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diff --git a/crawl-ref/docs/crawl_options.txt b/crawl-ref/docs/crawl_options.txt
index a69309f5ad..7ff415d19c 100644
--- a/crawl-ref/docs/crawl_options.txt
+++ b/crawl-ref/docs/crawl_options.txt
@@ -1,8 +1,8 @@
-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).
+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:
@@ -14,23 +14,24 @@ The contents of this text are:
crawl_dir, morgue_dir, save_dir, sound
3- Lua files.
lua_file,
- base.lua, stash.lua, wield.lua, kills.lua,
- runrest.lua, gearset.lua, eat.lua, pickup.lua,
- trapwalk.lua
+ base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,
+ gearset.lua, eat.lua, pickup.lua, trapwalk.lua
4- Interface.
4-a Dropping and Picking up.
autopickup, autopickup_exceptions, default_autopickup,
- autopickup_no_burden, pickup_thrown, pickup_dropped,
- assign_item_slot, drop_mode, pickup_mode, drop_filter
+ safe_autopickup, autopickup_no_burden, safe_zero_exp,
+ pickup_thrown, pickup_dropped, assign_item_slot,
+ drop_mode, pickup_mode, drop_filter
4-b Targeting.
target_zero_exp, target_oos, target_los_first,
- default_target, target_unshifted_dirs
+ confirm_self_target, default_target,
+ target_unshifted_dirs
4-c Passive Sightings (Detection and Remembrance).
detected_monster_colour, detected_item_colour,
remembered_monster_colour, colour_map, clean_map
4-d Branding (Item and Monster Highlighting).
- friend_brand, stab_brand, may_stab_brand,
- heap_brand, stair_item_brand, trap_item_brand
+ heap_brand, friend_brand, stab_brand, may_stab_brand,
+ stair_item_brand, trap_item_brand
4-e Level Map Functions.
level_map_cursor_step, level_map_title, item_colour
4-f Viewport Display Options.
@@ -40,32 +41,33 @@ The contents of this text are:
scroll_margin
4-g Travel and Exploration.
travel_delay, travel_avoid_terrain,
- explore_greedy, explore_stop, tc_reachable,
- tc_dangerous, tc_excluded, tc_exclude_circle,
- travel_stop_message, runrest_ignore_message,
- runrest_ignore_poison, runrest_ignore_monster,
- trapwalk_safe_hp
+ travel_stop_message, explore_greedy, explore_stop,
+ runrest_ignore_message, runrest_ignore_poison,
+ runrest_ignore_monster,
+ trapwalk_safe_hp, tc_reachable,
+ tc_dangerous, tc_excluded, tc_exclude_circle
4-h Stashes.
stash_tracking, stash_filter
4-i Command Enhancements.
- auto_list, easy_open, easy_unequip, easy_confirm,
- easy_butcher, always_confirm_butcher,
- easy_quit_item_prompts, easy_exit_menu,
- default_autoprayer, sort_menus
+ auto_list, lowercase_invocations, easy_open, easy_butcher,
+ easy_unequip, easy_confirm, easy_quit_item_prompts,
+ easy_exit_menu, default_autoprayer, sort_menus
4-j Message and Display Improvements.
- hp_warning, mp_warning, hp_colour, mp_colour,
- delay_message_clear, message_colour,
- show_inventory_weights, show_turns, show_beam,
- item_stack_summary_minimum, menu_colour,
+ hp_warning, mp_warning, hp_colour, mp_colour, always_greet,
+ terse_hand, delay_message_clear, menu_colour,
menu_colour_prefix_id, menu_colour_prefix_class
+ message_colour, increasing_skill_progress,
+ show_inventory_weights, show_turns, show_beam,
+ item_stack_summary_minimum
4-k Missiles.
fire_items_start, fire_order
4-l Message Channels.
plain, prompt, god, pray, duration, danger, food, warning,
recovery, talk, talk_visual, intrinsic_gain, mutation,
- monster_spell, monster_enchant, monster_damage,
- rotten_meat, equipment, floor, multiturn, examine,
- examine_filter, diagnostics, tutorial
+ monster_spell, monster_enchant, monster_damage, rotten_meat,
+ equipment, floor, multiturn, examine, examine_filter,
+ diagnostics, tutorial
+
4-m Inscriptions.
autoinscribe
4-n Macro related Options.
@@ -75,15 +77,14 @@ The contents of this text are:
kill_map, dump_kill_places, dump_item_origins,
dump_item_origin_price, dump_message_count, dump_order
5-b Notes.
- note_items, note_monsters, ood_interesting,
- note_hp_percent, note_skill_levels,
- note_all_skill_levels, note_skill_max, note_all_spells,
- note_messages
+ 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, mouse_input, wiz_mode, use_ascii,
- classic_item_colours, colours, char_set, cset_ascii,
- cset_ibm, cset_dec, cset_unicode, feature, mon_glyph
+ macro_meta_entry, mouse_input, wiz_mode, colours,
+ char_set, cset_ascii, cset_ibm, cset_dec, cset_unicode,
+ feature, mon_glyph, classic_item_colours
6-b DOS and Windows.
dos_use_background_intensity
6-c Unix
@@ -130,49 +131,46 @@ For long option names, you can define option aliases by doing:
For instance, you can use:
ae := autopickup_exceptions
and thereafter use "ae" instead of "autopickup_exceptions":
- ae = >uselessness, >inaccuracy
-
-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. Please
-flag queries with '-crawl-', as other roguelikes are also discussed
-there.
+ ae = >decay, >degeneration
+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. Please 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.
+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 = true
- 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.
+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.
+ 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.
+ 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.
+ 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 | Beogh | random)
+priest = (Zin | Yredelemnul | Beogh | random)
The above three make in advance the additional choices for
Chaos Knights, Death Knights, and Priests (Beogh for HO only).
