summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2006-09-22 14:21:52 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2006-09-22 14:21:52 +0000
commitebc76bb5f9eac3f8464bbcb7e1fad88b68ab9b3a (patch)
tree3186ab8503791deb4d07a5bc70250e3d106b24ea
parent54703a5e095d2a33bbdcaf6b8864529fdeb26171 (diff)
downloadcrawl-ref-ebc76bb5f9eac3f8464bbcb7e1fad88b68ab9b3a.tar.gz
crawl-ref-ebc76bb5f9eac3f8464bbcb7e1fad88b68ab9b3a.zip
Documented travel_stair_cost, fixed some confusing wording.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup@68 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/init.txt38
1 files changed, 28 insertions, 10 deletions
diff --git a/crawl-ref/init.txt b/crawl-ref/init.txt
index 119844991b..39e74352f6 100644
--- a/crawl-ref/init.txt
+++ b/crawl-ref/init.txt
@@ -114,7 +114,7 @@ autopickup = $?!:"/0
# lua_file = lua/runrest.lua
#
-# If you want more detailed kill statistics, you can use a LUA script to do
+# If you want more detailed kill statistics, you can use a Lua script to do
# that. See kills.lua for more ideas.
#
# lua_file = lua/kills.lua
@@ -226,6 +226,20 @@ remembered_monster_colour = darkgrey
#
travel_delay = 20
+#
+# travel_stair_cost determines how costly interlevel travel considers stairs.
+# With a high travel_stair_cost (such as the default of 500), interlevel travel
+# will always choose routes with the minimum number of level changes possible.
+# If you set travel_stair_cost to a low value (such as the minimum of 1),
+# interlevel travel will treat a staircase just like a normal move, and it may
+# consequently choose routes that involve extra level transitions. This can be
+# disconcerting in branches with elevator-type stair arrangements, particularly
+# in the Lair, where there are typically long chains of elevator stairs, because
+# travel will go out of its way to use the elevator and minimise total travel
+# distance.
+#
+# travel_stair_cost = 500
+
# Prevent travel from routing through shallow water.
# travel_avoid_terrain = shallow water
@@ -477,21 +491,25 @@ friend_brand = reverse
# stab_brand = hi:blue
#
-# Stabbing may be possible even if the monster is not asleep (if it's confused,
-# for instance). This option brands monsters that you *might* be able to stab,
-# provided the monster is adjacent to you. Primarily useful for worshippers of
-# The Su^WShining One. Purists may consider this unnecessarily spoily and a
-# cheat. Direct such opinions to <scintilla@gmail.com>
+# Stabbing may be possible even if the monster is not asleep (if it's confused
+# or distracted, for instance). This option brands monsters that you *might* be
+# able to stab. Primarily useful for worshippers of The Shining One. Purists
+# may consider this unnecessarily spoily.
+#
+# If your console doesn't support high-intensity background colours, you may
+# have to change darkgrey to something else.
#
# may_stab_brand = hi:darkgrey
#
#
# On DOS and Windows, if you're using a console that can do high-intensity
-# background colours, set this option to true for superior friend-branding.
-# If your console doesn't like this option, some friendly monsters will appear
-# as blinking characters (and setting this option to false may be advisable
-# to preserve your sanity in such cases).
+# background colours, set this option to true for superior reverse-colour-
+# branding.
+#
+# If your console doesn't like this option, some high-intensity backgrounds
+# will appear as blinking characters (and setting this option to false may be
+# advisable to preserve your sanity in such cases).
#
# dos_use_background_intensity = true