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# Section 1: Starting Screen {{{
name = doy
#remember_name = false
#weapon = random
#book = random
#chaos_knight = random
#death_knight = random
#priest       = random
#race = random
#class = random
#random_pick = false
#}}}
# Section 2: File System {{{
#crawl_dir= <path>
#morgue_dir = <path>
#save_dir = <path>
#sound = <regex>:<path to sound file>
# }}}
# Section 3: Lua Files {{{
lua_file = lua/stash.lua
lua_file = lua/wield.lua
lua_file = lua/kills.lua
lua_file = lua/runrest.lua
lua_file = lua/gearset.lua
lua_file = lua/eat.lua
lua_file = lua/pickup.lua
lua_file = lua/trapwalk.lua
# }}}
# Section 4: Interface {{{
# Section 4-a: Picking up and Dropping {{{
autopickup = $?!+"/%)
# book autopickup is disabled for trog players in pickup.lua, but books are
# still useful for them (burning, manuals, etc)
autopickup_exceptions = <([Bb]ook|[Mm]anual)
#default_autopickup = true
#safe_autopickup = true
autopickup_no_burden = true
#safe_zero_exp = true
#pickup_thrown = true
#pickup_dropped = false
assign_item_slot = backward
drop_mode = multi
pickup_mode = multi
#drop_filter = <regex>
# }}}
# Section 4-b: Targeting {{{
#target_zero_exp = false
#target_oos = true
#target_los_first = true
#confirm_self_target = true
#default_target = false
target_unshifted_dirs = true
# }}}
# Section 4-c: Passive Sightings {{{
detected_monster_colour = lightred
detected_item_colour = green
#colour_map = true
#clean_map = false
# }}}
# Section 4-d: Branding {{{
heap_brand = reverse
friend_brand = hi:yellow
stab_brand = hi:blue
may_stab_brand = hi:green
#stair_item_brand = reverse
trap_item_brand = reverse
# }}}
# Section 4-e: Level Map Functions {{{
#level_map_cursor_step = 7
#level_map_title = true
#item_colour = true
# }}}
# Section 4-f: Viewport Display Options {{{
#view_max_width = 33
#view_max_height = 17
#view_lock_x = true
#view_lock_y = true
view_lock = false
#center_on_scroll = false
#symmetric_scroll = true
#scroll_margin_x = 2
#scroll_margin_y = 2
scroll_margin = 1
# }}}
# Section 4-g: Travel and Exploration {{{
travel_delay = -1
#travel_avoid_terrain = (shallow water | deep water) ##LUA
#travel_stop_message = # see bottom
explore_greedy = true
#explore_stop = items,stairs,shops,altars,gates
runrest_ignore_message = You feel.*sick
runrest_ignore_message = disappears in a puff of smoke
runrest_ignore_message = engulfed in a cloud of smoke
runrest_ignore_message = safely over a trap
runrest_ignore_poison = 2:30
runrest_ignore_monster = fish:2
runrest_ignore_monster = swamp worm:3
runrest_ignore_monster = butterfly:1
trapwalk_safe_hp = dart:20,needle:15,arrow:35,bolt:45,spear:40,axe:45,blade:95
#tc_reachable = blue
#tc_dangerous = cyan
#tc_excluded = lightmagenta
#tc_exclude_circle = red
# }}}
# Section 4-h: Stashes {{{
#stash_tracking = all
#stash_filter = <list of numbers>
annotate_item_class = true
# }}}
# Section 4-i: Command Enhancements {{{
#auto_list = true
#lowercase_invocations = true
easy_open = true
#easy_butcher = true
easy_unequip = false
#easy_confirm = safe
#easy_quit_item_prompts = true
#easy_exit_menu = true
#default_autoprayer = false
sort_menus = true : equipped,art,ego,glowing,freshness,>qty,basename
# }}}
# Section 4-j: Messages and Display Enhancements {{{
hp_warning = 40