@@ -184,33 +182,33 @@ class = (Fighter |...| Wanderer | random)
random_pick = false
The random_pick option will randomly generate a character.
- The above options (weapons and class options) will override
- where appropriate.
+ The above options (weapons and class options) will override where
+ appropriate.
2- File System.
================
crawl_dir = <path>
- Directory for reading macro.txt.
+ Directory for reading macro.txt and init.txt, and dumping characters.
It should end with the path delimiter.
morgue_dir = morgue
- Directory where morgue dumps files (morgue*.txt and
- morgue*.lst) as well as character dumps files are written.
+ Directory where morgue dumps (morgue*.txt and morgue*.lst) files are
+ written.
save_dir = saves
- 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.
+ 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
+ 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 RPGs. Alternatively, ask for help
- in the newsgroup rec.games.roguelike.misc.
+ roguelikes or old computer RPGs. Alternatively, ask for help in
+ the newsgroup rec.games.roguelike.misc.
3- Lua files.
@@ -227,27 +225,22 @@ Lua files are included using the lua_file option (one file per line):
lua_file = <path/name.lua>
The available stock Lua scripts are
- 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. Similarly,
- you can use 'altar','portal' etc. Also, you can look
- for spellbooks ('book'), artefacts ('artefact'), and
- ego items ('ego').
+ 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. Similarly, you can use 'altar',
+ 'portal' etc. Also, you can look for spellbooks ('book'),
+ artifacts ('artifact'), and 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 overriding certain stop conditions when
- running
- New options: runrest_ignore_poison,
- runrest_ignore_message, runrest_ignore_monster
- gearset.lua -- provides commands for switching of complete sets via
- macro
+ currently gives three lists (Vanquished, Friendly, Others)
+ runrest.lua -- allows overriding certain stop conditions when running
+ New options: runrest_ignore_poison, runrest_ignore_message,
+ runrest_ignore_monster
+ gearset.lua -- provides commands for switching of complete sets via macro
New macroable functions: rememberkit, swapkit
eat.lua -- prompts to eat chunks in inventory.
pickup.lua -- smarter autopickup.
- trapwalk.lua -- allows travel to cross certain traps if you have
- enough HP.
+ trapwalk.lua -- allows travel to cross certain traps if you have enough HP.
Also see section 7 on inline Lua fragments.
@@ -271,145 +264,151 @@ autopickup = $?!+"/%
+ or : Books
\ or | Staves
0 Orbs
- } Misc. items
+ } 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.
+ 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.
autopickup_exceptions = <pickup-regex, >don't-pickup-regex, ...
- A set of regexes that force matching items to be picked up (if
- prefixed with <), or never picked up (if prefixed with >).
- Excludes (>) take precedence over includes (<), so if the same
- item is matched by both an exclude and an include, it will not
- be subject to autopickup.
+ A set of regexes that force matching items to be picked up (if prefixed
+ with <), or never picked up (if prefixed with >). Excludes (>) take
+ precedence over includes (<), so if the same item is matched by both
+ an exclude and an include, it will not be subject to autopickup.
An example:
- autopickup_exceptions = <curare-tipped needle
- Forces autopickup to grab all curare-tipped needles, even if
- missiles are not set in the "autopickup" option.
+ autopickup_exceptions = <curare-tipped needle
+ Forces autopickup to grab all curare-tipped needles, even if missiles
+ are not set in the "autopickup" option.
- Whitespace between <> and the match expression is significant,
- so the following won't work:
- autopickup_exceptions = < ebony casket
+ Whitespace between <> and the match expression is significant, so this
+ is a mistake:
+ autopickup_exceptions = < ebony casket
autopickup_exceptions replace the older ban_pickup. Using
- autopickup_exceptions = >uselessness, >inaccuracy
+ autopickup_exceptions = >decay, >degeneration
is the same as using
- ban_pickup = uselessness, inaccuracy
+ ban_pickup = decay, degeneration
- If the regexes are not prefixed with < or >, > is implied, so
- the option setting above can also be written as
- autopickup_exceptions = uselessness, inaccuracy
+ If the regexes are not prefixed with < or >, > is implied, so the
+ option setting above can also be written as
+ autopickup_exceptions = decay, degeneration
You can use multiple autopickup_exceptions lines. Some examples:
- autopickup_exceptions = inaccuracy, scrolls? of paper,
- autopickup_exceptions = immolation, curse (armour|weapon),
- autopickup_exceptions = uselessness, noise, torment
-
- Note that if pickup.lua has been sourced, you won't need to set
- autopickup exceptions for potions except maybe for very special
- cases.
+ autopickup_exceptions = degeneration, decay, potions? of confusion,
+ autopickup_exceptions = potions? of slowing, potions? of paralysis
+ autopickup_exceptions = potions? of strong poison,potions? of poison
+ autopickup_exceptions = inaccuracy
+ autopickup_exceptions = scrolls? of paper, immolation, curse armour,
+ autopickup_exceptions = curse weapon, forgetfulness, uselessness,
+ autopickup_exceptions = noise, torment
default_autopickup = true
- When set to false, the game starts with autopickup turned off.
- You can still toggle autopickup in-game with Ctrl-A.
+ When set to 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.
autopickup_no_burden = false
When set, autopickup will not pick up items which would increase
- your burden status (from unencumbered to burdened, or from
- encumbered to overloaded.)
+ your burden status (from unencumbered to burdened, or from encumbered
+ to overloaded.)
+
+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 pick up thrown/fired
- missiles, which can make life much easier for hunter types. Be
- aware that autopickup uses a turn, though it won't trigger if
- there are hostile monsters in sight.
