diff options
-rw-r--r-- | crawl-ref/docs/crawl_options.txt | 2071 | ||||
-rw-r--r-- | crawl-ref/init.txt | 89 | ||||
-rw-r--r-- | crawl-ref/source/initfile.cc | 4 |
3 files changed, 1078 insertions, 1086 deletions
diff --git a/crawl-ref/docs/crawl_options.txt b/crawl-ref/docs/crawl_options.txt index 0b7bb2bae8..5171ec2b71 100644 --- a/crawl-ref/docs/crawl_options.txt +++ b/crawl-ref/docs/crawl_options.txt @@ -1,1040 +1,1031 @@ -This document explains all of the options in the latest version of Dungeon
-Crawl Stone Soup. These options are set in the init.txt file located in the
-Crawl directory (the directory containing crawl.exe on Windows and DOS). On Unix
-systems, you need to set options in the ~/.crawlrc file (a file named .crawlrc
-in your home directory).
-
-The contents of this text are:
-
-1- Starting Screen.
- name, remember_name, weapon, book,
- chaos_knight, death_knight, priest,
- race, class, random_pick
-2- File System and Sound.
- crawl_dir, save_dir, sound.
-3- Lua files.
- lua_file,
- base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,
- gearset.lua, eat.lua, trapwalk.lua
-4- Interface.
-4-a Dropping and Picking up.
- autopickup, default_autopickup, safe_autopickup, safe_zero_exp,
- pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup,
- drop_mode, pickup_mode, drop_filter;
- lua: ch_autopickup (advanced autopickup exceptions)
-4-b Targeting.
- target_zero_exp, target_wrap, target_oos, target_los_first,
- confirm_self_target, default_fizzlecheck
-4-c Passive Sightings (Detection and Rememberance).
- detected_monster_colour, detected_item_colour,
- remembered_monster_colour, colour_map, clean_map
-4-d Branding (Item and Monster Highlighting).
- heap_brand, friend_brand, stab_brand, may_stab_brand
-4-e Level Map Functions.
- level_map_cursor_step, item_colour, show_waypoints
-4-f Travel and Exploration.
- travel_colour, travel_delay, travel_stair_cost,
- travel_avoid_terrain, travel_exclude_radius2,
- travel_stop_message, explore_stop, runrest_ignore_message,
- runrest_ignore_poison, trapwalk_safe_hp;
- lua: ch_stop_run (ignoring monsters)
-4-g Stashes.
- stash_tracking, stash_filter
-4-h Command Enhancements.
- auto_list, lowercase_invocations, easy_open, easy_butcher,
- easy_armour, easy_confirm, easy_quit_item_lists, easy_exit_menu,
- default_autoprayer, sort_menus
-4-i Message and Display Improvements.
- show_uncursed, hp_warning, always_greet, terse_hand,
- delay_message_clear, menu_colour
-4-j Missiles.
- fire_items_start, fire_order
-4-k Message Channels.
- plain, prompt, god, pray, duration, danger, food, warning,
- recovery, multiturn, talk, intrinsic_gain, mutation,
- monster_spell, monster_enchant, monster_damage, rotten_meat
-4-l Inscriptions.
- autoinscribe
-4-m Macro related Options.
- flush.failure, flush.command, flush.message
-5- Character Dump.
-5-a Items and Kills.
- kill_map, dump_kill_places, dump_item_origins,
- dump_item_origin_price, dump_message_count, dump_order,
- verbose_dump
-5-b Notes.
- use_notes, note_items, ood_interesting, note_hp_percent,
- note_skill_levels, note_skill_max, note_monsters,
- note_messages, note_all_spells
-6- Miscellaneous.
-6-a All OS.
- macro_meta_entry, wiz_mode, colours, char_set, cset_ascii,
- cset_ibm, cset_dec, feature.
-6-b DOS and Windows.
- dos_use_background_intensity
-6-c Unix
- background
-
---------------------------------------------------------------------------------
-
-There are basically three types of Crawl options: true/false values (booleans),
-numbers, and lists. An option is most often specified with its default value (if
-there is one); this should also explain which of the above-mentioned types it
-is. Each option should have some remarks on how it's typically used - beware
-that this depends strongly on your playing style and sometimes also on hardware
-or operating system.
-
-Note that the init.txt coming with regular distributions has all boolean options
-commented out. The commented-out values are always the _non-defaults_, so you
-can toggle boolean options by just uncommenting them.
-
-Some options need a path as an argument; here you have to use a filesystem path
-suitable for your system. Other options accept regular expressions (regexes):
-here you can simply use ordinary strings, adapt the suggested regexes to your
-needs or search the internet for regex syntax.
-
-If you get stuck or some things just won't seem to work properly, please ask for
-help on the newsgroup rec.games.roguelike.misc. Flag queries with '-crawl-', as
-other roguelikes are also discussed there.
-
-1- Starting Screen.
-====================
-
-The following options are a convenience to help you quickly start your game of
-Crawl.
-
-name = Delilah
- If set, that's the name all your Crawl characters will get.
-
-remember_name = false
- Crawl remembers the options (class, race etc.) you used to create your
- last character. You may recycle them in the starting screen for a new
- character. If this option is set to true, Crawl will also remember the
- last name you used.
-
- If you use this option and want to enter a name _after_ choosing your
- race and class, you must enter . at the initial name prompt - hitting
- Enter at the name prompt will simply reuse your old name if
- remember_name is set.
-
-weapon = (random | short sword | hand axe | spear | mace | trident)
- Specifying the weapon option allows you to bypass the weapon selection
- screen. Note that tridents are restricted to only merfolk and
- gladiators, but you'll get the standard query in illegal cases.
-
-book = (flame | fire | ice | cold | summ | summoning | random)
- Several spellcasting classes can choose their starting spellbook.
- Note flame=fire and ice=cold and summ=summoning.
-
-chaos_knight = (Xom | Makhleb | random)
-
-death_knight = (necromancy | Yredelemnul | random)
-
-priest = (Zin | Yredelemnul | random)
- The above three make in advance the additional choices for
- Chaos Knights, Death Knights, and Priests.
-
-race = (Human |...| Merfolk | random)
- The usual abbrevations (Hu, El, HE, etc.) work.
-
-class = (Fighter |...| Wanderer | random)
- Here again the abbrevations (Fi, Wi, Pr, etc.) can be used.
-
-random_pick = false
- The random_pick option will randomly generate a character.
- The above options (weapons and class options) will override where
- appropriate.
-
-
-2- File System.
-================
-
-crawl_dir= <path>
- Directory for reading macro.txt and init.txt, and dumping characters.
- It should end with the path delimiter.
-
-save_dir = <path>
- Directory where saves and bones are stored. This option may be ignored
- depending on the settings used to compile Crawl, but should be
- honoured for the official Crawl binaries.
-
-sound = <regex>:<path to sound file>
- Plays the sound file if a message contains regex. The regex should
- not include commas or colons. For example
- sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
- Getting appropriate sound files may be difficult. Check other
- roguelikes or old computer rpg's. Alternatively, ask for help at
- the newsgroup rec.games.roguelike.misc.
-
-
-3- Lua files.
-==============
-
-Lua files are scripts which can provide existing commands with a new meaning
-or even create new commands (to be used in macros). If you don't know a
-specific reason not to include some or all lua files, you'll do best to just
-include them all.
-
-lua_file = <path/name.lua>
-
-The currently available lua's are
- base.lua -- needed for other lua scripts
- stash.lua -- annotates the stash file for better searching (Ctrl-F)
- Searching for 'Long blades' will also turn up all weapons
- with the long blade skill. Also, you can now look for
- spellbooks ('book'), artifacts ('art'), ego items ('ego').
- wield.lua -- shows more intelligent options when using 'w?'
- kills.lua -- improves the Vanquished Creatures list in dump files;
- currently gives three lists (Vanquished, Friendly, Others)
- runrest.lua -- allows to remove certain stop condition when running
- New options: runrest_ignore_poison, runrest_ignore_message
- gearset.lua -- provides commands for switching of complete sets via macro
- New macroable functions: rememberkit, swapkit
- eat.lua -- prompts to eat chunks in inventory.
- trapwalk.lua -- allows travel to cross certain traps if you have enough hp.
-
-
-4- Interface.
-==============
-
-4-a Picking up and Dropping.
---------------------------------
-
-autopickup = $?!:"/
- By default, the list is empty. The valid symbols are
- ) Weapons
- ( Missiles
- [ Armour
- / Wands
- % Food
- ? Scrolls
- " or = Jewellery
- ! Potions
- + or : Books
- \ or | Staves
- 0 Orbs
- } Misc items
- X Corpses
- $ Gold
- Note that _whether_ items are picked up automatically or not, is
- controlled by the in-game toggle Ctrl-A. Also note that picking up
- takes a turn, but only one turn (regardless of the number of items).
- If you teleport or blink onto a square with interesting items, these
- will not be picked up.
-
-default_autopickup = true
- When set false, the game starts with autopickup turned off. You can
- still toggle autopickup in-game with Ctrl-A.