#mp_warning = 0
hp_colour = lightgrey, 99:green, 80:yellow, 40:red
mp_colour = lightgrey, 99:green, 80:yellow, 40:red
#terse_hand = true
delay_message_clear = true
#always_greet = true
#menu_colour = # see bottom
#menu_colour_prefix_id = false
menu_colour_prefix_class = true
#message_colour = # see bottom
#increasing_skill_progress = true
show_inventory_weights = true
show_turns = true
#show_beam = false
item_stack_summary_minimum = 0
# }}}
# Section 4-k: Missiles {{{
#fire_items_start = c
#fire_order = launcher, javelin / dart / stone / spear
# }}}
# Section 4-l: Message Channels {{{
channel.god = lightmagenta
# }}}
# Section 4-m: Inscriptions {{{
autoinscribe = distortion:!w
autoinscribe = deck:!p
autoinscribe = potion.*mutation:!q
# }}}
# Section 4-n: Macro related Options {{{
#flush.failure = true
#flush.command = false
#flush.message = false
# }}}
# }}}
# Section 5: Character Dump {{{
# Section 5-a: Items and Kills {{{
#kill_map =
#dump_kill_places = single
dump_item_origins = artifacts, ego_arm, ego_weap, jewellery
dump_item_origin_price = 200
#dump_message_count = 7
dump_order  = header,hiscore,stats,inventory,skills,spells,mutations
dump_order += overview,misc,screenshot,messages,notes,kills,turns_by_place
dump_order += kills_by_place
# }}}
# Section 5-b: Notes {{{
#use_notes = true
#user_note_prefix = <string>
note_items = rune of,acquirement,Orb
ood_interesting = 5
note_hp_percent = 5
#note_skill_levels =
#note_all_skill_levels = false
note_skill_max = true
note_monsters = ^[A-Z],orb of fire,lich
note_messages = [bB]anish.*Abyss
#note_all_spells = true
# }}}
# }}}
# Section 6: Miscellaneous {{{
# Section 6-a: All OS {{{
#macro_meta_entry = true
#mouse_input = false
#colour.OLDCOLOUR = NEWCOLOUR
wiz_mode = no
#char_set = ascii
#cset_ascii =
#cset_ibm =
#cset_dec =
#cset_unicode =
#cset_any =
#feature =
mon_glyph = _ : p
mon_glyph = shadow : lightgrey
mon_glyph = oklob plant : lightmagenta
mon_glyph = Xtahua : lightmagenta
mon_glyph = acid blob : lightmagenta
mon_glyph = giant eyeball : cyan
#classic_item_colours = false
# }}}
# Section 6-b: DOS and Windows {{{
#dos_use_background_intensity = false
# }}}
# Section 6-c: Unix {{{
#background = BLACK
#use_fake_cursor = false
# }}}
# }}}
# menu_colour {{{
# Important game items {{{
menu_colour = lightmagenta:^misc.*rune( of Zot)?
menu_colour = lightmagenta:^orb.*Zot
# }}}
# Artifacts {{{
# Identified {{{
menu_colour = magenta:^(weapon|armour|jewellery|staff).*[+-] the
# }}}
# Unidentified {{{
# Weapons {{{
menu_colour = magenta:^weapon.* ((brightly|faintly) glowing|smoking|twisted)
menu_colour = magenta:^weapon.* (bloodstained|shimmering|warped|crystal)
menu_colour = magenta:^weapon.* (jewelled|transparent|encrusted|pitted|slimy)
menu_colour = magenta:^weapon.* (polished|fine|crude|ancient|ichor-stained)
menu_colour = magenta:^weapon.* (steaming|shiny|polka-dotted)
menu_colour = magenta:^weapon.* (golden|purple|bone|serpentine|ruby|chunky)
menu_colour = magenta:^weapon.* (thin|green|ivory|ephemeral|blackened)
menu_colour = magenta:^weapon.* (sapphire|rusty|blue|brutal|adamantine|ebony)
menu_colour = magenta:^weapon.* (mangy|mithril|black|very long|steel|tiny)
menu_colour = magenta:^weapon.* flaming crossbow
# }}}
# Armour {{{
menu_colour = lightgrey:^armour.* jewelled helm(et)?
