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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