+ pickup_thrown=true causes autopickup to pick up thrown/fired missiles,
+ which can make life much easier for hunter types. If you use this, be
+ aware that autopickup uses a turn - use Ctrl-A to turn it off while
+ you're fighting, or use 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.
+ 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.
+ 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.
+ 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.
drop_mode = (multi | single)
- Single is the classic behaviour; when you select an inventory
- letter, that item will be dropped immediately. Multidrop allows
- you to select multiple items to be dropped. (You can also switch
- to multidrop from the classic drop menu using the '@' key).
+ Single is the classic behaviour; when you select an inventory letter,
+ that item will be dropped immediately. Multidrop allows you to select
+ multiple items to be dropped. (You can also switch to multidrop from
+ the classic drop menu using the '@' key).
- Multidrop is the default and can be very convenient, but be
- aware that every item dropped takes one turn. (This is different
- from picking up.)
- When selecting multidrops, the top right corner shows the
- estimated number of turns.
+ Multidrop is the default and can be very convenient, but be aware that
+ every item dropped takes one turn. (This is different from picking up.)
+ When selecting multidrops, the top right corner shows the estimated
+ number of turns.
- The order in which items get dropped is from top to bottom in
- the inventory listing, but equipped items will be dropped last,
- and may be dropped out of order.
+ The order in which items get dropped is from top to bottom in the
+ inventory listing, but equipped items will be dropped last, and may be
+ dropped out of order.
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.
+ 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 menu, you can choose to select only items
- that match a search regex using this option.
+ When selecting items using the global (de)select keys (',' or '-') in a
+ multidrop menu, you can choose to select only items that match a
+ search regex using this option.
- 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
- regularly sacrifice all weapons except axes, use:
- drop_filter = axe, broadaxe
+ 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
- When a drop_filter is set, using the select/deselect keys will
- set/clear selection of items that match the filter
- expression(s).
+ When a drop_filter is set, using the select/deselect keys will set/
+ clear selection of items that match the filter expression(s).
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.
+ 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 target_los_first below.
+ 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.
+ 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.
+
+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_target = true
If set to true (the default), targeting will start on either
@@ -417,8 +416,8 @@ default_target = true
monster (if not) rather than on the character. If no monsters
are in view, targeting will start on the character regardless.
- If default_target = false, the targeting cursor will always
- start aimed at the character.
+ If default_target = false, the targeting cursor will always start
+ aimed at the character.
default_target is mutually exclusive with
target_unshifted_dirs. Using default_target will automatically
@@ -435,6 +434,7 @@ target_unshifted_dirs = false
If you use target_unshifted_dirs, default_target will be
automatically disabled.
+
4-c Passive Sightings (via detection and remembrance).
-----------------------------------------------------------
@@ -448,11 +448,11 @@ 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.
+ 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).
-------------------------------------------------
@@ -460,50 +460,41 @@ 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
+ 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"
+ 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.
+See part Technical (6-) for dos_use_background_intensity under Windows and DOS.
-By default, only two of the item brands are active (and set to reverse):
- heap_brand, stair_item_brand
-They can be deactivated by setting them to "none".
+By default, no brands are active apart from stair_item_brand.
+
+heap_brand = reverse
+ Brand heaps of items (more than one item or stack).
friend_brand = none
- 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.
+ 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 = none
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
+ 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 = none
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.
-heap_brand = reverse
- Brand heaps of items (more than one item or stack).
-
stair_item_brand = reverse
Brands stairs that would otherwise be hidden by items. If you
use this brand, the items on the square are hidden by the stair
@@ -522,12 +513,12 @@ level_map_cursor_step = 7
Shift-direction or * direction.
level_map_title = true
- Whether to show the level name at the top of the level map
- screen.
+ Whether to show the level name at the top of the level map screen.
item_colour = true
Colours items on level-map.
+
4-f Viewport Display Options
--------------------------------
@@ -599,252 +590,229 @@ scroll_margin = 2
An aliased option that sets both scroll_margin_x and
scroll_margin_y.
+
4-g 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.
+ 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
+ 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.
-explore_greedy = false
- Greedy explore travels to items that are eligible for autopickup
- in addition to exploring the level, but is otherwise identical
- to regular explore. Greedy explore is only available with
- stash_tracking = all (for any other value of stash_tracking,
- normal explore behaviour is used). Greedy explore is also best
- with pickup_dropped = false. Explore greed is disabled if you're
- temporarily unable to pick up items (from uncontrolled
- levitation, for instance).
-
-explore_stop = items,stairs,shops,altars,gates
- 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.
-
-tc_reachable = blue
-tc_dangerous = cyan
-tc_disconnected = darkgrey
-tc_excluded = lightmagenta
-tc_exclude_circle = red
- The above five settle the colouring of the level map ('X').
- They are
- reachable: all squares safely reachable (without leaving the
- level)
- dangerous: squares which are only connected to you via traps,
- etc.
- disconnected: squares which cannot be reached without leaving
- the level
- excluded: the colour for the centre of travel exclusions
- (Ctrl-X)
- excluded_circle: the colour for travel exclusions apart from
- centre
-
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 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 (see section 4-k below on Message
- Channels). For instance, if you want travel to stop when you're
- hit by divine retribution, you could use:
+ 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 (see section 4-k below on Message Channels). 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're
- playing a ghoul:
+ 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'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_greedy = false
+ Greedy explore travels to items that are eligible for autopickup in
+ addition to exploring the level, but is otherwise identical to
+ regular explore. Greedy explore is only available with
+ stash_tracking = all (for any other value of stash_tracking, normal
+ explore behaviour is used). Greedy explore is also best with
+ pickup_dropped = false. Explore greed is disabled if you're
+ temporarily unable to pick up items (from uncontrolled levitation,
+ for instance).
