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-rw-r--r--crawl-ref/docs/crawl_options.txt2071
-rw-r--r--crawl-ref/init.txt89
-rw-r--r--crawl-ref/source/initfile.cc4
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;