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author | nlanza <nlanza@c06c8d41-db1a-0410-9941-cceddc491573> | 2006-08-13 02:19:00 +0000 |
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committer | nlanza <nlanza@c06c8d41-db1a-0410-9941-cceddc491573> | 2006-08-13 02:19:00 +0000 |
commit | aa88fdd8c6ad2da5eb5bd933e2d53d56cd8c176f (patch) | |
tree | d0551b96eaebb5b55694579fb8dae4abc7a38407 /crawl-ref/init.txt | |
parent | 2b32f164e6ca1c4b3d587789f6cf46f46fe02fe8 (diff) | |
download | crawl-ref-aa88fdd8c6ad2da5eb5bd933e2d53d56cd8c176f.tar.gz crawl-ref-aa88fdd8c6ad2da5eb5bd933e2d53d56cd8c176f.zip |
Clean up a mistake in the SVN import.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/init.txt')
-rw-r--r-- | crawl-ref/init.txt | 676 |
1 files changed, 676 insertions, 0 deletions
diff --git a/crawl-ref/init.txt b/crawl-ref/init.txt new file mode 100644 index 0000000000..672f51d9f2 --- /dev/null +++ b/crawl-ref/init.txt @@ -0,0 +1,676 @@ +# +# Crawl Init file +# +# Lines begining with '#' are comments. The basic syntax is: +# +# field = value or field.subfield = value +# +# Only one specification is allowed per line. +# +# The terms are typically case-insensitive except in the fairly obvious +# cases (the character's name and specifying files or directories when +# on a system that has case-sensitive filenames). +# +# White space is stripped from the begining and end of the line, as +# well as imediately before and after the '='. All other whitespace +# is left alone. +# + + +# +# Player name +# + +# name=kernel + +# +# If remember_name set, the game remembers the last name you used. +# + +# remember_name = true + +# Directory for reading macro.txt and init.txt, and dumping characters. +# It should end with the path delimiter. +# crawl_dir=/home/bwross/crawl/ + + +# Here's a list of autopickup types: +# +# ) Weapons +# ( Missiles +# [ Armour +# / Wands +# % Food +# ? Scrolls +# " or = jewellery +# ! Potions +# + or : Books +# \ or | Staves +# 0 Orbs +# } Misc items +# X Corpses +# $ Gold + +autopickup = $?!:"/0 + +# +# assign_item_slot +# +# When picking up items, the inventory slot into which the item goes is +# normally the first free slot from a-zA-Z. Setting assign_item_slot to +# "backward" changes the slot assignment to work backwards. For instance, if +# you have items on 'a' and 'c', and assign_item_slot = forward, the next item +# will go into 'b'. If assign_item_slot = backward, the next item will go to +# 'd' instead. +# +# assign_item_slot = backward + +# +# dump_kill_places +# +# In the Vanquished Creatures list, this option controls how the locations of +# each kill are displayed. Use 'none' to suppress place display altogether, +# 'all' to display all known kill places, anything else to default to showing +# the kill place only for single kills +# +# dump_kill_places = all + +# +# dump_item_origins +# +# The game remembers where you find items. If you want this item origin memory +# listed in your dumps, use this option to select which items get annotated. The +# default behaviour is for artifacts and rods to get annotated. +# +# Available selectors: artifacts, ego_arm, ego_weap, jewellery, runes, rods, +# staves, books, all. +# +# If you use multiple dump_item_origins lines, the last line takes effect; all +# preceding lines are ignored. +# +# If you don't want any items to be annotated, set dump_item_origins to "none", +# and set dump_item_origin_price to -1. +# +# dump_item_origins = artifacts, ego_weap, ego_arm, rods, staves, runes + +# +# dump_item_origin_price +# +# Item origins are dumped if the price of the item is greater than or equal +# to this amount. Set this to -1 to prevent selection by price. +# +# dump_item_origin_price = 100 + +# +# Base Lua file that's needed by other Lua scripts. You must source this +# before you source any Lua script that relies on this. For safety, always +# source this first. +# +# lua_file = lua\base.lua + +# +# Control what messages stop shift+running and resting. +# +# lua_file = lua\runrest.lua + +# +# 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 + +# +# If you'd like to switch quickly between sets of gear, you can use this. See +# gearset.lua for more information. +# +# lua_file = lua\gearset.lua + +# +# This lua script prompts you to eat chunks in inventory (after prompting for +# eating off the floor). +# +# lua_file = lua\eat.lua + +# +# stash.lua annotates items to make for easier stash-searches. Weapons are +# prefixed by the name of the weapon skill, so you can search for "long blades" +# and find everything that exercises that skill. See stash.lua for more details. +# +# lua_file = lua\stash.lua + +# +# wield.lua selects items to show in the wield menu based on the spells your +# character knows. For instance, if you know Sublimation of Blood, chunks +# will be added to your wield menu. +# +# lua_file = lua\wield.lua + +# The number of messages to be displayed in character dump files. Defaults to 4 +dump_message_count = 4 + +# Set to false to disable targeting zero exp monsters in hostile targeting mode +# target_zero_exp = false + +# +# Set to true if targeting should wrap around from last