-
-safe_autopickup = true
- When set, autopickup will not operate if there are visible unfriendly
- monsters (or statues.) If safe_zero_exp is set (the default), zero-XP
- monsters are considered friendly.
-
-safe_zero_exp = true
- If set, presence of only zero experience monsters (like plants) will
- cause autopickups, even if safe_autopickup=true is set. This option
- also settles whether autoprayer considers such monsters risky.
-
-pickup_thrown = false
- Pickup_thrown=true causes autopickup to grab thrown/fired missiles.
- Many players use this because it eases ranged combat quite a bit. If
- following suit, be aware that there are situations when there is no
- time for picking up projectiles. Use Ctrl-A for switching off
- autopickup altogether in such cases or set safe_autopickup=true.
-
-pickup_dropped = true
- Pickup_dropped lets autopickup affect objects you've dropped. Set to
- false to block autopickup for dropped objects. This can be convenient.
-
-assign_item_slot = (forward | backward)
- When picking up items, the inventory slot into which the item goes is
- normally the first free slot from a-zA-Z (this is the default "forward"
- behaviour). Setting assign_item_slot to "backward" changes the slot
- assignment to the first letter after the last slot.
- For instance, if you have items on 'a' and 'c', then with
- assign_item_slot = forward, the next item will go into 'b',
- assign_item_slot = backward, the next item will go to 'd' instead.
- With "backward", items dropped/fired and picked up later are more
- likely to get their old slot back.
-
-ban_pickup = <regex>
- List of item name regexes for items which autopickup will never touch.
- You can use multiple ban_pickup lines. Some typical examples are
- ban_pickup = degeneration, decay, confusion, potions? of slowing
- ban_pickup = potions? of strong poison,potions? of poison
- ban_pickup = inaccuracy
- ban_pickup = scrolls? of paper, immolation, curse armor, curse weapon
- ban_pickup = forgetfulness, uselessness, noise, torment
-
-drop_mode = (multi | single)
- Single is the classical behaviour (and default): after pressing another
- key, that item will be dropped. Multi makes an inventory menu appear,
- allowing the selection of items to be dropped. (You can also switch to
- multidrop from the classic drop line using the '@' key).
- Multidrops are highly convenient. Be aware of the fact that every
- single drop takes one turn. (This is different from picking up.) When
- selecting multidrops, the top right corner will show the estimated
- number of turns.
- The order in which items get dropped is always from top to bottom in
- the inventory listing.
-
-pickup_mode = (multi | single | auto:X)
- Single is the classical behaviour (and default): when picking up
- items, you are prompted for them one by one. Multi makes a menu
- appear, where you can choose which items to pick up. Note that
- no matter how many items you choose, picking up will always take
- one turn.
- If pickup_mode is auto:X, where X is some number (for example,
- auto:5), then pickup will give a menu if there are at least X
- items on your square, and will prompt one by one otherwise.
-
-drop_filter = <regex>
- When selecting items using the global (de)select keys (',' 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
- Other choices can come in handy as well, e.g. if you want to sacrifice
- regularly all weapons except axes, use:
- drop_filter = axe, broadaxe
- Note that if you use this option, you will lose the (de)select all
- keys. However, '*' inverts the current selection and so salvages this
- problem.
- The default is empty.
-
-Using a Lua script, you can define a function "ch_autopickup" to select
-additional items for autopickup. Let's say you want autopickup to only grab food
-if your character can eat it (let's say you're playing a kobold and you want to
-stop picking up vegetables). You could use the following (if '%' is not in the
-autopickup option):
-
-{
-function ch_autopickup(it)
- -- The "false" suppresses hunger checks to see if your character is hungry
- -- enough to eat food/chunks.
- return food.can_eat(it, false)
-end
-}
-
-Here's a ch_autopickup that a mummy might find useful:
-
-{
--- The mummy special. Remove % and ! from your autopickup option if you use
--- this.
-function ch_autopickup(it)
- return food.can_eat(it, false)
- or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )
-end
-}
-
-
-4-b Targeting.
--------------------
-
-target_zero_exp = true
- Set to false to disable targeting zero exp monsters (i.e. plants)
- in hostile targeting mode. This is usually convenient to do.
-
-target_wrap = true
- Set to true if targeting should wrap around from last to first and
- vice versa.
-
-target_oos = true
- When cycling through items with 'x' look-around, setting target_oos to
- true allows you to jump the cursor to dungeon features (<> for stairs,
- Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) that
- are outside line-of-sight but in the main view. This is most sensibly
- used in connection with stash_tracking=all (see 4-g). Also see also
- target_los_first below.
-
-target_los_first = 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.
-
-confirm_self_target = false
- Setting this to true will make Crawl ask for confirmation whenever
- selecting the character as the target of a non-friendly-targeted spell
- (i.e., something other than haste, healing or invisibility.)
-
-default_fizzlecheck = false
- If set to true, this will require a confirmation when cancelling
- target mode in a way which will make the activated ability or spell
- fizzle (e.g., when casting Magic Dart and cancelling targeting.)
- It can be further toggled during play with the key Ctrl+T.
-
-4-c Passive Sightings (via detection and rememberance).
------------------------------------------------------------
-
-detected_monster_colour = darkgrey
- Monsters found by detect creatures will be coloured this colour; e.g.
- detected_monster_colour = lightred
-
-detected_item_colour = darkgrey
- Items found by detect items will be given this colour, for example
- detected_item_colour = green
-
-colour_map = false
- Colours out of sight map features on the playing screen.
-
-clean_map = false
- Cleans up out of sight monsters and clouds on the map. This is like
- pressing Ctrl-C (clearing both main screen and level map) all the time.
- Setting this to true can be disconcerting for summoners.
-
-
-4-d Branding (Item and monster highlighting).
--------------------------------------------------
-
-Branding refers to displaying particular monsters (e.g. summons) or items in a
-special way; special as in reversing fore- and background. There are several
-branding choices (these will not work everywhere; it depends on OS and
-terminal):
- 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:colour -- set background colour of branded monsters to "colour"
-The last can be abbreviated to hi:colour.
-See part Technical (6-) for dos_use_background_intensity under Windows and DOS.
-By default, there is no branding activated.
-
-heap_brand
- Brand heaps of items (more than one item or stack). For, example
- heap_brand = reverse
-
-friend_brand
- Brand friends in some way. This is very helpful for summoners. E.g.
- friend_brand = hi:green
- shows friends with a green background. If the friend is itself green,
- it'll show up as black on green.
-
-stab_brand
- Some deities object to you stabbing monsters. Certain classes
- specialise in stabbing monsters. Still other characters are happy if
- they spot a monster before the monster spots them. In all these cases,
- it helps to identify monsters that are unaware of the character (and
- hence susceptible to being stabbed) without using the 'x' command. All
- the normal 'brand' options apply. For example
- stab_brand = hi:blue
-
-may_stab_brand
- 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.
-
-
-4-e Level Map Functions.
-----------------------------
-
-level_map_cursor_step = 10
- How many squares the cursor moves on the level map when using
- Shift-direction or * direction.
-
-item_colour = false
- Colours items on level-map.
-
-show_waypoints = true
- 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.
- Otherwise only a green dot will mark the square.
-
-
-4-f Travel and Exploration.
--------------------------------
-
-travel_colour = true
- Option to turn off colouring the level-map with travel information. Few
- will set this to false; it's only there for backwards compatibility.
-
-travel_delay = 20
- How long travel waits after each move (milliseconds). Depends on
- platform. Setting to -1 will jump to end of travel - you will not see
- the individual moves.
-
-travel_stair_cost = 500
- 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_avoid_terrain = (shallow water | deep water)
- Prevent travel from routing through shallow water. By default, this
- option is commented out. For merfolk and/or characters with permanent
- levitation,
- travel_avoid_terrain = shallow water, deep water
- will prevent travel or explore from going through any water.
-
-travel_exclude_radius2 = 68
- 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.
- The default of 68 ensures that travel won't enter line-of-sight of any
- dangerous thing at the travel-exclusion center.
-
-travel_stop_message = <list of regexes>
- Travel will always stop upon hitpoint loss, confusion, stat drain,
- getting encumbered, catching sight of a non-friendly monster, and
- teleporting. In addition, a message containing one of the expressions
- in travel_stop_message will stop travel. For example,
- travel_stop_message = Something appears
- stops travel if Xom grants us a gift suddenly. 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:
- travel_stop_message = god:wrath finds you
- If you'd like to stop travel for any message sent to a particular
- channel, use a travel_stop_message 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:
- travel_stop_message = rotten_meat:
- Stop travel for any god messages (including prayer)
- travel_stop_message = god:
- Multiple travel_stop_message lines can be used.
-
-explore_stop = items,stairs,shops,altars
- 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.
-
-runrest_ignore_message = <string>
- This only works if runrest.lua has been sourced already in init.txt.
- Any message containing the string will *not* stop your run. E.g.
- runrest_ignore_message = prayer ends
-
-runrest_ignore_poison = <poison damage>:<minimum hp>
- This only works if runrest.lua has been sourced already in init.txt.
