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author | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2006-09-22 14:21:52 +0000 |
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committer | dshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573> | 2006-09-22 14:21:52 +0000 |
commit | ebc76bb5f9eac3f8464bbcb7e1fad88b68ab9b3a (patch) | |
tree | 3186ab8503791deb4d07a5bc70250e3d106b24ea | |
parent | 54703a5e095d2a33bbdcaf6b8864529fdeb26171 (diff) | |
download | crawl-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.txt | 38 |
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 |