to first and vice versa +# +# target_wrap = true + +# +# When cycling through items/features with 'x' look-around, setting target_oos +# to true allows you to jump the cursor to items and features that are outside +# line-of-sight but in the main view. Defaults to true. See also +# target_los_first. +# +target_oos = true + +# +# When cycling through items/features with the 'x' look-around command, setting +# target_los_first to true will force the cursor to squares in line-of-sight +# before going to squares outside LOS. Defaults to true. +# +target_los_first = true + +# +# Allows you to specify special characters as \{nn} when creating macros or +# keymaps. For instance, you can macro a key to Enter by specifying a mapping +# of \{13} when this is set to true. If you want to map a key to a backslash +# with macro_meta_entry set true, escape the backslash as \\. +# +# Defaults to true. +# +macro_meta_entry = true + +# pickup_thrown causes autopickup to grab thrown/fired missiles +# +pickup_thrown = true + +# pickup_dropped lets autopickup affect objects you've dropped. Set to false to +# block autopickup for dropped objects +# +pickup_dropped = false + +# assign_item_slot = backward + +# List of item name regexes for items which autopickup will never touch. You +# can use multiple ban_pickup lines. +# +# ban_pickup = degeneration,decay,confusion +# ban_pickup = inaccuracy +# ban_pickup = scrolls? of paper + +# Option to turn off colouring the level-map with travel information +# travel_colour = false + +# +# Monsters found by detect creatures will be coloured this colour (defaults +# to darkgrey): +# +detected_monster_colour = lightred + + +# +# Items found by detect items will be given this colour (defaults to darkgrey) +# +detected_item_colour = green + +# +# Remembered monsters can be shown with their actual colours (real), or +# assigned an arbitrary colour by name. +# +# remembered_monster_colour = real +remembered_monster_colour = darkgrey + + +# How long travel waits after each move (milliseconds). +# +travel_delay = 20 + +# Prevent travel from routing through shallow water. +# travel_avoid_terrain = shallow water + +# For merfolk and/or characters with permanent levitation, prevent travel from +# routing through shallow _or_ deep water +# +# travel_avoid_terrain = shallow water, deep water + +# The square of the radius around travel-excluded squares where travel will +# refuse to go. Set to zero if you want to exclude single squares. +# +# travel_exclude_radius2 = 68 + +# If set to true (the default), waypoints will be numbered on the level map, +# assuming that they're on a floor square with nothing on it. +# +# show_waypoints = false + +# Explore will stop for one of these conditions. Whatever you set this option +# to, anything that stops travel will also stop explore. +# +# Multiple explore_stop lines are *not* cumulative! The last explore_stop +# line will override all previous explore_stop lines. +# +explore_stop = items,stairs,shops,altars + +# How many squares the cursor moves on the level map when using Shift+direction. +# Defaults to 10. +# +# level_map_cursor_step = 10 + +# Playing sounds: +# Option is set as sound = <regex>:<path to sound file>. Your regex should not +# include commas or colons. +# sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav + +# Tracking stashes. Valid options are 'all', 'dropped' and 'explicit'. Anything +# else disables stash tracking +stash_tracking = all + +# Filter corpses (14) and chunks of meat (4:21) out of the stash-tracker. +# The filter syntax is object class:object subtype. So, to filter, say, potions +# of degeneration, you'd use 8:14 (where 8 is for OBJ_POTIONS and 14 is +# POT_DEGENERATION). See enum.h for all the magic numbers involved. +stash_filter = 14, 4:21 + +# Substrings that will stop travel if they're present in any message the game +# displays. Substrings can be comma separated, and multiple stop_travel lines +# are accepted. + +# Stop travel if Xom grants us a gift suddenly. +stop_travel = Something appears + +# To limit a substring match to a message channel, prefix the substring with the +# channel name and a colon. For instance, if you want travel to stop when you're +# hit by divine retribution, you could use: +# stop_travel = god:wrath finds you + +# If you'd like to stop travel for any message sent to a particular channel, use +# a stop_travel line with that message channel name and a colon alone. For +# example, if you've an amulet of the gourmand, and are hankering after rotten +# meat, or you're playing a ghoul: +# stop_travel = rotten_meat: + +# Stop travel for any god messages (including prayer) +stop_travel = god: + +# verbose dump causes less important item details to appear in character dumps +# verbose_dump = false + + +# Colours out of sight map features on the playing screen +colour_map = true + + +# Cleans up out of sight monsters and clouds on the map +clean_map = false + +# To be able to drop multiple items from the drop menu in one go, enable +# multidrop (you can also switch to multidrop from the classic drop menu using +# the @ key). +# +# drop_mode = multi + +# When selecting