- Poison damage of x will be ignored if you have at least y hp if you've
- defined a runrest_ignore_poison = x:y option. Running here means
- shift-running and resting only. Only one runrest_ignore_poison line is
- considered. Note that for this work, you should also tell Crawl to
- ignore the "You feel sick messages". For example,
- runrest_ignore_message = You feel.*sick
- runrest_ignore_poison = 4:100
-
-trapwalk_safe_hp = <trap_name>:<minimum_hp>, ...
- This only works if trapwalk.lua has been sourced already in init.txt.
- Any square containing one of the listed trap types will be considered
- safe for travel if your hp is greater than or equal to the number
- connected to the trap in question.
-
- All the existing trap types can be used, but in practice only the
- mechanical traps (dart, bolt, arrow, needle, spear, axe, blade) make
- sense. Note that travel tries to avoid traps if this is easily possible.
- Defaults to none. For example,
- trapwalk_safe_hp = dart:15, needle:25, spear:50
-
-Using small scripts in init.txt, travel can get even more convenient.
-
-* Deciding whether monsters are worth stopping for:
-
-Defining a "ch_stop_run" function affects the monster stop condition for *all*
-run modes: shift-running, travel, explore and interlevel travel.
-
-{
-function ch_stop_run(mons)
- local name = mons.name
-
- -- Stop running only if these monsters get closer than 3 squares
- if name == "swamp worm" or name == "big fish"
- or name == "giant goldfish" or name == "lava worm"
- or name == "butterfly" then
- -- mons.x and y coords are relative to the player.
- local dist = mons.x * mons.x + mons.y * mons.y
- if dist >= 9 then return false end
- end
-
- return true
-end
-}
-
-
-4-g Stashes.
-----------------
-
-stash_tracking = (explicit | dropped | all)
- A stash is a heap of items tracked by crawl. You can search in your
- stashes with Ctrl-F. This options rules how stashes are generated.
- When stash_tracking is set to 'explicit' (the default), you have to
- explicitly tell the game what squares you want it to keep track of. You
- do that by stepping onto the square containing your stash of goodies and
- hitting Ctrl+S. The game will now keep track of what's on the square,
- when you add and remove stuff from your stash. If you remove everything
- from that square, the game will stop tracking the square altogether. You
- can also erase a stash square with Ctrl-E.
-
- When stash_tracking is set to 'dropped', any square where you drop
- something becomes a stash, and the game keeps track of all such
- squares.
-
- When stash_tracking is set to 'all', the game marks any square where it
- sees any object as a stash. That gives you a comprehensive list of
- everything your character sees in the dungeon, but may slow the game
- down and use too much memory on older computers.
-
-4-h Command Enhancements.
------------------------------
-
-auto_list = false
- Change to true if you want to automatically list appropriate inventory
- items for commands like eat 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.
-
-lowercase_invocations = false
- Set this option to true if you prefer to have invocations on 'a'-'e'
- instead of the traditional 'A'-'E' (which is the default). Setting to
- true save invocations an annoying shift keypress.
-
-easy_open = false
- Open doors by moving on to them. Highly convenient. Note that travel
- and exploration will automatically open doors depending on this option.
-
-easy_butcher = false
- If true, auto-switch to uncursed short blade for butchery.
-
-easy_armour = true
- Allows auto removal of armour when dropping it.
-
-easy_confirm = (none | safe | all)
- Make confirmation questions easier to answer:
- none = force capitals on Y/N questions
- safe = force only on questions that will end game (default)
- 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_quit_item_lists = false
- 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_exit_menu = true
- In multidrop (and pickup) menus, paging past the end will drop out of
- the menu if easy_exit_menu is true.
-
-default_autoprayer = false
- When set to true, the game will start with automatic prayers. This
- option can be toggled in-game with Ctrl-V.
- Letting Crawl pray throughout and automatically can be useful for gods
- like Trog and Makhleb, who constantly demand kills from their followers.
-
- Automatic prayers take a turn like manual prayers and will only happen
- if
- - there is no hostile monster in sight
- - some further conditions (like not standing at an altar)
- Note that even when you're praying, you can renew prayer anytime.
- Also note the option safe_zero_exp (see 4-a) decides whether zero
- experience monsters (like plants) are considered hostile.
-
-sort_menus = auto:5
- When set to true, items are sorted by description in inventory and
- pickup menus. When set to false (default), items are ordered by
- equipment slot. When set to a number - using a syntax of the form
- sort_menus = auto:5 - items are sorted by their description if
- the total number of items in that category is at least that
- number; in the default case, having 4 kinds of potions would not
- sort them, but having 5 would.
-
-
-4-i Messages and Display Enhancements.
-------------------------------------------
-
-show_uncursed = 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. Should be set to true.
-
-hp_warning = 25
- 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). It
- is recommended to use
- hp_warning = 55
-
-terse_hand = true
- 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 new players to understand).
-
-delay_message_clear = false
- 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).
-
-always_greet = false
- always_greet will give the race/class and god messages everytime the
- game is started.
-
-menu_colour = <colour>:<regex>
- This prints a line (of the inventory, a menu, or the discoveries
- screen) containing regex in the stated colour. There can be several
- statements in a list, or also several menu_colour lines. When using
- several menu_colour lines, the colour of the _first_ matching regex
- is applied. For a list of colours, check the colour option in 6-a.
- To colour worn stuff and highlight cursed items, take
- menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
- menu_colour = green:(worn|neck|hand|weapon)
- menu_colour = red: cursed
- If you frequently die because you forget to use emergency items, try
- menu_colour = cyan:(potions? of heal wounds|teleportation)
- menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))
- To quickly check what potions were trashed by a mummy curse, use
- menu_colour = lightred:potions? of (degeneration|decay)
-
-
-4-j Missiles.
------------------
-
-fire_items_start = a
- Sets the first inventory item to consider. Default is a, many use c.
-
-fire_order = launcher, dart, stone, dagger, spear, handaxe, club
- The list should be on one line of items, with commas between items.
- 'launcher' refers to firing the appropriate missile for the wielded
- weapon (ie crossbow, bow, sling, blowgun). You'll almost certainly
- want it first, as it'll be ignored when you're not wielding a ranged
- weapon. The default is
- fire_order = launcher, dart
- To quickly experiment with a weapon-throwing character - e.g. to
- make your Berserker actually use those three spears he carries around,
- try a line similar to:
- fire_order = launcher, dagger, spear, handaxe, stone, dart
-
-<See also pickup_thrown in A.4a.>
-
-4-k Message Channels.
--------------------------
-
-Crawl communicates to the players with its message window. Every message belongs
-to one of the so-called channels. The behaviour of each channel can be changed
-with the option
-
- 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
- pray = standard praying messages (start/end of prayer)
- 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
- multiturn = indicates long actions (wearing armour, dissecting etc.)
- 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
-
-The channel options are
- 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
- COLOUR can be any of the colours described in section 6-a (colours option).
-
-The only multi-colour channels currently are monster_damage and god. All other
-channels are defaulted to on, except for multiturn, which defaults to mute.
-Note that the template init.txt sets
- channel.multiturn = on
-in order to help new players. You may want to comment out this option, if
-the messages are too verbose.
-
-4-l Inscriptions.
----------------------
-
-In Crawl, items can be manually inscribed with the '{' command. This adds a
-note in curly braces to the item inscription. Several inscriptions are
-functional, namely all containing one of the following
- @w9 -- now typing 'w9' will wield this item
- @*9 -- now any action command followed by '9' will use this item
- !w -- before wielding this item, Crawl will ask for confirmation
- !* -- any action with this item causes a prompt
- =g -- item will be picked up automatically if autopickup is on
- =k -- item will be ignored in all listings on the ground
- (it can still be picked up if it's the only item on the ground)
-(in the example 'w' could be any sensible command and '9' could be any digit).
-An item may contain more than one shortcut.
-
-autoinscribe = <regex>:<inscription>
- Any item whose description contains the regex will be automatically
- inscribed (if autopickup is toggled on). For example, marking all
- royal jellies and honeycombs eases the Hive (if food is not in the
- autopickup option):
- autoinscribe = royal jell:=g
- autoinscribe = honeycomb:=g
-
-
-4-m Macro related Options.
-------------------------------
-
-flush.failure = true
-flush.command = false
-flush.message = false
- 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
- failure -- when spells/abilities get miscast
- command -- whenever the game is about to get the next command
- message -- whenever the game outputs a non-mute message
-
-
-5- Character Dump.
-===================
-
-5-a Items and Kills.
-------------------------
-
-The character dump or morgue files end with a list of all monsters that perished
-while the character was active. By default, dead monsters are grouped in three parts:
- Vanquished Creatures -- monsters killed by the character
- Collateral Kills -- kills of friendly monsters
- Others -- all other casualties (e.g. traps, hostile monsters)
-
-kill_map = friend:you, other:you
- will merge friendly and other kills into the main vanquished creatures
- list. Note that the merging is only for display (the game still
- maintains three separate lists internally) and that kill places (see
- below) may be in the wrong order for merged entries. The default is an
- empty list.
