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Diffstat (limited to 'trunk/init.txt')
-rw-r--r-- | trunk/init.txt | 370 |
1 files changed, 370 insertions, 0 deletions
diff --git a/trunk/init.txt b/trunk/init.txt new file mode 100644 index 0000000000..bf9dd62ad6 --- /dev/null +++ b/trunk/init.txt @@ -0,0 +1,370 @@ +# +# 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 + + +# 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 + + +# 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 + + +# 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 + + +# 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 +# +# 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 + +friend_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 |