items using the global select key (, or -) in a multidrop +# listing, you can choose to apply a filter - only items whose names match +# the filter will be selected. The filter strings are regexes. +# +# For instance, to quickly select carrion and rotting chunks of meat, you +# could use: +# +# drop_filter = skeleton, rotting, corpse + +# Open doors by moving on to them +# easy_open = false + + +# Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!) +easy_butcher = true + + +# Allows auto removal of armour when dropping it +# easy_armour = false + + +# Make confirmation queations easier to answer: +# none = force capitals on Y/N questions +# safe = force only on questions that will end game +# all = never force capitals + +# WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y', +# which can result in accidentally answering yes to questions; it is +# suggested that you use a value of 'none' or 'safe' + +easy_confirm = safe + + +# Setting this option to true allows the quitting of item listing with +# space as well as escape. These lists are essentially all of those +# that are requesting an inventory item and accept '?' and '*'. +# +# The identify list will never easy quit. The default is false. + +# easy_quit_item_lists = true + +# In multidrop (and pickup) menus, paging past the end will exit the menu if +# you set the easy_exit_menu option +# +# easy_exit_menu = true + +# This option adds the text "uncursed" to items where the +# curse status is relevent and known. Does not bother to +# show "uncursed" on items that are fully identified (showing pluses), +# since that wound be redundant and waste space. + +show_uncursed = true + + +# +# The weapon option allows defaulting on the weapon selection screen +# +# Valid weapons are short sword, hand axe, spear, mace, and trident... +# although tridents are restricted to only merfolk and gladiators, so +# you'll get queries for the illegal cases. +# + +# weapon = hand axe + + +# +# These allow auto-selection of other third-screen options. +# +# Select "random" for random choice. +# +# chaos_knight => Xom or Makleb +# death_knight => necromancy or Yredelemnul +# priest => Zin or Yredelemnul +# + +# chaos_knight = xom +# death_knight = necromancy +# priest = random + + +# +# The random_pick option will randomly generate a character. +# The above options (weapons and class options) will override where +# appropriate. +# + +# random_pick = true + + +# Macro colours to other colours +# +# Useful for terminals where some colours are hards to read (and cannot +# be adjusted), as well as for creating a custom scheme, especially +# when used with the background option on a terminal with a non-black +# background. +# +# Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and +# the NEWCOLOUR is always literal (ie. it won't re-evaluate to a different +# colour). +# +# The colours are: +# +# black, blue, green, cyan, red, magenta, brown, lightgrey, darkgrey, +# lightblue, lightgreen, lightcyan, lightred, lightmagenta, yellow, white +# +# lightgray = lightgrey, darkgray = darkgrey + +# colour.lightgray = black +# colour.white = black +# colour.lightcyan = cyan +# colour.yellow = brown + + +# +# always_greet will give the race/class and god messages everytime the +# game is started. +# + +always_greet = true + + +# Set the default background colour of your window +# Warning: setting this to a value different than the window's background +# colour, will probably result in some very ugly results. + +# background = white + + +# +# Brand friendly monsters with a curses attribute... these might not +# do what you think, it depends on the terminal being used (and won't +# work with non-curses compiles). +# +# Available options, with typical results: +# +# standout -- often the same as reverse, might be underline or dim +# bold -- used by colour curses for brightening foreground colours +# blink -- used by colour curses for brightening background colours +# reverse -- this will probably work +# dim -- probably no effect +# underline -- this will probably work +# highlight:col -- set background colour of highlighted monsters to "col" +# +# This is somewhat interesting (blink here is used to give friends a +# dark grey background, and then we change dark grey so we can see bats): +# +# friend_brand = blink +# colour.darkgrey = magenta +# +# Brand friends with a green background. If the friend is itself green, it'll +# show up as black on green. +# +# friend_brand = hi:green + +friend_brand = reverse + +# +# Stab warning. +# +# Some deities object to you stabbing monsters. Certain classes specialise +# in stabbing monsters. For both these cases, it helps to identify monsters +# that are susceptible to being stabbed without using the 'x' command. This +# option brands sleeping monsters. All the normal 'brand' options apply. +# +# 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> +# +# 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). +# +# dos_use_background_intensity = true + +# Colour items on level-map +# +# item_colour = true + +# Brand heaps of items (more than one item or stack). Options apply as for +# friend_brand. +# +# heap_brand = reverse + + +# Message channel options: +# +# Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain) +# +# CHANNEL_NAME can currently be one of these: +# plain = regular text (and things "uncoloured") +# prompt = input prompts to the player +# god = messages from the gods +# duration = messages about character spells/effects wearing off +# danger = serious threats to the characters existence +# food = warnings about food +# warning = various other warnings +# recovery = recovery from disease/stat loss/poison conditions +# talk = monsters talking (acting) +# intrinsic_gain = level/stat/species power gains +# mutation = gain/lose mutations +# monster_spell = messages about monsters gesturing and casting spells +# monster_enchant = messages pertaining to monster enchantments (up or down) +# monster_damage = messages telling how damaged a monster is +# rotten_meat = messages about chunks/corpses becoming rotten +# +# COLOUR can be any of the colours in the colour section above. +# +# Other channel options: +# +# mute = show no messages from channel (dangerous, be careful!) +# default = turn channel on to it's default scheme +# alternate = turn channel on to it's alternate "colourful" scheme +# on = same as default +# plain = make channel the same colour as the "plain" channel +# (won't do anything silly like "mute" if plain == mute, though) +# off = same as plain +# +# Note: The only multi-colour channels currently are monster_damage and +# god. Setting god to a COLOUR will make all god messages that +# colour. Setting monster_damage to a colour will make the +# "monster dies" messages that colour, and the "injured" messages +# will be plain coloured. More control of these and other channels +# will be coming later. +# + +# channel.plain = green +# channel.talk = mute +# channel.warning = plain +# channel.diagnostic = mute +# channel.rotten_meat = yellow +# channel.god = alternate +# channel.mutation = green + + +# +# hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel +# when the player takens damage and their hitpoints are less than this +# percentage of their maximum (use 0 to turn off these messages). + +hp_warning = 25 + + +# race +# +# Use to preselect race. Argument can be: +# +# - letter used in the character creation process +# - two letter abbreviation used on the high score board +# - a string to match against the full name + +# race = human + + +# class +# +# Used to preselect class. Same format as race option above. + +# class = fighter + + +# +# Wizard mode options (available only in WIZARD compiles): +# +# yes = start games in wizard mode (game might not be scored) +# no = still allows player to enter wizard mode after start of game +# never = never allow a wizard command to be used +# + +wiz_mode = no + + +# +# Fire command options +# +# fire_items_start - sets the first inventory item to consider (default is a) +# +# fire_order - controls when to consider types of items +# +# launcher, dart, stone, dagger, spear, handaxe, club +# +# The list should be on one line, with commas between items. +# +# Launcher refers to firing the appropriate missile for the wielded +# weapon (ie crossbow, bow, sling)... you'll probably want it first, as +# it'll be ignored when you're not wielding a ranged weapon. The default +# is "launcher, dart" which matches the old behaviour. +# + +fire_items_start = c +fire_order = launcher, dart, stone + + +# +# auto_list +# +# Setting this to true if you want to automatically list appropriate +# inventory items for commands like quaff and read. This is like +# immediately hitting '?', and can be confusing to beginners because +# they won't get to see the prompts. +# +# This option does not apply to spell casting... Conjurers would probably +# find that really annoying. +# + +# auto_list = true + + +# +# Input buffer flushing options (flush.*) +# +# These are useful when using macros. Setting one of these +# sub-options to true will cause the entire input buffer to +# be dumped and thus effectively stop the macro. +# +# The sub-options currently are (and their defaults): +# +# failure -- when spells/abilities get miscast (true) +# command -- whenever the game is aboutn to get the next command (false) +# message -- whenever the game outputs a non-mute message (false) +# +# flush.failure = false +# flush.command = true +# flush.message = true + +# +# lowercase_invocations +# +# Set this option to true if you prefer to have invocations on 'a'-'e' +# instead of the traditional 'A'-'E' (which is the default). +# + +lowercase_invocations = true + + +# +# terse_hand +# +# Set this to false to have the "in hand" description on the main screen +# the same as the inventory. The default setting of true will give the +# newer more terse description that should fit the limited space better +# (but will be harder for newbies to understand). + +# terse_hand = false + + +# +# delay_message_clear - experimental (may be ugly at points) +# +# Setting this option to true will delay the clearing of messages until +# the message space is full (default is false which results in clearing +# between player actions). + +# delay_message_clear = true |