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Diffstat (limited to 'stone_soup/crawl-ref/init.txt')
-rw-r--r-- | stone_soup/crawl-ref/init.txt | 676 |
1 files changed, 0 insertions, 676 deletions
diff --git a/stone_soup/crawl-ref/init.txt b/stone_soup/crawl-ref/init.txt deleted file mode 100644 index 672f51d9f2..0000000000 --- a/stone_soup/crawl-ref/init.txt +++ /dev/null @@ -1,676 +0,0 @@ -# -# 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 |