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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
+
+
+# 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