menu_colour = magenta:^armour.* ((brightly|faintly) glowing|smoking|twisted)
menu_colour = magenta:^armour.* (bloodstained|shimmering|warped|heavily runed)
menu_colour = magenta:^armour.* (jewelled|transparent|encrusted|pitted|slimy)
menu_colour = magenta:^armour.* (polished|fine|crude|ancient|ichor-stained)
menu_colour = magenta:^armour.* (steaming|distressingly furry|plaid|tie-dyed)
menu_colour = magenta:^armour.* (dull|golden|silk|tattered|round|bronze)
menu_colour = magenta:^armour.* (fabulously|vibrating|soft|smelly|red|thick)
menu_colour = magenta:^armour.* (weird-looking|blue|black|dirty|paisley)
menu_colour = magenta:^armour.* (chartreuse)
# }}}
# Jewellery {{{
menu_colour = magenta:^jewellery.* ((brightly|faintly) glowing|smoking)
menu_colour = magenta:^jewellery.* (shimmering|warped|crystal|diamond)
menu_colour = magenta:^jewellery.* (transparent|pitted|slimy|polished|fine)
menu_colour = magenta:^jewellery.* (crude|ancient|steaming|scintillating)
menu_colour = magenta:^jewellery.* (sparkling|flickering|glittering)
menu_colour = magenta:^jewellery.* (black |blood-stained|cast-iron)
menu_colour = magenta:^jewellery.* (phosphorescent)
menu_colour = magenta:^jewellery.* an (encrusted|emerald) (ring|amulet)
menu_colour = magenta:^jewellery.* a (runed|twisted|shiny|ruby) (ring|amulet)
menu_colour = magenta:^jewellery.* a (sapphire) ring
menu_colour = magenta:^jewellery.* a (jade) amulet
# }}}
# }}}
# }}}
# Possible ego items {{{
menu_colour = lightblue:^weapon.*(runed|glowing)
menu_colour = lightblue:^armour.*(runed|glowing|embroidered|shiny)
# }}}
# Mummies {{{
: if you.race() == "Mummy" then
menu_colour = darkgrey:^potion
: end
# }}}
# Emergency items {{{
menu_colour = cyan:^scroll.*(blinking|teleport|fear)
menu_colour = cyan:^wand.*(teleport|healing|hasting)
menu_colour = cyan:^potion.*(heal|berserk|speed|resistance)
menu_colour = cyan:^misc.*[lL]antern
# }}}
# Good items {{{
menu_colour = magenta:^scroll.*(acquirement)
menu_colour = magenta:^potion.*(gain (strength|dexterity|intelligence))
menu_colour = magenta:^potion.*(experience|magic)
: if not you_undead() then
menu_colour = magenta:^potion.*(of mutation)
autopickup_exceptions = <potion.*(of mutation)
: else
menu_colour = lightred:^potion.*(of mutation)
: end
# }}}
# Dangerous items {{{
menu_colour = lightred:^scroll.*(forgetfulness|torment|curse armour)
autopickup_exceptions = >scroll.*(forgetfulness|torment|curse armour)
menu_colour = lightred:^scroll.*(immolation|curse weapon)
autopickup_exceptions = >scroll.*(immolation|curse weapon)
# autopickup_exceptions for potions and jewellery is handled by pickup.lua
menu_colour = lightred:^potion.*(slowing|degeneration|poison|confusion)
menu_colour = lightred:^potion.*(paralysis|decay)
menu_colour = lightred:^jewellery.*(inaccuracy|hunger)
# }}}
# Useless items {{{
menu_colour = darkgrey:^scroll.*(random uselessness|paper|noise)
autopickup_exceptions = >scroll.*(random uselessness|paper|noise)
menu_colour = darkgrey:^potion.*(water)
: if you.race() == "Mummy" then
menu_colour = darkgrey:^jewellery.*(sustenance)
: end
: if you_undead() then
menu_colour = darkgrey:^jewellery.*(regeneration|rage)
: end
: if string.find(you.race(), "Draconian", 0, true) then
menu_colour = darkgrey:^jewellery.*(controlled flight)
autopickup_exceptions = >amulet.*(controlled flight)
: end
: if you.race() == "Green Draconian" or you.race() == "Naga" then
menu_colour = darkgrey:^jewellery.*(poison resistance)
autopickup_exceptions = >ring.*(poison resistance)