-
-dump_kill_places = (none | all | single)
- 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 (up to 5) kill places,
- anything else to the default of showing kill places only for single
- kills
-
-dump_item_origins = artifacts, rods
- 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. Available selectors are:
- artifacts, ego_arm, ego_weap, jewellery, runes,
- rods, staves, books, all, none.
- 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_origin_price = 100
- 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_message_count = 4
- The number of last messages to be displayed in character dump files.
-
-dump_order = header,stats,misc,notes,inventory,skills
-dump_order += spells,mutations,messages,screenshot,kills
- Controls the order of sections in the dump. You can use multiple
- dump_order lines - all lines but the first must use dump_order +=
-
-verbose_dump = false
- verbose dump causes less important item details to appear in character
- dumps.
-
-
-5-b Notes.
---------------
-
-Crawl can automatically log certain events during play. You can read these in
-the dump or morgue files. Below are options for tweaking this behaviour.
-
-use_notes = true
- Set to true to get note-taking. The following events are logged:
- - Gaining or losing a level
- - Entering a dungeon level for the first time
- - Memorizing a spell of higher level than any learned before
- - Becoming a worshipper of a god
- - Abandoning a god
- - Receiving a gift from a god (except Xom)
- - Being able to invoke a godly power for the first time
- - Identifying items (see below)
- - Killing OOD or unique monsters (see below)
- - Reaching critical HP levels (see below)
- - Gaining or losing mutations
- - Reaching significant levels in a skill (see below)
- You can use the command ':' for manually adding notes.
-
-note_items = <regexes>
- When an item is identified, it will be noted if it is an artifact
- (fixed, unrand, or random) or if its short description matches a regex.
- E.g.
- note_items = rod,book,rune,aquirement
-
-ood_interesting = 8
- Monsters which are out of depth (OOD for short) for their current level,
- e.g. a dragon on level 2, will be noted if they are out of depth by at
- least ood_interesting levels. To disable OOD monster noting, set
- ood_interesting to 500; the default is 8.
- Unique monsters are always noted, regardless of this setting.
- OOD monsters are only noted in the main dungeon.
-
-note_hp_percent = 5
- If your HP falls below a certain note_hp_percentage of your max HP, a
- note will be taken. There is some code to avoid repetitions of notes
- based on the same incident. The default is 0, which means no noting.
-
-note_skill_levels = 1,5,13,27
- This sets which skill levels are noteworthy. You can have multiple
- note_skill_levels lines. The default is nothing (no notes.)
-
-note_skill_max = false
- Setting this option will cause a note whenever a new maximum in skill
- levels is reached. If note_skill_max is true and note_skill_levels is
- nonempty, notes will be taken whenever either of the criteria are met.
-
-note_monsters = <regex list>
- Monsters whose name matches an item in this comma-separated list are
- considered interesting. You can have multiple note_monsters lines. E.g.
- note_monsters = Klown,orb of fire
-
-note_messages = <regex list>
- Messages which match an item in this comma-separated list are
- considered interesting. You can have multiple note_messages lines. E.g.
- note_messages = Something interferes
- note_messages = protects you from harm
- If you want all banishments to the Abyss noted, use
- note_messages = [bB]anish.*Abyss
- If you want a note when your draconian scales turn <colour>, use
- note_messages = Your scales start
-
-note_all_spells = true
- Will add a note for each spell memorised.
-
-6- Miscellaneous.
-==============
-
-6-a All OS.
----------------
-
-macro_meta_entry = true
- macro_meta_entry lets you specify non-printable keycodes like \{3} when
- creating a macro. For instance, if you want to keymap 0 to Escape, you'd
- use a target keycode of \{27}.
-
-colour.OLDCOLOUR = NEWCOLOUR
- Useful for terminals where some colours are hard 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
- with lightgray = lightgrey, darkgray = darkgrey. Some examples:
- colour.lightgray = black
- colour.lightcyan = cyan
- colour.yellow = brown
-
-wiz_mode = (no | never | yes)
- Wizard mode options (available only in WIZARD compiles):
- yes -- start games in wizard mode (game will not be scored)
- no -- still allows player to enter wizard mode after start of game
- never -- never allow a wizard command to be used
-
-char_set = (ascii | ibm | dec)
- Chooses different character sets for the game play screen. DOS and
- Windows users will want to use the IBM character set, Unix users will
- prefer DEC or plain ASCII.
-
-cset_ascii, cset_ibm, cset_dec, cset_any
- Can be used to change individual characters in a specific character
- set (the character set used for display is determined by the char_set
- option). The syntax is the same for all of these; cset_any changes
- characters in all character sets.
-
-cset_XXX = <dungeon_character_name : symbol>
- a list of these is allowed, as well.
-
- The possible entries for dungeon_character_name are:
- wall, wall_magic, floor, floor_magic, door_open, door_closed, trap,
- stairs_down, stairs_up, altar, arch, fountain, wavy, statue,
- invis_exposed, item_detected, item_orb, item_weapon, item_armour,
- item_wand, item_food, item_scroll, item_ring, item_potion,
- item_missile, item_book, item_stave, item_miscellany, item_corpse,
- item_gold, item_amulet, cloud
- Most of these are self-explanatory. "arch" is used for shops and
- portals. "floor_magic" and "wall_magic" are used to display
- magic-mapped squares on the level map. "invis_exposed" is the character
- for water creatures submerged in shallow water, or invisible creatures
- wading in shallow water.
-
- Symbols can be specified using a letter, or by a number (decimal code).
- For an example on IBM displays,
- cset_ibm = wall:219, arch:0
- shows walls as solid blocks and shops and portals as '0'.
-
-feature = <regex> { <symbol>, <magicmap symbol>, <view colour>,
- <levelmap_magic_colour>, <levelmap_seen_colour> }
- where <regex> is a regular expression describing a dungeon feature. This
- regex should match the description when using the 'x' command. In case
- the regex matches several descriptions, all such features are affected.
-
- The list in {...} specifies the appearance of the dungeon feature(s),
- and should be self-explanatory. <symbol> can be used to override the
- above cset options, or also to distinguish among subtypes of a
- character.
-
- 'magic' always refers to magic mapping. So the <magicmap symbol> entry
- determines what symbol will be used for features only detected via magic
- mapping.
-
- Leading parameters in the {...} list can be omitted by leaving them
- blank and using placeholder commas. Trailing parameters can be omitted
- without placeholder commas.
-
- Multiple feature option lines can be used, as can multiple feature
- descriptions strung together on the same line separated by semicolons.
-
- Examples:
- feature = rock wall { , , red } # shows rock walls in red
- feature = metal wall {#} # use '#' for metal walls
-
-
-6-b DOS and Windows.
-------------------------
-
-dos_use_background_intensity = false
- 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).
-
-6-c Unix
-------------
-
-background = <colour>
- Sets the default background colour by name (defaults to BLACK). This
- may be useful if you're using a terminal with a background colour other
- than black (such as an xterm), but this option is still experimental
- and the results may not be very good.