+
+explore_stop = items,stairs,shops,altars,gates
+ 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 already been sourced in
- init.txt. Any message containing the string will *not* stop your
- run. E.g.
- runrest_ignore_message = offer a prayer,prayer is over
- runrest_ignore_message = pleased with you,exalted
+ 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 = offer a prayer,prayer is over
+ runrest_ignore_message = pleased with you,exalted
(useful in conjunction with autoprayer.)
- Note that monster talk and dungeon noises already do not
- interrupt running or resting, by default.
-
runrest_ignore_poison = <poison damage>:<minimum hp>
- This only works if runrest.lua has already been sourced 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
+ 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
runrest_ignore_monster = <string>:<distance>
- This only works if runrest.lua has already been sourced in
- init.txt.
+ This only works if runrest.lua has been sourced already in init.txt.
Any monster containing the string will only interrupt your
activity if the distance between you and the monster is
less than the specified number. E.g. with
runrest_ignore_monster = fish:3
all of big fish, jellyfish, giant goldfish and lavafish will be
- considered safe for travel, explore and resting as long as the
- distance is at least 3.
+ considered safe for travel, explore and resting as long as the distance
+ is at least 3.
trapwalk_safe_hp = <trap_name>:<minimum_hp>, ...
- This only works if trapwalk.lua has already been sourced 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,
+ 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_disconnected = darkgrey
+tc_excluded = lightmagenta
+tc_exclude_circle = red
+ The above five settle the colouring of the level map ('X'). They are
+ reachable: all squares safely reachable (without leaving the level)
+ dangerous: squares which are only connected to you via traps, etc.
+ disconnected: squares which cannot be reached without leaving the level
+ excluded: the colour for the centre of travel exclusions (Ctrl-X)
+ excluded_circle: the colour for travel exclusions apart from centre
+
+
4-h Stashes.
----------------
stash_tracking = (all | explicit | dropped)
- 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. You can also
- inscribe an item with "=s" to automatically mark a square as a
- stash whenever that item is dropped. 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.
- Explicitly marked stashes will never be sacrificed by a
+ 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. You can also inscribe an item with "=s" to automatically
+ mark a square as a stash whenever that item is dropped. 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. Explicitly marked stashes will never be sacrificed by a
Nemelex Xobeh worshipper.
- 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. You can still use Ctrl-S and Ctrl-E as above.
+ 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. You can still use Ctrl-S and Ctrl-E as above.
stash_filter = <list of numbers>
- This option allows filtering certain classes of items when
- searching stashes.
- For example:
- stash_filter = 14, 4:21
- filters corpses (14) as well as food of the subtype chunks (4:21).
+ This option allows filtering certain classes of items when searching
+ stashes. For example,
+ stash_filter = 14, 4:21
+ filters corpses (14) as well as food of the subtype chunks (4:21).
annotate_item_class = false
- This only works if stash.lua has already been sourced in
- init.txt. Automatically annotates items with their object class,
- e.g. weapon or wand, for stash searching.
+ This only works if stash.lua has been sourced already in init.txt.
+ If set to true, automatically annotates items with their object class
+ (e.g. weapon or wand) for stash searching.
4-i Command Enhancements.
-----------------------------
auto_list = true
When set (the default), the appropriate inventory items are
- automatically listed 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.
+ automatically listed 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'. Note that you can change the letters of
+ invocations (and other abilites) with the '=' command.
easy_open = true
- Open doors by moving on to them. Highly convenient. Note that
- travel and exploration will automatically open doors depending
- on this option.
+ 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 an appropriate uncursed weapon 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_butcher = true
- If true, auto-switch to an appropriate uncursed weapon for
- butchery. For such tools any special messages are ignored. If
- false, you have to wield the tool manually.
-
-always_confirm_butcher = false
- If true, always request confirmation before butchering. If
- false, butchering will proceed automatically if there is exactly
- one corpse on the square. If there are multiple corpses on a
- square, you will always be prompted, regardless of this option.
+ 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.
+ 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.
+ 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.
+ When set to true, the game will start with automatic prayers. This
+ option can be toggled in-game with Ctrl-V.
- Automatic prayers take a turn like manual prayers and happen
- only if
+ Automatic prayers take a turn like manual prayers and happen only 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.
- If you use autoprayer, you might want to set
- runrest_ignore_message to ignore the prayer messages (see the
- documentation for runrest_ignore_message).
+ 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.
+ If you use autoprayer, you might want to set runrest_ignore_message
+ to ignore the prayer messages (see the documentation for
+ runrest_ignore_message).
sort_menus = [menu:](true | false | auto:X)[:sort_order]
Controls if and how items are sorted in inventory and pickup
menus.
- When sort_menus = false (the default), items are not sorted, and
- will be ordered by inventory letter (or in the order they're
- stacked for items on the floor).
+ When sort_menus = false (the default), items are not sorted,
+ and will be ordered by inventory letter (or in the order
+ they're stacked for items on the floor).
- When sort_menus = true, items are sorted by base name, qualified
- name, curse status and quantity.
+ When sort_menus = true, items are sorted by base name,
+ qualified name, curse status and quantity.
If sort_menus = auto:X, items are sorted if there are at least
X items in the same category. For instance:
- sort_menus = auto:5
- will sort item classes that have at least 5 items. For instance,
- having 4 kinds of potions would not sort them, but having 5
- would.
+ sort_menus = auto:5
+ will sort item classes that have at least 5 items. For
+ instance, having 4 kinds of potions would not sort them, but
+ having 5 would.