: end
< if you.race() == "Naga" or
     you.race() == "Spriggan" or
     you.race() == "Vampire" then >
menu_colour = darkgrey:^jewellery.*(see invis)
autopickup_exceptions = >ring.*(see invis)
:end
: if you.race() == "Spriggan" then
menu_colour = darkgrey:^jewellery.*(sustenance)
autopickup_exceptions = >ring.*(sustenance)
:end
# need to save and restore after temple if you get trog later
: if you.god() == "Trog" then
menu_colour = darkgrey:^jewellery.*(rage|wizardry)
autopickup_exceptions = >amulet.*(rage)
autopickup_exceptions = >ring.*(wizardry)
: end
# }}}
# Exceptions {{{
menu_colour = yellow:^potion.*(porridge|gluggy white)
# }}}
# Defaults for normal items {{{
menu_colour = lightgreen:uncursed.*\(.*(worn|neck|hand|weapon).*\)
menu_colour = lightred:cursed.*\(.*(worn|neck|hand|weapon).*\)
menu_colour = white:\(.*(worn|neck|hand|weapon).*\)
menu_colour = green:uncursed
menu_colour = red:cursed
menu_colour = lightgrey:^(scroll|potion|ring|amulet)
# }}}
# Food {{{
# Mummies {{{
: if you.race() == "Mummy" then
menu_colour = darkgrey:^food
: end
# }}}
# Spriggans {{{
: if you.race() == "Spriggan" then
menu_colour = darkgrey:^food.*chunks? of
menu_colour = yellow:^food.*(bread ration|snozzcumber|slice of pizza)
menu_colour = yellow:^food.*(orange|banana|lemon|pear|apple|apricot)
menu_colour = yellow:^food.*(rambutan|lychee|strawberry|grape|sultana)
: end
# }}}
# Rotten chunk eaters {{{
: if you.race() == "Ghoul" then
menu_colour = yellow:^food.*rot.*chunks? of
< elseif you.race() == "Ogre" or
         you.race() == "Kobold" or
         you.race() == "Troll" or
         you.race() == "Hill Orc" then >
# color rotten chunks as normal chunks
: else
menu_colour = lightred:^food.*rot.*chunks? of
autopickup_exceptions = >rot.*chunks? of
: end
# }}}
# Carnivores {{{
: if you.race() == "Kobold" then
menu_colour = darkgrey:^food.*(bread ration|snozzcumber|slice of pizza)
menu_colour = darkgrey:^food.*(orange|banana|lemon|pear|apple|apricot)
menu_colour = darkgrey:^food.*(rambutan|lychee|strawberry|grape|sultana)
menu_colour = yellow:^food.*chunks? of
: end
# }}}
# Dangerous chunk types {{{
# Undead {{{
menu_colour = lightred:^food.*chunks? of.*(ghoul|necrophage|death drake)
# }}}
# Mutagen {{{
menu_colour = magenta:^food.*chunks? of.*(draining|orange brain|great orb)
menu_colour = magenta:^food.*chunks? of.*(guardian naga|shapeshifter|very ugly)
# }}}
# Poison {{{
menu_colour = lightgreen:^food.*chunks? of.*(ant larva|kobold|beetle)
menu_colour = lightgreen:^food.*chunks? of.*(brain worm|green draconian)
menu_colour = lightgreen:^food.*chunks? of.*((black|brown|yellow) snake)
menu_colour = lightgreen:^food.*chunks? of.*(bee|death yak|slug|amoeba)
menu_colour = lightgreen:^food.*chunks? of.*(centipede|mite|snail|gila|hydra)
menu_colour = lightgreen:^food.*chunks? of.*(iron troll|naga|queen|wasp)
menu_colour = lightgreen:^food.*chunks? of.*(redback|(golden|mottled) dragon)
menu_colour = lightgreen:^food.*chunks? of.*((orange|green) rat)
menu_colour = lightgreen:^food.*chunks? of.*(scorpion|soldier ant|spiny|spider)
# }}}
# Contaminated {{{
menu_colour = brown:^food.*chunks? of.*(elf|human|drake|blowfly|cockroach)
menu_colour = brown:^food.*chunks? of.*((fire|hill|frost|stone) giant)
menu_colour = brown:^food.*chunks? of.*(mosquito|gnoll|goblin|jackal)
menu_colour = brown:^food.*chunks? of.*(manticore|minotaur|ogre|orc)
menu_colour = brown:^food.*chunks? of.*(war dog|warg|((rock|deep) )?troll)