+This document explains all of the options in the latest version of Dungeon +Crawl Stone Soup. These options are set in the init.txt file located in the +Crawl directory (the directory containing crawl.exe on Windows and DOS). On Unix +systems, you need to set options in the ~/.crawlrc file (a file named .crawlrc +in your home directory). + +The contents of this text are: + +1- Starting Screen. + name, remember_name, weapon, book, + chaos_knight, death_knight, priest, + race, class, random_pick +2- File System and Sound. + crawl_dir, save_dir, sound. +3- Lua files. + lua_file, + base.lua, stash.lua, wield.lua, kills.lua, runrest.lua, + gearset.lua, eat.lua, trapwalk.lua +4- Interface. +4-a Dropping and Picking up. + autopickup, default_autopickup, safe_autopickup, safe_zero_exp, + pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup, + drop_mode, pickup_mode, drop_filter; + lua: ch_autopickup (advanced autopickup exceptions) +4-b Targeting. + target_zero_exp, target_oos, target_los_first, + confirm_self_target, default_fizzlecheck +4-c Passive Sightings (Detection and Rememberance). + detected_monster_colour, detected_item_colour, + remembered_monster_colour, colour_map, clean_map +4-d Branding (Item and Monster Highlighting). + heap_brand, friend_brand, stab_brand, may_stab_brand +4-e Level Map Functions. + level_map_cursor_step, item_colour, +4-f Travel and Exploration. + travel_delay, travel_avoid_terrain, travel_exclude_radius2, + travel_stop_message, explore_stop, runrest_ignore_message, + runrest_ignore_poison, trapwalk_safe_hp, + tc_reachable, tc_dangerous, tc_excluded, tc_exclude_circle; + lua: ch_stop_run (ignoring monsters) +4-g Stashes. + stash_tracking, stash_filter +4-h Command Enhancements. + auto_list, lowercase_invocations, easy_open, easy_butcher, + easy_unequip, easy_confirm, easy_quit_item_prompts, + easy_exit_menu, default_autoprayer, sort_menus +4-i Message and Display Improvements. + hp_warning, hp_attention, always_greet, terse_hand, + delay_message_clear, menu_colour, increasing_skill_progress +4-j Missiles. + fire_items_start, fire_order +4-k Message Channels. + plain, prompt, god, pray, duration, danger, food, warning, + recovery, multiturn, talk, intrinsic_gain, mutation, + monster_spell, monster_enchant, monster_damage, rotten_meat +4-l Inscriptions. + autoinscribe +4-m Macro related Options. + flush.failure, flush.command, flush.message +5- Character Dump. +5-a Items and Kills. + kill_map, dump_kill_places, dump_item_origins, + dump_item_origin_price, dump_message_count, dump_order +5-b Notes. + use_notes, note_items, ood_interesting, note_hp_percent, + note_skill_levels, note_skill_max, note_monsters, + note_messages, note_all_spells +6- Miscellaneous. +6-a All OS. + macro_meta_entry, wiz_mode, colours, char_set, cset_ascii, + cset_ibm, cset_dec, feature. +6-b DOS and Windows. + dos_use_background_intensity +6-c Unix + background + +-------------------------------------------------------------------------------- + +There are basically three types of Crawl options: true/false values (booleans), +numbers, and lists. An option is most often specified with its default value (if +there is one); this should also explain which of the above-mentioned types it +is. Each option should have some remarks on how it's typically used - beware +that this depends strongly on your playing style and sometimes also on hardware +or operating system. + +Note that the init.txt coming with regular distributions has all boolean options +commented out. The commented-out values are always the _non-defaults_, so you +can toggle boolean options by just uncommenting them. + +Some options need a path as an argument; here you have to use a filesystem path +suitable for your system. Other options accept regular expressions (regexes): +here you can simply use ordinary strings, adapt the suggested regexes to your +needs or search the internet for regex syntax. + +If you get stuck or some things just won't seem to work properly, please ask for +help on the newsgroup rec.games.roguelike.misc. Flag queries with '-crawl-', as +other roguelikes are also discussed there. + +1- Starting Screen. +==================== + +The following options are a convenience to help you quickly start your game of +Crawl. + +name = Delilah + If set, that's the name all your Crawl characters will get. + +remember_name = false + Crawl remembers the options (class, race etc.) you used to create your + last character. You may recycle them in the starting screen for a new + character. If this option is set to true, Crawl will also remember the + last name you used. + + If you use this option and want to enter a name _after_ choosing your + race and class, you must enter . at the initial name prompt - hitting + Enter at the name prompt will simply reuse your old name if + remember_name is set. + +weapon = (random | short sword | hand axe | spear | mace | trident) + Specifying the weapon option allows you to bypass the weapon selection + screen. Note that tridents are restricted to only merfolk and + gladiators, but you'll get the standard query in illegal cases. + +book = (flame | fire | ice | cold | summ | summoning | random) + Several spellcasting classes can choose their starting spellbook. + Note flame=fire and ice=cold and summ=summoning. + +chaos_knight = (Xom | Makhleb | random) + +death_knight = (necromancy | Yredelemnul | random) + +priest = (Zin | Yredelemnul | random) + The above three make in advance the additional choices for + Chaos Knights, Death Knights, and Priests. + +race = (Human |...| Merfolk | random) + The usual abbrevations (Hu, El, HE, etc.) work. + +class = (Fighter |...| Wanderer | random) + Here again the abbrevations (Fi, Wi, Pr, etc.) can be used. + +random_pick = false + The random_pick option will randomly generate a character. + The above options (weapons and class options) will override where + appropriate. + + +2- File System. +================ + +crawl_dir= <path> + Directory for reading macro.txt and init.txt, and dumping characters. + It should end with the path delimiter. + +save_dir = <path> + Directory where saves and bones are stored. This option may be ignored + depending on the settings used to compile Crawl, but should be + honoured for the official Crawl binaries. + +sound = <regex>:<path to sound file> + Plays the sound file if a message contains regex. The regex should + not include commas or colons. For example + sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav + Getting appropriate sound files may be difficult. Check other + roguelikes or old computer rpg's. Alternatively, ask for help at + the newsgroup rec.games.roguelike.misc. + + +3- Lua files. +============== + +Lua files are scripts which can provide existing commands with a new meaning +or even create new commands (to be used in macros). If you don't know a +specific reason not to include some or all lua files, you'll do best to just +include them all. + +lua_file = <path/name.lua> + +The currently available lua's are + base.lua -- needed for other lua scripts + stash.lua -- annotates the stash file for better searching (Ctrl-F) + Searching for 'Long blades' will also turn up all weapons + with the long blade skill. Also, you can now look for + spellbooks ('book'), artifacts ('art'), ego items ('ego'). + wield.lua -- shows more intelligent options when using 'w?' + kills.lua -- improves the Vanquished Creatures list in dump files; + currently gives three lists (Vanquished, Friendly, Others) + runrest.lua -- allows to remove certain stop condition when running + New options: runrest_ignore_poison, runrest_ignore_message + gearset.lua -- provides commands for switching of complete sets via macro + New macroable functions: rememberkit, swapkit + eat.lua -- prompts to eat chunks in inventory. + trapwalk.lua -- allows travel to cross certain traps if you have enough hp. + + +4- Interface. +============== + +4-a Picking up and Dropping. +-------------------------------- + +autopickup = $?!+"/% + The above is the default list. The valid symbols are + ) Weapons + ( Missiles + [ Armour + / Wands + % Food + ? Scrolls + " or = Jewellery + ! Potions + + Books + \ Staves + 0 Orbs + } Misc items + X Corpses + $ Gold + Note that _whether_ items are picked up automatically or not, is + controlled by the in-game toggle Ctrl-A. Also note that picking up + takes a turn, but only one turn (regardless of the number of items). + If you teleport or blink onto a square with interesting items, these + will not be picked up. + +default_autopickup = true + When set false, the game starts with autopickup turned off. You can + still toggle autopickup in-game with Ctrl-A. + +safe_autopickup = true + When set, autopickup will not operate if there are visible unfriendly + monsters (or statues.) If safe_zero_exp is set (the default), zero-XP + monsters are considered friendly. + +safe_zero_exp = true + If set, presence of only zero experience monsters (like plants) will + cause autopickups, even if safe_autopickup=true is set. This option + also settles whether autoprayer considers such monsters risky. + +pickup_thrown = true + Pickup_thrown=true causes autopickup to grab thrown/fired missiles. + Many players use this because it eases ranged combat quite a bit. If + following suit, be aware that there are situations when there is no + time for picking up projectiles. Use Ctrl-A for switching off + autopickup altogether in such cases or set safe_autopickup=true. + +pickup_dropped = false + Pickup_dropped lets autopickup affect objects you've dropped. Set to + false to block autopickup for dropped objects. This can be convenient. + +assign_item_slot = (forward | backward) + When picking up items, the inventory slot into which the item goes is + normally the first free slot from a-zA-Z (this is the default "forward" + behaviour). Setting assign_item_slot to "backward" changes the slot + assignment to the first letter after the last slot. + For instance, if you have items on 'a' and 'c', then with + assign_item_slot = forward, the next item will go into 'b', + assign_item_slot = backward, the next item will go to 'd' instead. + With "backward", items dropped/fired and picked up later are more + likely to get their old slot back. + +ban_pickup = <regex> + List of item name regexes for items which autopickup will never touch. + You can use multiple ban_pickup lines. Some typical examples are + ban_pickup = degeneration, decay, confusion, potions? of slowing + ban_pickup = potions? of strong poison,potions? of poison + ban_pickup = inaccuracy + ban_pickup = scrolls? of paper, immolation, curse armor, curse weapon + ban_pickup = forgetfulness, uselessness, noise, torment + +drop_mode = (multi | single) + Single is the classical behaviour (and default): after pressing another + key, that item will be dropped. Multi makes an inventory menu appear, + allowing the selection of items to be dropped. (You can also switch to + multidrop from the classic drop line using