You can explicitly specify sort criteria in the sort_menus
option as:
- sort_menus = true : basename, qualname, curse, qty
+ sort_menus = true : basename, qualname, curse, qty
Two items will be compared based on the first sort criteria
where they differ. So with the sort_menus line given above,
@@ -857,21 +825,21 @@ sort_menus = [menu:](true | false | auto:X)[:sort_order]
* basename:
This is the name of the item type. The basename for all of
- "a +0 robe", "an embroidered robe" and "the cursed +2 robe of
- Ponies" is just "robe". The basename for both of "a brass
- ring" and "a ring of fire resistance" are "ring".
+ "a +0 robe", "an embroidered robe" and "the cursed +2 robe
+ of Ponies" is just "robe". The basename for both of
+ "a brass ring" and "a ring of fire resistance" are "ring".
* qualname:
- The name of the item without articles (a/an/the), quantities,
- enchantments, or curse-status. The qualified names for the
- robes described above are "robe", "embroidered robe" and "robe
- of Ponies", respectively. The qualified names for the rings
- described above are "brass ring" and "ring of fire
- resistance", respectively.
+ The name of the item without articles (a/an/the),
+ quantities, enchantments, or curse-status. The qualified
+ names for the robes described above are "robe", "embroidered
+ robe" and "robe of Ponies", respectively. The qualified
+ names for the rings describe above are "brass ring" and
+ "ring of fire resistance", respectively.
* fullname:
- This is the name of the item as displayed in menus (including
- (quantities, curse-status, etc.)
+ This is the name of the item as displayed in menus
+ (including quantities, curse-status, etc.)
* curse:
Curse-status of the item (if known). Uncursed items show up
@@ -899,23 +867,23 @@ sort_menus = [menu:](true | false | auto:X)[:sort_order]
* freshness:
The freshness of chunks of meat; irrelevant for everything
- else. It makes the oldest chunks of meat show up first, with
- rotting chunks listed last for non-Saprovores.
+ else. It makes the oldest chunks of meat show up first,
+ with rotting chunks listed last for non-Saprovores.
If this sort criteria is placed before (or in the absence of)
- basename and qualname, then non-chunk food items will be
+ basename and qualname, then non-chunk food items will be
sorted between the non-rotting and rotting chunks.
- The default sort criteria are:
- "equipped, basename, qualname, curse, qty".
+ The default sort criteria are: "equipped, basename, qualname,
+ curse, qty".
- You can ask for a descending order sort by prefixing one or more
- sort criteria with > as:
- sort_menus = true : basename, >qty
+ You can ask for a descending order sort by prefixing one or
+ more sort criteria with > as:
+ sort_menus = true : basename, >qty
You can also request sorting only for specific menus:
- sort_menus = pickup: true
+ sort_menus = pickup: true
or
- sort_menus = inv: true
+ sort_menus = inv: true
(Menu types must be specified as name:, with no space between
name and colon.)
@@ -929,111 +897,78 @@ sort_menus = [menu:](true | false | auto:X)[:sort_order]
any: All menus; this is the default when unspecified.
For example,
- sort_menus = true : equipped, basename, qualname, curse, qty
- will produce the same inventory and drop menus as by default,
- with the exception that all worn/wielded items come first. This
- can be convenient if you use the '.' command to select
- subsequent items.
+ sort_menus = true : equipped, basename, qualname, curse, qty
+ will produce the same inventory and drop menus as by default, with
+ the exception that all worn/wielded items come first. This can be
+ convenient if you use the '.' command to select subsequent items.
4-j Messages and Display Enhancements.
------------------------------------------
hp_warning = 10
- hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the
- danger channel when the player takes damage and their hitpoints
- are less than this percentage of their maximum (use 0 to turn
- off these messages).
+ hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger
+ channel when the player takes damage and their hitpoints are less than
+ this percentage of their maximum (use 0 to turn off these messages).
mp_warning = 0
mp_warning gives "* * * LOW MAGIC WARNING * * *" on the danger
- channel when the player's magic points drop below this
- percentage of their maximum (use 0 to turn off these messages).
+ channel when the player's magic points drop below this percentage of
+ their maximum (use 0 to turn off these messages).
hp_colour = lightgrey, 50:yellow, 25:red
- hp_colour colours your HP appropriately in the display. In the
- default setting, your HP will appear in red if at less then 25%,
- yellow if at less than 50%, and lightgrey otherwise.
+ hp_colour colours your HP appropriately in the display. In the default
+ setting, your HP will appear in red if at less then 25%, yellow if at
+ less than 50%, and lightgrey otherwise.
mp_colour = lightgrey, 50:yellow, 25:red
mp_colour does to MP what hp_colour does to HP.
-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).
-
-show_inventory_weights = false
- When this is set to true, inventory listings will mention the
- weight of each item.
+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.
-show_turns = false
- This option controls whether the turn counter (of turns elapsed)
- is displayed in the main view.
+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).
-show_beam = false
- When performing actions such as throwing or zapping, you can
- toggle whether to show the beam path or not. This option
- controls the initial status of this toggle. When set to true,
- the path will be shown.
+always_greet = true
+ always_greet will give the race/class and god messages everytime the
+ game is started.
-item_stack_summary_minimum = 5
- If you step over a stack with this number or more of items in
- it, the first description line will contain a summary of all the
- items in the stack (up to 50 items), in a format which looks
- like this:
- Items here: !! """ % ( )))))) [[[
- Known artefacts will be coloured in yellow; glowing or runed
- items will be in white, unless you already know that they are
- not ego items.
-
-menu_colour = <match>:<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, and 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.