menu_colour = brown:^food.*chunks? of.*(grey rat|ugly thing|draconian)
menu_colour = brown:^food.*chunks? of.*((quicksilver|iron|swamp|komodo) dragon)
menu_colour = brown:^food.*chunks? of.*(mer(folk|maid))
# }}}
# }}}
# {{{ Other
menu_colour = lightgrey:^food
# }}}
# }}}
# }}}
# message_colour {{{
# completely worthless {{{
message_colour = mute:You start (resting|searching)
# }}}
# mostly worthless {{{
message_colour = darkgrey:Unknown command
message_colour = darkgrey:disappears in a puff of smoke
# }}}
# danger {{{
message_colour = lightred:You feel drained
message_colour = lightred:You feel strangely unstable
# }}}
# combat clutter (from b0rsuk) {{{
message_colour = darkgrey:miss(es)? (the|you|it)
message_colour = darkgrey:but (do no|doesn't do any) damage
# }}}
# corpses {{{
: if you.race() == "Spriggan" or you.race() == "Mummy" then
message_colour = darkgrey:corpse
message_colour = darkgrey:chunk
: else
# Rotten {{{
: if you.race() == "Ghoul" then
message_colour = yellow:rot.*chunks? of
message_colour = yellow:rot.*corpse
< elseif you.race() == "Ogre" or
         you.race() == "Kobold" or
         you.race() == "Troll" or
         you.race() == "Hill Orc" then >
# color rotten chunks as normal chunks
: else
message_colour = lightred:rot.*chunks? of
message_colour = lightred:rot.*corpse
: end
# }}}
# Undead {{{
message_colour = lightred:chunks? of.*(ghoul|necrophage|death drake)
message_colour = lightred:(ghoul|necrophage|death drake).*corpse
# }}}
# Mutagen {{{
message_colour = magenta:chunks? of.*(draining|orange brain|great orb)
message_colour = magenta:chunks? of.*(guardian naga|shapeshifter|very ugly)
message_colour = magenta:(draining|orange brain|great orb).*corpse
message_colour = magenta:(guardian naga|shapeshifter|very ugly).*corpse
# }}}
# Poison {{{
message_colour = lightgreen:chunks? of.*(ant larva|kobold|beetle)
message_colour = lightgreen:chunks? of.*(brain worm|green draconian)
message_colour = lightgreen:chunks? of.*((black|brown|yellow) snake)
message_colour = lightgreen:chunks? of.*(bee|death yak|slug|amoeba)
message_colour = lightgreen:chunks? of.*(centipede|mite|snail|gila|hydra)
message_colour = lightgreen:chunks? of.*(iron troll|naga|queen|wasp)
message_colour = lightgreen:chunks? of.*(redback|(golden|mottled) dragon)
message_colour = lightgreen:chunks? of.*((orange|green) rat)
message_colour = lightgreen:chunks? of.*(scorpion|soldier ant|spiny|spider)
message_colour = lightgreen:(ant larva|kobold|beetle).*corpse
message_colour = lightgreen:(brain worm|green draconian).*corpse
message_colour = lightgreen:((black|brown|yellow) snake).*corpse
message_colour = lightgreen:(bee|death yak|slug|amoeba).*corpse
message_colour = lightgreen:(centipede|mite|snail|gila|hydra).*corpse
message_colour = lightgreen:(iron troll|naga|queen|wasp).*corpse
message_colour = lightgreen:(redback|(golden|mottled) dragon).*corpse
message_colour = lightgreen:((orange|green) rat).*corpse
message_colour = lightgreen:(scorpion|soldier ant|spiny|spider).*corpse
# }}}
# Contaminated {{{
message_colour = brown:chunks? of.*(elf|human|drake|blowfly|cockroach)
message_colour = brown:chunks? of.*((fire|hill|frost|stone) giant)
message_colour = brown:chunks? of.*(mosquito|gnoll|goblin|jackal)
message_colour = brown:chunks? of.*(manticore|minotaur|ogre|orc)
message_colour = brown:chunks? of.*(war dog|warg|((rock|deep) )?troll)
message_colour = brown:chunks? of.*(grey rat|ugly thing|draconian)
message_colour = brown:chunks? of.*((quicksilver|iron|swamp|komodo) dragon)