the '@' key). + Multidrops are highly convenient. Be aware of the fact that every + single drop takes one turn. (This is different from picking up.) When + selecting multidrops, the top right corner will show the estimated + number of turns. + The order in which items get dropped is always from top to bottom in + the inventory listing. + +pickup_mode = (multi | single | auto:X) + Single is the classical behaviour (and default): when picking up + items, you are prompted for them one by one. Multi makes a menu + appear, where you can choose which items to pick up. Note that + no matter how many items you choose, picking up will always take + one turn. + If pickup_mode is auto:X, where X is some number (for example, + auto:5), then pickup will give a menu if there are at least X + items on your square, and will prompt one by one otherwise. + +drop_filter = <regex> + When selecting items using the global (de)select keys (',' 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 + Other choices can come in handy as well, e.g. if you want to sacrifice + regularly all weapons except axes, use: + drop_filter = axe, broadaxe + Note that if you use this option, you will lose the (de)select all + keys. However, '*' inverts the current selection and so salvages this + problem. + The default is empty. + +Using a Lua script, you can define a function "ch_autopickup" to select +additional items for autopickup. Let's say you want autopickup to only grab food +if your character can eat it (let's say you're playing a kobold and you want to +stop picking up vegetables). You could use the following (if '%' is not in the +autopickup option): + +{ +function ch_autopickup(it) + -- The "false" suppresses hunger checks to see if your character is hungry + -- enough to eat food/chunks. + return food.can_eat(it, false) +end +} + +Here's a ch_autopickup that a mummy might find useful: + +{ +-- The mummy special. Remove % and ! from your autopickup option if you use +-- this. +function ch_autopickup(it) + return food.can_eat(it, false) + or ( item.class(it) == "Potions" and you.race() ~= "Mummy" ) +end +} + + +4-b Targeting. +------------------- + +target_zero_exp = false + Set to false to disable targeting zero exp monsters (i.e. plants) + in hostile targeting mode. This is usually convenient to do. + +target_oos = true + When cycling through items with 'x' look-around, setting target_oos to + true allows you to jump the cursor to dungeon features (<> for stairs, + Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) that + are outside line-of-sight but in the main view. This is most sensibly + used in connection with stash_tracking=all (see 4-g). Also see also + target_los_first below. + +target_los_first = 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. + +confirm_self_target = true + Setting this to true will make Crawl ask for confirmation whenever + selecting the character as the target of a non-friendly-targeted spell + (i.e., something other than haste, healing or invisibility.) + +default_fizzlecheck = false + If set to true, this will require a confirmation when cancelling + target mode in a way which will make the activated ability or spell + fizzle (e.g., when casting Magic Dart and cancelling targeting.) + It can be further toggled during play with the key Ctrl+T. + +4-c Passive Sightings (via detection and rememberance). +----------------------------------------------------------- + +detected_monster_colour = darkgrey + Monsters found by detect creatures will be coloured this colour; e.g. + detected_monster_colour = lightred + +detected_item_colour = darkgrey + Items found by detect items will be given this colour, for example + detected_item_colour = green + +colour_map = true + Colours out of sight map features on the playing screen. + +clean_map = false + Cleans up out of sight monsters and clouds on the map. This is like + pressing Ctrl-C (clearing both main screen and level map) all the time. + Setting this to true can be disconcerting for summoners. + + +4-d Branding (Item and monster highlighting). +------------------------------------------------- + +Branding refers to displaying particular monsters (e.g. summons) or items in a +special way; special as in reversing fore- and background. There are several +branding choices (these will not work everywhere; it depends on OS and +terminal): + 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:colour -- set background colour of branded monsters to "colour" +The last can be abbreviated to hi:colour. +See part Technical (6-) for dos_use_background_intensity under Windows and DOS. +By default, there is no branding activated. + +heap_brand + Brand heaps of items (more than one item or stack). For, example + heap_brand = reverse + +friend_brand + Brand friends in some way. This is very helpful for summoners. E.g. + friend_brand = hi:green + shows friends with a green background. If the friend is itself green, + it'll show up as black on green. + +stab_brand + Some deities object to you stabbing monsters. Certain classes + specialise in stabbing monsters. Still other characters are happy if + they spot a monster before the monster spots them. In all these cases, + it helps to identify monsters that are unaware of the character (and + hence susceptible to being stabbed) without using the 'x' command. All + the normal 'brand' options apply. For example + stab_brand = hi:blue + +may_stab_brand + 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. + + +4-e Level Map Functions. +---------------------------- + +level_map_cursor_step = 10 + How many squares the cursor moves on the level map when using + Shift-direction or * direction. + +item_colour = true + Colours items on level-map. + + +4-f Travel and Exploration. +------------------------------- + +travel_delay = 20 + How long travel waits after each move (milliseconds). Depends on + platform. Setting to -1 will jump to end of travel - you will not see + the individual moves. + +travel_avoid_terrain = (shallow water | deep water) + Prevent travel from routing through shallow water. By default, this + option is commented out. For merfolk and/or characters with permanent + levitation, + travel_avoid_terrain = shallow water, deep water + will prevent travel or explore from going through any water. + +travel_exclude_radius2 = 68 + 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. + The default of 68 ensures that travel won't enter line-of-sight of any + dangerous thing at the travel-exclusion center. + +travel_stop_message = <list of regexes> + Travel will always stop upon hitpoint loss, confusion, stat drain, + getting encumbered, catching sight of a non-friendly monster, and + teleporting. In addition, a message containing one of the expressions + in travel_stop_message will stop travel. For example, + travel_stop_message = Something appears + stops travel if Xom grants us a gift suddenly. 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: + travel_stop_message = god:wrath finds you + If you'd like to stop travel for any message sent to a particular + channel, use a travel_stop_message 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: + travel_stop_message = rotten_meat: + Stop travel for any god messages (including prayer) + travel_stop_message = god: + Multiple travel_stop_message lines can be used. + +explore_stop = items,stairs,shops,altars + 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. + +runrest_ignore_message = <string> + This only works if runrest.lua has been sourced already in init.txt. + Any message containing the string will *not* stop your run. E.g. + runrest_ignore_message = prayer ends + +runrest_ignore_poison = <poison damage>:<minimum hp> + This only works if runrest.lua has been sourced already in init.txt. + Poison damage of x will be ignored if you have at least y hp if you've + defined a runrest_ignore_poison = x:y option. Running here means + shift-running and resting only. Only one runrest_ignore_poison line is + considered. Note that for this work, you should also tell Crawl to + ignore the "You feel sick messages". For example, + runrest_ignore_message = You feel.*sick + runrest_ignore_poison = 4:100 + +trapwalk_safe_hp = <trap_name>:<minimum_hp>, ... + This only works if trapwalk.lua has been sourced already in init.txt. + Any square containing one of the listed trap types will be considered + safe for travel if your hp is greater than or equal to the number + connected to the trap in question. + + All the existing trap types can be used, but in practice only the + mechanical traps (dart, bolt, arrow, needle, spear, axe, blade) make + sense. Note that travel tries to avoid traps if this is easily possible. + Defaults to none. For example, + trapwalk_safe_hp = dart:15, needle:25, spear:50 + +tc_reachable = blue +tc_dangerous = cyan +tc_excluded = lightmagenta +tc_exclude_circle = red + The above four settle the colouring of the level map ('X'). They are + reachable: all squares reachable without problems (perhaps via stairs) + dangerous: squares which are only connected to your place via traps + excluded: the colour for the centre of travel exclusions (Ctrl-X) + excluded_circle: the colour for travel exclusions apart from centre + + +you travel to without problems (perhaps including + + +Using small scripts in init.txt, travel can get even more convenient. + +* Deciding whether monsters are worth stopping for: + +Defining a "ch_stop_run" function affects the monster stop condition for *all* +run modes: shift-running, travel, explore and interlevel travel. + +{ +function ch_stop_run(mons) + local name = mons.name + + -- Stop running only if these monsters get closer than 3 squares + if name == "swamp worm" or name == "big fish" + or name == "giant goldfish" or name == "lava worm" + or name == "butterfly" then + -- mons.x and y coords are relative to the player. + local dist = mons.x * mons.x + mons.y * mons.y + if dist >= 9 then return false end + end + + return true +end +} + + +4-g Stashes. +---------------- + +stash_tracking = (explicit | dropped | all) + A stash is a heap of items tracked by crawl. You can search in your + stashes with Ctrl-F. This options rules how stashes are generated. + When stash_tracking is set to 'all' (the default), the game marks any + square where it sees any object as a stash. That gives you a + comprehensive list of everything your character sees in the dungeon, + but may slow the game down and use too much memory on older computers. + + With 'explicit', you have to explicitly tell the game what squares you + want it to keep track of. You do that by stepping onto the square + containing your stash of goodies and hitting Ctrl+S. The game will now + keep track of what's on the square, when you add and remove stuff from + your stash. If you remove everything from that square, the game will + stop tracking the square altogether. You can also erase a stash square + with Ctrl-E. + + When stash_tracking is set to 'dropped', any square