-
- The match specifies which listings are affected by the
- colouring. If you specify 'any', or completely skip the <match>:
- part, then all listings are used. Possible values for match are:
- ability (the A screen)
- description (the \ screen)
- equip (the [, (, ), " screens)
- help (the manual)
- inventory
- notes (the ?: screen)
- resists (the % screen)
- spell (the Z and I screens)
- stash (the results from Ctrl-F)
+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 = inventory:lightred: cursed.*(worn|neck|hand|weapon)
- menu_colour = inventory:green:(worn|neck|hand|weapon)
- menu_colour = inventory:red: cursed
+ menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
+ menu_colour = green:(worn|neck|hand|weapon)
+ menu_colour = red: cursed
To colour identified artefacts, try
- menu_colour = inventory:white:( [-+] the)
+ menu_colour = white:( [-+] the)
- If you frequently die because you forget to use emergency items,
- try
- menu_colour = inventory:cyan:(potions? of heal wounds|blinking)
- menu_colour = inventory:lightcyan:wand of (fire|cold|draining)
+ 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 = inventory:lightred:potions? of (degeneration|decay)
+ menu_colour = lightred:potions? of (degeneration|decay)
If you like to see rotten chunks and corpses at a glance, use
- menu_colour = inventory:red: rotting
+ menu_colour = red: rotting
- menu_colour can also be applied to colour the in-game notes (to
- be read with '?:'). The following line will show level ups in
- white:
- menu_colour = notes:white:Reached XP level
+ menu_colour can also be applied to colour the in-game notes (to be
+ read with '?:'). The following line will show level ups in white:
+ menu_colour = white:Reached XP level
menu_colour_prefix_id = false
- Setting this option to true will prefix the string against which
- menu_colour regexes are matched (not the string
+ Setting this option to true will prefix the string against
+ which menu_colour regexes are matched (not the string
displayed) with the item's identification state: "unidentified"
for unidentified, "known" for wands for which you know the type
but don't know the number of charges, and for rings with plusses
@@ -1041,17 +976,17 @@ menu_colour_prefix_id = false
"identified" for other identified items.
Note that the prefix is put before the the *entire* string which
- is displayed, so if you're wielding an uncursed dagger which has
+ is displayed, so if you're wielding a uncursed dagger which has
the 'a' slot, the string the regexes will match against is
"identified a - an uncursed dagger (weapon)".
menu_colour_prefix_class = false
Setting this option to true will prefix the string against which
menu_colour regexes are matched (not the string displayed) with
- the item's object type: armour, weapon, wand, etc. If both this
- option and menu_colour_prefix_id are set to true, then the
- identification string comes before the object type string (i.e.,
- "identified weapon", "known wand", etc).
+ the item's object type: armour, weapon, wand, etc. If both
+ this option and menu_colour_prefix_id are set to true, then
+ the identification string comes before the object type string
+ (i.e., "identified weapon", "known wand", etc).
Note that the prefix is put before the the *entire* string which
is displayed, so if you're wielding a uncursed dagger which has
@@ -1059,14 +994,44 @@ menu_colour_prefix_class = false
"weapon a - an uncursed dagger (weapon)".
message_colour = <colour>:[<channel>:]<regex>
- message_colour allows you to override colours for individual
- messages. For instance, if you find the low hp warning to be
- insufficiently attention grabbing, you could do something like
- message_colour = yellow:LOW HITPOINT WARNING
+ message_colour allows you to override colours for individual messages.
+ For instance, if you find the low hp warning to be insufficiently
+ attention grabbing, you could do something like
+ message_colour = yellow:LOW HITPOINT WARNING
You can also narrow the message match to a specific channel:
- message_colour = lightred:god:xom
+ message_colour = lightred:god:xom
If you don't want to see a message at all, you can mute it:
- message_colour = mute:You start resting
+ message_colour = mute:You start resting
+
+increasing_skill_progress = true
+ This affects the appearance of the skills screen ('m'). With the
+ default true, the progress for getting new 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.
+
+show_inventory_weights = false
+ When this is set to true, inventory listings will mention the
+ weight of each item.
+
+show_turns = false
+ This option controls whether the turn counter (of turns elapsed) is
+ displayed in the main view.
+
+show_beam = false
+ When performing actions such as throwing or zapping, you can toggle
+ whether to show the beam path or not. This option controls the
+ initial status of this toggle. When set to true, the path will be
+ shown.
+
+item_stack_summary_minimum = 5
+ If you step over a stack with this number or more of items in it,
+ the first description line will contain a summary of all the
+ items in the stack (up to 50 items), in a format which looks
+ like this:
+ Items here: !! """ % ( )))))) [[[
+ Known artefacts will be coloured in yellow; glowing or runed
+ items will be in white.
4-k Missiles.
-----------------
@@ -1076,21 +1041,19 @@ fire_items_start = c
fire_order = launcher, return,
fire_order += javelin / dart / stone / rock / spear / net / handaxe
- Controls the order of items autoselected for firing. Items
- should be separated by commas and items that appear first get
- higher priority. You can use multiple fire_order lines - all
- lines but the first must use fire_order +=
-
- Items in any position may be slash-separated to indicate that
- these are of equal priority. If this is the case, the first item
- in your inventory that fits one of these will be picked for
- firing.
+ Controls the order of items autoselected for firing. Items should
+ be separated by commas and items that appear first get higher priority.
+ You can use multiple fire_order lines - all lines but the first must
+ use fire_order +=
+
+ Items in any position may be slash-separated to indicate that these
+ are of equal priority. If this is the case, the first item in your
+ inventory that fits one of these will be picked for firing.
- '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. 'return' refers to (identified)
- weapons of returning.
+ '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. 'return' refers to (identified) weapons of returning.
(See also pickup_thrown in 4-a.)
