   S_crwall: \xc5 # meta-E, cross   S_tuwall: \xc1 # meta-A, T up   S_tdwall: \xc2 # meta-B, T down   S_tlwall: \xb4 # meta-4, T left   S_trwall: \xc3 # meta-C, T right   S_vbeam: \xb3 # meta-3, vertical rule   S_hbeam: \xc4 # meta-D, horizontal rule   S_sw_ml: \xb3 # meta-3, vertical rule   S_sw_mr: \xb3 # meta-3, vertical rule   S_explode4: \xb3 # meta-3, vertical rule   S_explode6: \xb3 # meta-3, vertical rule  finish    start: IBMGraphics_2   Handling: IBM   S_vwall: \xb3 # meta-3, vertical rule   S_hwall: \xc4 # meta-D, horizontal rule   S_tlcorn: \xda # meta-Z, top left corner   S_trcorn: \xbf # meta-?, top right corner   S_blcorn: \xc0 # meta-@, bottom left   S_brcorn: \xd9 # meta-Y, bottom right   S_crwall: \xc5 # meta-E, cross   S_tuwall: \xc1 # meta-A, T up   S_tdwall: \xc2 # meta-B, T down   S_tlwall: \xb4 # meta-4, T left   S_trwall: \xc3 # meta-C, T right   S_vodoor: \xfe # meta-~, small centered square   S_hodoor: \xfe # meta-~, small centered square   S_corr: \xb0 # meta-0, light shading   S_litcorr: \xb1 # meta-1, medium shading   S_vbeam: \xb3 # meta-3, vertical rule   S_hbeam: \xc4 # meta-D, horizontal rule   S_sw_ml: \xb3 # meta-3, vertical rule   S_sw_mr: \xb3 # meta-3, vertical rule   S_explode4: \xb3 # meta-3, vertical rule   S_explode6: \xb3 # meta-3, vertical rule  finish    start: MACgraphics   Handling: MAC   S_vwall: \xba   S_hwall: \xcd   S_tlcorn: \xc9   S_trcorn: \xbb   S_blcorn: \xc8   S_brcorn: \xbc   S_crwall: \xce   S_tuwall: \xca   S_tdwall: \xcb   S_tlwall: \xb9   S_trwall: \xcc   S_ndoor: \xb0   S_vodoor: \xee   S_hodoor: \xee   S_vcdoor: \xef   S_hcdoor: \xef   S_bars: \xf0 # equivalency symbol   S_tree: \xf1 # plus-or-minus   S_corr: \xb0   S_grave: \xef # same as open door   S_pool: \xe0  finish    start: RogueIBM   Handling: IBM   Restrictions: rogue   S_weapon: \x29   S_amulet: \x2c   S_food: \x3a   S_potion: \xad   S_scroll: \x3f   S_book: \x2b   S_wand: \xe7   S_vwall: \xba # all walls now use   S_hwall: \xcd # double line graphics   S_tlcorn: \xc9   S_trcorn: \xbb   S_blcorn: \xc8   S_brcorn: \xbc   S_crwall: \xce   S_tuwall: \xca   S_tdwall: \xcb   S_tlwall: \xb9   S_trwall: \xcc   S_ndoor: \xce   S_vodoor: \xce   S_hodoor: \xce   S_room: \xfa # centered dot   S_corr: \xb1   S_litcorr: \xb2   S_upstair: \xf0 # Greek Xi   S_dnstair: \xf0  finish    start: RogueEpyx   Description: Rogue level color symbol set like Epyx Rogue   Restrictions: rogue   Handling: IBM   Color: Yes   S_weapon: \x18 # up arrow   S_armor: \x0a # Vert rect with o   S_ring: \x09 # circle with arrow   S_amulet: \x0c # "female" symbol   S_food: \x05 # club (as in cards)   S_potion: \xad # upside down '!'   S_scroll: \x0e # musical note   S_wand: \xe7 # greek tau   S_coin: \x0f # yes it's the same as gems   S_gem: \x0f # fancy '*'   S_rock: \x60   S_ball: \x30   S_chain: \x5f   S_venom: \x2e   S_vwall: \xba # all walls now use   S_hwall: \xcd # double line graphics   S_tlcorn: \xc9   S_trcorn: \xbb   S_blcorn: \xc8   S_brcorn: \xbc   S_crwall: \xce   S_tuwall: \xca   S_tdwall: \xcb   S_tlwall: \xb9   S_trwall: \xcc   S_ndoor: \xce   S_vodoor: \xce   S_hodoor: \xce   S_room: \xfa # centered dot   S_corr: \xb1   