where you drop + something becomes a stash, and the game keeps track of all such + squares. + + When stash_tracking is set to 'all', +4-h Command Enhancements. +----------------------------- + +auto_list = true + Change to true if you want to automatically list appropriate inventory + items for commands like eat 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. + +lowercase_invocations = true + Set this option to true if you prefer to have invocations on 'a'-'e' + instead of the older 'A'-'E'. + +easy_open = false + Open doors by moving on to them. Highly convenient. Note that travel + and exploration will automatically open doors depending on this option. + +easy_butcher = true + If true, auto-switch to uncursed short blade for butchery. For such + tools any special messages are ignored. If false, you have to wield the + tool manually. + +easy_unequip = true + Allows auto removal of armour and jewellery when dropping it. + +easy_confirm = (none | safe | all) + Make confirmation questions easier to answer: + none = force capitals on Y/N questions + safe = force only on questions that will end game (default) + 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_quit_item_prompts = true + Setting this option to true allows the quitting of item listing with + Space (as well as Escape, which always works). These lists are + essentially all of those that are requesting an inventory item and + accept '?' and '*'. The identify list will never easy quit. + +easy_exit_menu = true + In multidrop (and pickup) menus, paging past the end will drop out of + the menu if easy_exit_menu is true. + +default_autoprayer = false + When set to true, the game will start with automatic prayers. This + option can be toggled in-game with Ctrl-V. + Letting Crawl pray throughout and automatically can be useful for gods + like Trog and Makhleb, who constantly demand kills from their followers. + + Automatic prayers take a turn like manual prayers and will only happen + if + - there is no hostile monster in sight + - some further conditions (like not standing at an altar) + Note that even when you're praying, you can renew prayer anytime. + Also note the option safe_zero_exp (see 4-a) decides whether zero + experience monsters (like plants) are considered hostile. + +sort_menus = (true | false | auto:X) + When set to true, items are sorted by description in inventory and + pickup menus. When set to false, items are ordered by equipment slot. + When set to a number - using a syntax of the form + sort_menus = auto:5 (the default) + - items are sorted by their description if the total number of items in + that category is at least that number; in the default case, having 4 + kinds of potions would not sort them, but having 5 would. + + +4-i Messages and Display Enhancements. +------------------------------------------ + +hp_warning = 10 + 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_attention = 25 + hp_attention gives a less alert warning than hp_warning (it appears in + yellow instead of red). + +terse_hand = false + 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 new players to understand). + +delay_message_clear = false + 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). + +always_greet = true + always_greet will give the race/class and god messages everytime the + game is started. + +menu_colour = <colour>:<regex> + This prints a line (of the inventory, a menu, or the discoveries + screen) containing regex in the stated colour. There can be several + statements in a list, or also several menu_colour lines. When using + several menu_colour lines, the colour of the _first_ matching regex + is applied. For a list of colours, check the colour option in 6-a. + + To colour worn stuff and highlight cursed items, take + menu_colour = lightred: cursed.*(worn|neck|hand|weapon) + menu_colour = green:(worn|neck|hand|weapon) + menu_colour = red: cursed + + If you frequently die because you forget to use emergency items, try + menu_colour = cyan:(potions? of heal wounds|teleportation) + menu_colour = lightcyan:(blinking|wand of (fire|cold|draining)) + + To quickly check what potions were trashed by a mummy curse, use + menu_colour = lightred:potions? of (degeneration|decay) + +increasing_skill_progress = true + This affects the appearance of the skills screen ('m'). With the + default true, the progress for getting ew levels is shown with + increasing percentiles; so that immediately after level up it will + read (0%). With false, you get the old behaviour which counts backwards + from 10. + + +4-j Missiles. +----------------- + +fire_items_start = a + Sets the first inventory item to consider. Default is a, many use c. + +fire_order = launcher, dart, stone, dagger, spear, handaxe, club + The list should be on one line of items, with commas between items. + 'launcher' refers to firing the appropriate missile for the wielded + weapon (ie crossbow, bow, sling, blowgun). You'll almost certainly + want it first, as it'll be ignored when you're not wielding a ranged + weapon. The default is + fire_order = launcher, dart + To quickly experiment with a weapon-throwing character - e.g. to + make your Berserker actually use those three spears he carries around, + try a line similar to: + fire_order = launcher, dagger, spear, handaxe, stone, dart + +<See also pickup_thrown in A.4a.> + +4-k Message Channels. +------------------------- + +Crawl communicates to the players with its message window. Every message belongs +to one of the so-called channels. The behaviour of each channel can be changed +with the option + + 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 + pray = standard praying messages (start/end of prayer) + 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 + multiturn = indicates long actions (wearing armour, dissecting etc.) + 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 + +The channel options are + 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 + COLOUR can be any of the colours described in section 6-a (colours option). + +The only multi-colour channels currently are monster_damage and god. All other +channels are defaulted to on, except for multiturn, which defaults to mute. +Note that the template init.txt sets + channel.multiturn = on +in order to help new players. You may want to comment out this option, if +the messages are too verbose. + +4-l Inscriptions. +--------------------- + +In Crawl, items can be manually inscribed with the '{' command. This adds a +note in curly braces to the item inscription. Several inscriptions are +functional, namely all containing one of the following + @w9 -- now typing 'w9' will wield this item + @*9 -- now any action command followed by '9' will use this item + !w -- before wielding this item, Crawl will ask for confirmation + !* -- any action with this item causes a prompt + =g -- item will be picked up automatically if autopickup is on + =k -- item will be ignored in all listings on the ground + (it can still be picked up if it's the only item on the ground) +(in the example 'w' could be any sensible command and '9' could be any digit). +An item may contain more than one shortcut. + +autoinscribe = <regex>:<inscription> + Any item whose description contains the regex will be automatically + inscribed (if autopickup is toggled on). For example, marking all + royal jellies and honeycombs eases the Hive (if food is not in the + autopickup option): + autoinscribe = royal jell:=g + autoinscribe = honeycomb:=g + + +4-m Macro related Options. +------------------------------ + +flush.failure = true +flush.command = false +flush.message = false + 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 + failure -- when spells/abilities get miscast + command -- whenever the game is about to get the next command + message -- whenever the game outputs a non-mute message + + +5- Character Dump. +=================== + +5-a Items and Kills. +------------------------ + +The character dump or morgue files end with a list of all monsters that perished +while the character was active. By default, dead monsters are grouped in three parts: + Vanquished Creatures -- monsters killed by the character + Collateral Kills -- kills of friendly monsters + Others -- all other casualties (e.g. traps, hostile monsters) + +kill_map = friend:you, other:you + will merge friendly and other kills into the main vanquished creatures + list. Note that the merging is only for display (the game still + maintains three separate lists internally) and that kill places (see + below) may be in the wrong order for merged entries. The default is an + empty list. + +dump_kill_places = (none | all | single) + 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 (up to 5) kill places, + anything else to the default of showing kill places only for single + kills + +dump_item_origins = artifacts, rods + 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. Available selectors are: + artifacts, ego_arm, ego_weap, jewellery, runes, + rods, staves, books, all, none. + 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_origin_price = 100 + 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_message_count = 7 + The number of last messages to be displayed in character dump files. + +dump_order = header,stats,misc,notes,inventory,skills +dump_order += spells,mutations,messages,screenshot,kills + Controls the order of sections in the dump. You can use multiple + dump_order lines - all lines but the first must use dump_order += + + +5-b Notes. +-------------- + +Crawl can automatically log certain events during play. You can read these in +the dump or morgue files. Below are options for tweaking this behaviour. + +use_notes = true + Set to true to get note-taking. The following events are logged: + - Gaining or losing a level + - Entering a dungeon level for the first time + - Memorizing a spell of higher level than any learned before + - Becoming a worshipper of a god + - Abandoning a god + - Receiving a gift from a god (except Xom) + - Being able to invoke a godly power for the first time + - Identifying items (see below) + - Killing OOD or unique monsters (see below) + - Reaching critical HP levels (see below) + - Gaining or losing mutations + - Reaching significant levels in a skill (see below) + You can use the command ':' for manually adding notes. + +note_items = <regexes> + When an item is identified, it will be noted if it is an artifact + (fixed, unrand, or random) or if its short description matches a regex. + E.g. + note_items = rod,book,rune,aquirement + +ood_interesting = 8 + Monsters which are out of depth (OOD for short) for their current level, + e.g. a dragon on level 2, will be noted if they are out of depth by at + least ood_interesting levels. To disable OOD monster noting, set + ood_interesting to 500; the default is 8. + Unique monsters are always noted, regardless of this setting. + OOD monsters are only noted in the main dungeon. + +note_hp_percent = 5 + If your HP falls below a certain note_hp_percentage of your max HP, a + note will be taken. There is some code to avoid repetitions of notes + based on the same incident. The default is 0, which means no noting. + +note_skill_levels = 1,5,13,27 + This sets which skill levels are noteworthy. You can have multiple + note_skill_levels lines. The default is nothing (no notes.) + +note_skill_max = false + Setting this option will cause a note whenever a new maximum in skill + levels is reached. If note_skill_max is true and note_skill_levels is + nonempty, notes will be taken whenever either of the criteria are met. + +note_monsters = <regex list> + Monsters whose name matches an item in this comma-separated list are + considered interesting. You can have multiple note_monsters lines. E.g. + note_monsters = Klown,orb of fire + +note_messages = <regex list> + Messages which match an item in this comma-separated list are + considered interesting. You can have multiple note_messages lines. E.g. + note_messages = Something interferes + note_messages = protects you from harm + If you want all banishments to the Abyss noted, use + note_messages = [bB]anish.