@@ -1098,10 +1061,10 @@ fire_order += javelin / dart / stone / rock / spear / net / handaxe
-------------------------
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
+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.CHANNEL_NAME = (COLOUR | mute | default | on | off | plain)
CHANNEL_NAME can currently be one of these:
plain = regular text (and things "uncoloured")
@@ -1114,18 +1077,16 @@ CHANNEL_NAME can currently be one of these:
warning = various other warnings
recovery = recovery from disease/stat loss/poison conditions
talk = monsters talking
- talk_visual = monster performing some action that the player sees
+ talk_visual = monster performing some action which the player sees
intrinsic_gain = level/stat/species power gains
mutation = gain/lose mutations
- monster_spell = messages about monsters gesturing or casting spells
- monster_enchant = messages pertaining to monster enchantments
+ 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
equipment = messages inidcating worn/wielded equipment
- floor = messages when looking at or walking over a floor
- item
- multiturn = indicates long actions (wearing armour, dissecting
- etc.)
+ floor = messages when looking at or walking over a floor item
+ multiturn = indicates long actions (wearing armour, dissecting etc.)
examine = messages from examine your surroundings
examine_filter = boring messages from examining your surroundings
diagnostics = debugging messages
@@ -1137,26 +1098,23 @@ The channel options are
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)
+ (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).
+ 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.
+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.
+ channel.multiturn = on
+in order to help new players. You may want to comment out this option, if
+the messages are too verbose.
4-m 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
+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
@@ -1167,29 +1125,27 @@ inscriptions are functional, namely all containing one of the following
skipped, and none of the items sacrificed.
=p -- Nemelex Xobeh worshippers will be prompted before
sacrificing this particular item; if the answer is "no",
- then Crawl will go on to sacrifice further items in the
- stack.
+ then Crawl will go on to sacrifice further items in the stack.
=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)
+ (it can still be picked up if it's the only item on the ground)
=s -- If stash tracking is explicit, then dropping this item will
cause a stash to automatically be marked.
-
-In the example, 'w' could be any sensible command and '9' could be any
-digit. An item may contain more than one shortcut.
+(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
+ 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
+
+ Another use of autoinscription is making sure that you don't lose
+ charges of important wands accidentally, as in
+ autoinscribe = wand of healing:!z
- Another use of autoinscription is making sure that you don't
- lose charges of important wands accidentally, as in
- autoinscribe = wand of healing:!z
4-n Macro related Options.
------------------------------
@@ -1197,13 +1153,12 @@ autoinscribe = <regex>:<inscription>
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
+ 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.
@@ -1213,60 +1168,55 @@ flush.message = false
------------------------
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:
+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.
+ 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 = artefacts, 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:
- artefacts, ego_arm, ego_weap, jewellery, runes,
+ 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.
+ 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 = -1
- 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.
+ 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.
+ The number of last messages to be displayed in character dump files.
dump_order = header,hiscore,stats,misc,notes,inventory,
dump_order += skills,spells,overview,mutations,messages,screenshot
dump_order += 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 +=
+ dump_order lines - all lines but the first must use dump_order +=
- Two optional dump sections are turns_by_place and
- kills_by_place, which add detailed statistics to where turns
- were spent and monsters were killed. You can add them to your
- dump as:
- dump_order += turns_by_place, kills_by_place
+ Two optional dump sections are turns_by_place and kills_by_place,
+ which add detailed statistics to where turns were spent and monsters
+ were killed. You can add them to your dump as:
dump_order += turns_by_place, kills_by_place
@@ -1274,9 +1224,11 @@ dump_order += kills
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.
-The following events are logged:
+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
@@ -1291,88 +1243,83 @@ The following events are logged:
- Gaining or losing mutations
- Reaching significant levels in a skill (see below)
- Dying
-You can use the command ':' for manually adding notes.
+ You can use the command ':' for manually adding notes.
user_note_prefix = <string>
Prefixes manually added notes with the given string, to make
them easier to find.
note_items = <regexes>
- When an item is identified, it will be noted if it is an
- artefact
- (fixed, unrand, or random) or if its short description matches a
- regex. E.g.
- note_items = rod,book,rune,acquirement
+ 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,acquirement
-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
-
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.
+ 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
- hit points, a note will be taken. There is some code to avoid
- repetitions of notes based on the same incident.
+ 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.
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.)
+ This sets which skill levels are noteworthy. You can have multiple
+ note_skill_levels lines. The default is nothing (no notes.)
note_all_skill_levels = false
- This is a shortcut for note_skill_levels = 1,2,..,27. If you set
- this to true, all skill levels are considered noteworthy.
+ This is a shortcut for note_skill_levels = 1,2,..,27. If you set this
+ to true, all skill levels are noteworthy.
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.
+ 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_all_spells = true
- Will add a note for each spell memorised.
-
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
+ 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
+ note_messages = [bB]anish.*Abyss
If you want a note when your draconian scales turn <colour>, use
- note_messages = Your scales start
+ 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}.
+ 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}.
mouse_input = false
- When enabled, the mouse_input option allows the game to use
+ When enabled, the mouse_input option allows the game to use
mouse input events on certain platforms (Windows and Unix).
Note that the extent of mouse support varies greatly across
- platforms and is strongly influenced by your terminal settings.
+ platforms and is strongly influenced by your terminal
+ settings.
- On Unixes, you're only likely to get mouse support working with
- ncurses in xterms (specifically your $TERM probably needs to
- contain "xterm" for ncurses to activate its mouse events;
+ On Unixes, you're only likely to get mouse support working
+ with ncurses in xterms (specifically your $TERM probably needs
+ to contain "xterm" for ncurses to activate its mouse events;
if you're running Crawl in GNU screen in an xterm, the mouse
will probably not work).
@@ -1383,37 +1330,14 @@ mouse_input = false
right-clicking the titlebar of your command-prompt, selecting
Properties and disabling QuickEdit in the Options tab.
-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 | unicode)
- 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.
-
- On Unix, Crawl may be built with Unicode support, in which case
- you can use char_set = unicode to use unicode characters in the
- map display.