S_litcorr: \xb2   S_upstair: \xf0 # Greek Xi   S_dnstair: \xf0   S_arrow_trap: \x04 # diamond (cards)   S_dart_trap: \x04   S_falling_rock_trap: \x04   S_squeaky_board: \x04   S_bear_trap: \x04   S_land_mine: \x04   S_rolling_boulder_trap: \x04   S_sleeping_gas_trap: \x04   S_rust_trap: \x04   S_fire_trap: \x04   S_pit: \x04   S_spiked_pit: \x04   S_hole: \x04   S_trap_door: \x04   S_teleportation_trap: \x04   S_level_teleporter: \x04   S_magic_portal: \x04   S_web: \x04   S_statue_trap: \x04   S_magic_trap: \x04   S_anti_magic_trap: \x04   S_polymorph_trap: \x04   S_weapon: \x18   S_armor: \x5b   S_ring: \x3d   S_amulet: \xc   S_tool: \x28   S_food: \x5   S_potion: \xad   S_scroll: \xe   S_book: \x2b   S_wand: \xe7   S_coin: \xf   S_gem: \xf   S_rock: \x60   S_ball: \x30   S_chain: \x5f   S_venom: \x2e   S_human: \x01  finish    start: RogueWindows   Restrictions: rogue   Handling: IBM   S_weapon: \x29   S_amulet: \x2c   S_food: \x3a   S_potion: \xad   S_scroll: \x3f   S_book: \x2b   S_wand: \xe7   S_vwall: \xba # all walls now use   S_hwall: \xcd # double line graphics   S_tlcorn: \xc9   S_trcorn: \xbb   S_blcorn: \xc8   S_brcorn: \xbc   S_crwall: \xce   S_tuwall: \xca   S_tdwall: \xcb   S_tlwall: \xb9   S_trwall: \xcc   S_ndoor: \xce   S_vodoor: \xce   S_hodoor: \xce   S_room: \xfa # centered dot   S_corr: \xb1   S_litcorr: \xb2   S_upstair: \xf0 # Greek Xi   S_dnstair: \xf0  finish    # Recommended symset for blind players  # courtesy Michael Feir  start: NHAccess   Description: Recommended for blind players   S_stone: \032   S_vwall: \124   S_hwall: \045   S_tlcorn: \124   S_trcorn: \124   S_blcorn: \124   S_brcorn: \124   S_crwall: \045   S_tuwall: \045   S_tdwall: \045   S_tlwall: \124   S_trwall: \124   S_ndoor: \046   S_vodoor: \045   S_hodoor: \124   S_vcdoor: \043   S_hcdoor: \043   S_bars: \046   S_tree: \035   S_room: \035   S_corr: \060   S_litcorr: \062   S_upstair: \060   S_dnstair: \062   S_upladder: \095   S_dnladder: \092   S_altar: \035   S_grave: \126   S_throne: \126   S_sink: \126   S_fountain: \126   S_pool: \042   S_ice: \042   S_lava: \035   S_vodbridge: \035   S_hodbridge: \032   S_vcdbridge: \035   S_hcdbridge: \126   S_arrow_trap: \094   S_dart_trap: \094   S_falling_rock_trap: \094   S_squeaky_board: \094   S_bear_trap: \094   S_land_mine: \094   S_rolling_boulder_trap: \094   S_sleeping_gas_trap: \094   S_rust_trap: \094   S_fire_trap: \094   S_pit: \094   S_spiked_pit: \094   S_hole: \094   S_trap_door: \094   S_teleportation_trap: \094   S_level_teleporter: \094   S_magic_portal: \094   S_web: \094   S_statue_trap: \094   S_magic_trap: \094   S_anti_magic_trap: \094   S_polymorph_trap: \094   S_vbeam: \124   S_hbeam: \095   S_lslant: \092   S_rslant: \047   S_digbeam: \042   S_flashbeam: \033   S_boomleft: \041   S_boomright: \040   S_ss1: \048   S_ss2: \035   S_ss3: \064   S_ss4: \042   S_sw_tl: \047   S_sw_tc: \045   S_sw_tr: \092   S_sw_ml: \058   S_sw_mr: \058   S_sw_bl: \092   S_sw_bc: \045   S_sw_br: \047   S_explode1: \047   S_explode2: \045   S_explode3: \092   S_explode4: \058   S_explode5: \032   S_explode6: \058   S_explode7: \092   S_explode8: \045   S_explode9: \047  finish