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