message_colour = brown:chunks? of.*(mer(folk|maid))
message_colour = brown:(elf|human|drake|blowfly|cockroach).*corpse
message_colour = brown:((fire|hill|frost|stone) giant).*corpse
message_colour = brown:(mosquito|gnoll|goblin|jackal).*corpse
message_colour = brown:(manticore|minotaur|ogre|orc).*corpse
message_colour = brown:(war dog|warg|((rock|deep) )?troll).*corpse
message_colour = brown:(grey rat|ugly thing|draconian).*corpse
message_colour = brown:((quicksilver|iron|swamp|komodo) dragon).*corpse
message_colour = brown:(mer(folk|maid)).*corpse
# }}}
: end
# }}}
# }}}
# travel_stop_message {{{
# Extras for Ghouls {{{
: if you.race() == "Ghoul" then
travel_stop_message = smell.*(rott(ing|en)|decay)
travel_stop_message = something tasty in your inventory
: end
# }}}
# so you don't leave gifts behind
travel_stop_message = Something appears
# to avoid running up on things with dmsl off
travel_stop_message = You feel less protected from missiles
# }}}
# Lua {{{
# Pick up a butchering weapon if we don't already have one {{{
# This requires ) to be in the autopickup option line
< do
local old_ch_autopickup = ch_autopickup or function() return true end
local function can_butcher(it)
    if item.name(it):find("distort", 0, true) then
        return false
    end
    local skill = item.weap_skill(it)
    -- have to handle polearms separately, since only some of them can butcher
    if skill == "Polearms" or skill == "Staves" then
        local butcherable_polearms = {
            "scythe", "lajatang", "halberd", "bardiche", "glaive"
        }
        for _, weap in ipairs(butcherable_polearms) do
            if item.name(it):find(weap, 0, true) then return true end
        end
        return false
    else
        return skill:find("Blades", 0, true) or skill == "Axes"
    end
end
function ch_autopickup(it)
    if item.class(it, true) == "weapon" then
        local need_blade = true
        -- Trolls and Ghouls don't need weapons to butcher things, and Mummies
        -- and Spriggans can't eat chunks. Ideally, we could detect a player
        -- with the claws mutation here too, but that's not currently possible
        if you.race() == "Troll" or
           you.race() == "Ghoul" or
           you.race() == "Mummy" or
           you.race() == "Spriggan" then
            need_blade = false
        else
            for _, inv_it in pairs(item.inventory()) do
                if item.class(inv_it, true) == "weapon" and
                   can_butcher(inv_it) then
                    need_blade = false
                end
            end
        end
        return need_blade and not item.cursed(it) and can_butcher(it)
    else
        return old_ch_autopickup(it)
    end
end
end >
# }}}
# Don't autopickup in the Abyss {{{
< do
local old_ch_autopickup = ch_autopickup or function() return true end
function ch_autopickup(it)
    return you.where() ~= "Abyss" and old_ch_autopickup(it)
end
end >
# }}}
# other thoughts -
# - offer to drop bad items once they are identified
# - autobutcher
# - autosacrifice
# - move autopickup_exceptions for scrolls into a function
#   - also, pick up worthless (not dangerous) scrolls only if spellcasting
#     skill is less than 1, for training
# - autopickup ego/arts if they are the same type as what we are currently
#   using
# - don't autopickup duplicate amulets and non-res rings
# - modify runrest stuff to ignore fleeing monsters
# - autoequip and unequip rings of sustenance during interlevel travel
# }}}