*Abyss + If you want a note when your draconian scales turn <colour>, use + note_messages = Your scales start + +note_all_spells = true + Will add a note for each spell memorised. + +6- Miscellaneous. +============== + +6-a All OS. +--------------- + +macro_meta_entry = true + macro_meta_entry lets you specify non-printable keycodes like \{3} when + creating a macro. For instance, if you want to keymap 0 to Escape, you'd + use a target keycode of \{27}. + +colour.OLDCOLOUR = NEWCOLOUR + Useful for terminals where some colours are hard 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 + with lightgray = lightgrey, darkgray = darkgrey. Some examples: + colour.lightgray = black + colour.lightcyan = cyan + colour.yellow = brown + +wiz_mode = (no | never | yes) + Wizard mode options (available only in WIZARD compiles): + yes -- start games in wizard mode (game will not be scored) + no -- still allows player to enter wizard mode after start of game + never -- never allow a wizard command to be used + +char_set = (ascii | ibm | dec) + Chooses different character sets for the game play screen. DOS and + Windows users will want to use the IBM character set, Unix users will + prefer DEC or plain ASCII. + +cset_ascii, cset_ibm, cset_dec, cset_any + Can be used to change individual characters in a specific character + set (the character set used for display is determined by the char_set + option). The syntax is the same for all of these; cset_any changes + characters in all character sets. + +cset_XXX = <dungeon_character_name : symbol> + a list of these is allowed, as well. + + The possible entries for dungeon_character_name are: + wall, wall_magic, floor, floor_magic, door_open, door_closed, trap, + stairs_down, stairs_up, altar, arch, fountain, wavy, statue, + invis_exposed, item_detected, item_orb, item_weapon, item_armour, + item_wand, item_food, item_scroll, item_ring, item_potion, + item_missile, item_book, item_stave, item_miscellany, item_corpse, + item_gold, item_amulet, cloud + Most of these are self-explanatory. "arch" is used for shops and + portals. "floor_magic" and "wall_magic" are used to display + magic-mapped squares on the level map. "invis_exposed" is the character + for water creatures submerged in shallow water, or invisible creatures + wading in shallow water. + + Symbols can be specified using a letter, or by a number (decimal code). + For an example on IBM displays, + cset_ibm = wall:219, arch:0 + shows walls as solid blocks and shops and portals as '0'. + +feature = <regex> { <symbol>, <magicmap symbol>, <view colour>, + <levelmap_magic_colour>, <levelmap_seen_colour> } + where <regex> is a regular expression describing a dungeon feature. This + regex should match the description when using the 'x' command. In case + the regex matches several descriptions, all such features are affected. + + The list in {...} specifies the appearance of the dungeon feature(s), + and should be self-explanatory. <symbol> can be used to override the + above cset options, or also to distinguish among subtypes of a + character. + + 'magic' always refers to magic mapping. So the <magicmap symbol> entry + determines what symbol will be used for features only detected via magic + mapping. + + Leading parameters in the {...} list can be omitted by leaving them + blank and using placeholder commas. Trailing parameters can be omitted + without placeholder commas. + + Multiple feature option lines can be used, as can multiple feature + descriptions strung together on the same line separated by semicolons. + + Examples: + feature = rock wall { , , red } # shows rock walls in red + feature = metal wall {#} # use '#' for metal walls + + +6-b DOS and Windows. +------------------------ + +dos_use_background_intensity = false + 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). + +6-c Unix +------------ + +background = <colour> + Sets the default background colour by name (defaults to BLACK). This + may be useful if you're using a terminal with a background colour other + than black (such as an xterm), but this option is still experimental + and the results may not be very good. diff --git a/crawl-ref/init.txt b/crawl-ref/init.txt index f96c0e8dfb..02c442f51f 100644 --- a/crawl-ref/init.txt +++ b/crawl-ref/init.txt @@ -28,6 +28,8 @@ # Note that all boolean options (i.e. values of 'true' or 'false') have # their non-default value commented out. You can toggle these by just # uncommenting. +# Options with several values, e.g stash_tracking = (all | explicit | dropped), +# usually have the first value as default. ##### 1- Starting Screen ############################################ # @@ -62,39 +64,33 @@ lua_file = lua/trapwalk.lua # ##### 4-a Picking up and Dropping ############### # -autopickup = $?!:"/% +# autopickup = $?!+"/% # default_autopickup = false -# safe_autopickup = true +# safe_autopickup = false # safe_zero_exp = false -# pickup_thrown = true -# pickup_dropped = false +# pickup_thrown = false +# pickup_dropped = true # assign_item_slot = backward # -ban_pickup = degeneration,decay,confusion,potions? of slowing -ban_pickup = potions? of strong poison,potions? of poison -ban_pickup = inaccuracy -ban_pickup = scrolls? of paper,immolation,curse armor,curse weapon -ban_pickup = forgetfulness,uselessness,noise,torment +# ban_pickup = scrolls? of random uselessness # -drop_mode = multi -pickup_mode = auto:5 +# drop_mode = (multi | single) +# pickup_mode = (single | multi | auto:5) # drop_filter = skeleton, rotting, corpse ##### 4-b Targetting ############################ # # target_zero_exp = false -# target_wrap = false # target_oos = false # target_los_first = false -# confirm_self_target = true +# confirm_self_target = false # default_fizzlecheck = true ##### 4-c Passive Sightings ##################### # detected_monster_colour = lightred detected_item_colour = green -remembered_monster_colour = darkgrey -# colour_map = true +# colour_map = false # clean_map = true ##### 4-d Branding ############################## @@ -106,17 +102,15 @@ stab_brand = hi:blue ##### 4-e Level Map Functions ################### # -level_map_cursor_step = 10 -item_colour = true -# show_waypoints = false +# level_map_cursor_step = 10 +# item_colour = false ##### 4-f Travel and Exploration ################# # # travel_colour = false -travel_delay = 20 -travel_stair_cost = 500 +# travel_delay = 20 # travel_avoid_terrain = shallow water -travel_exclude_radius2 = 68 +# travel_exclude_radius2 = 68 # # stop_travel = Something appears # stop_travel = god:wrath finds you @@ -130,36 +124,41 @@ travel_exclude_radius2 = 68 # trapwalk_safe_hp = dart:15, needle:25, spear:50 +# tc_reachable = blue +# tc_dangerous = cyan +# tc_excluded = lightmagenta +# tc_exclude_circle = red + ##### 4-g Stashes ############################### # -# stash_tracking = (explicit | dropped | all) +# stash_tracking = (all | explicit | dropped) # stash_filter = 14, 4:21 ##### 4-h Command Enhancements ################## # -# auto_list = true -# lowercase_invocations = true -# easy_open = true -# easy_butcher = true -# easy_armour = false +# auto_list = false +# lowercase_invocations = false +# easy_open = false +# easy_butcher = false +# easy_unequip = false # easy_confirm = (none | safe | all) -# easy_quit_item_lists = true +# easy_quit_item_prompts = false # easy_exit_menu = true # default_autoprayer = true -# sort_menus = true +# sort_menus = (auto:5 | true | false) ##### 4-i Messages and Display Enhancements ##### # -# show_uncursed = false -hp_warning = 25 -# terse_hand = false +# hp_warning = 10 +# hp_attention = 25 +# terse_hand = true # delay_message_clear = true -# always_greet = true -# increasing_skill_progress = true +# always_greet = false +# increasing_skill_progress = false # -# menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\) -# menu_colour = green:(worn|neck|hand|weapon)\) -# menu_colour = red: cursed +menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\) +menu_colour = green:(worn|neck|hand|weapon)\) +menu_colour = red: cursed ##### 4-j Firing Commands ####################### # @@ -187,17 +186,16 @@ fire_order = launcher, dart, stone, dagger, spear, handaxe, club # kill_map = friend:you, other:you # dump_kill_places = (single | all | none) # dump_item_origins = all,artifacts,ego_arm,ego_weap,jewellery,runes -dump_item_origin_price = 100 -dump_message_count = 4 +# dump_item_origin_price = 100 +# dump_message_count = 7 # dump_order = header,stats,misc,notes,inventory,skills # dump_order += spells,mutations,messages,screenshot,kills -# verbose_dump = true ##### 5-b Notes ################################# # # use_notes = false -note_items = rod,book,rune -ood_interesting = 8 +# note_items = rod,book,rune +# ood_interesting = 8 # note_hp_percent = 5 # note_skill_levels = 1,5,10,15,27 # note_skill_max = true @@ -211,8 +209,11 @@ ood_interesting = 8 # colour.yellow = brown # # use_ascii = ascii -wiz_mode = no +# wiz_mode = no +# +# See crawl_options.txt for the options +# char_set, cset_ascii, cset_ibm, cset_dec, cset_any, feature ##### 6-b DOS and Windows ####################### # -# dos_use_background_intensity = true +# dos_use_background_intensity = true
\ No newline at end of file diff --git a/crawl-ref/source/initfile.cc b/crawl-ref/source/initfile.cc index a9c58da819..406efe44bc 100644 --- a/crawl-ref/source/initfile.cc +++ b/crawl-ref/source/initfile.cc @@ -546,7 +546,7 @@ void game_options::reset_options() hp_warning = 10; hp_attention = 25; confirm_self_target = true; - safe_autopickup = false; + safe_autopickup = true; use_notes = true; note_skill_max = false; note_all_spells = false; @@ -594,7 +594,7 @@ void game_options::reset_options() macro_meta_entry = true; // 10 was the cursor step default on Linux. - level_map_cursor_step = 10; + level_map_cursor_step = 7; #ifdef STASH_TRACKING stash_tracking = STM_ALL; |