-
-classic_item_colours = false
- Crawl uses 4.0 b26/0.1.x-like item colours if
- classic_item_colours is set to true. The default (false) is to
- use the new 0.2 item colours.
- This option will not affect the colour of existing items, only
- items generated after the option is set.
-
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).
+ 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,
@@ -1423,149 +1347,169 @@ colour.OLDCOLOUR = NEWCOLOUR
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 | unicode)
+ 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.
+
+ On Unix, Crawl may be built with Unicode support, in which case you
+ can use char_set = unicode to use unicode characters in the map
+ display.
+
cset_ascii, cset_ibm, cset_dec, cset_unicode, 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.
+ 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
+ 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.
+ 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), or a hexadecimal number (prefixed with x):
+ Symbols can be specified using a letter, or by a number (decimal code),
+ or a hexadecimal number (prefixed with x):
For an example on IBM displays,
- cset_ibm = wall:219, arch:0, wavy:x7E
- shows walls as solid blocks, shops and portals as '0', and water
- as '~'.
+ cset_ibm = wall:219, arch:0, wavy:x7E
+ shows walls as solid blocks, shops and portals as '0', and water as
+ '~'.
feature = <regex> { <symbol>, <magicmap symbol>, <view colour>,
<levelmap_magic_colour>, <levelmap_seen_colour>,
<emphasised_colour>, <levelmap_emphasised_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.
+ 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.
+ 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.
+ 'magic' always refers to magic mapping. So the <magicmap symbol> entry
+ determines what symbol will be used for features only detected via
+ magic mapping.
'emphasised_colour' refers to the colour used to highlight
- unvisited stone stairs; for non-stair features, setting emphasis
- colours does nothing useful.
+ unvisited stone stairs; for non-stair features, setting
+ emphasis colours does nothing useful.
- Leading parameters in the {...} list can be omitted by leaving
- them blank and using placeholder commas. Trailing parameters can
- be omitted without placeholder commas.
+ 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.
+ Multiple feature option lines can be used, as can multiple feature
+ descriptions strung together on the same line separated by semicolons.
Examples:
* Colour rock walls red:
- feature = rock wall { , , red }
+ feature = rock wall { , , red }
* Use # for metal walls in all character sets:
- feature = metal wall {#}
+ feature = metal wall {#}
Symbols can be specified as with cset:
- feature = metal wall {#}
- feature = metal wall {35}
- feature = metal wall {x23}
+ feature = metal wall {#}
+ feature = metal wall {35}
+ feature = metal wall {x23}
all do the same thing.
mon_glyph = <monster name or symbol> : <colour> <glyph>
The mon_glyph option allows you to customise the symbol and
colour used to display a monster.
- You can customise symbols based on monster names or their
- existing symbols. For instance, if you want to put elves on E
- and efreeti on e, you can do this:
+ You can customise symbols based on monster names or their existing
+ symbols. For instance, if you want to put elves on E and efreeti
+ on e, you can do this:
- mon_glyph = e : E
- mon_glyph = E : e
+ mon_glyph = e : E
+ mon_glyph = E : e
- If you want to change the symbol for a monster that uses a space
- as a symbol, specify an underscore on the left:
+ If you want to change the symbol for a monster that uses a
+ space as a symbol, specify an underscore on the left:
- mon_glyph = _ : #
+ mon_glyph = _ : #
(That changes shades to use #.)
- You can specify a different symbol, or a colour, or both, in any
- order. Here are more examples:
+ You can specify a different symbol, or a colour, or both, in
+ any order. Here are more examples:
- mon_glyph = deep elf annihilator : E lightmagenta
- mon_glyph = Xtahua : lightmagenta D
- mon_glyph = large zombie : darkgrey
- mon_glyph = small simulacrum : x
+ mon_glyph = deep elf annihilator : E lightmagenta
+ mon_glyph = Xtahua : lightmagenta D
+ mon_glyph = large zombie : darkgrey
+ mon_glyph = small simulacrum : x
(The left hand side of the : is case-sensitive.)
- You can specify symbols using their code points using the syntax
- as shown in the "feature" option. If you're using
+ You can specify symbols using their code points using the
+ syntax as shown in the "feature" option. If you're using
char_set=unicode, you can use unicode code points:
- mon_glyph = draconian scorcher : x6e9
+ mon_glyph = draconian scorcher : x6e9
A single _ is treated as a space; if you want a real underscore,
put a \ in front of it like this:
- mon_glyph = player ghost : \_
+ mon_glyph = player ghost : \_
+
+classic_item_colours = false
+ Crawl uses 4.0 b26/0.1.x-like item colours if classic_item_colours is
+ set to true. The default (false) is to use the new 0.2 item colours.
+ This option will not affect the colour of existing items, only items
+ generated after the option is set.
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).
+ 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 = black
- 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.
+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.
use_fake_cursor = false
If true, Crawl draws the cursor explicitly on the level-map and
- targeting screens instead of relying on the term to draw the
- cursor. Use this if your term cannot show a cursor over
- darkgrey/black squares.
+ targeting screens instead of relying on the term to draw the cursor.
+ Use this if your term cannot show a cursor over darkgrey/black
+ squares.
-7- Inline Lua
-==============
+7- Inline Lua
+------------------
-Lua code can be used directly in your init.txt/.crawlrc. You can use Lua
-to selectively include parts of your init.txt (based on character type,
-for instance) using this syntax:
+Lua code can be used directly in your init.txt/.crawlrc. You can use
+Lua to selectively include parts of your init.txt (based on character
+type, for instance) using this syntax:
< Lua code >
or
@@ -1592,10 +1536,10 @@ autopickup = $?+"/
autopickup = $?+"/!%
: end
- or
+ or
: if you.race() == "Hill Orc" then
priest = Beogh
: else
priest = Yredelemnul
-: end
+:end