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* Remove darts and dart traps from documentation (#8783)Neil Moore2014-07-121-2/+2
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* Merge pickup_menu and pickup_menu_limit.Shmuale Mark2014-07-021-2/+1
| | | | | | | | | | | | Since pickup_menu = true was basically identical to pickup_menu_limit = 1 (or 2, actually), there isn't much need for two separate options. The new default for pickup_menu_limit is 1, so there is no change in the defaults. However, if you pickup_menu_limit is now exclusive, not inclusive. This fixes the weirdness that 1 and 2 meant the same thing, since you can't get a menu with only one item on it. So, if you had pickup_menu = false, there probably is a change in behaviour.
* Remove the show_gold_turns option.Shmuale Mark2014-07-021-1/+0
| | | | | | There's really no reason not to show the line; in other options, having the default always be the case can be annoying, but if you don't want to look at the gold/turns display, you can just not.
* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-1/+0
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Remove the now-superfluous friendly_pickup command suite.Shmuale Mark2014-05-281-1/+0
| | | | | | | | Including the default_friendly_pickup option.
* | Finish reuniting giant fireflies with their bumblebee cousins.Shmuale Mark2014-06-101-1/+0
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* | Add an option for more consistent prompt behaviour when changing jewelleryChris Campbell2014-06-101-0/+1
| | | | | | | | | | | | | | When enabled, you will always be prompted to choose a hand/tentacle when equipping a ring, even if you currently have some empty slots, or if one ring is cursed, etc. As a result, "Px>" should always result in "put ring x on right hand", and never "put on ring x, then go downstairs", for example.
* | Remove jewelry and armour sources of conservationgammafunk2014-05-281-1/+1
|/ | | | | | The amulet of conservation and cloaks of preservation are no longer necessary without item destruction. Maxwell's patent armour now has the resistance ego and grants rF+ and rC+.
* Remove player burden and carrying capacitygammafunk2014-05-261-1/+0
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Explain item colours in init.txt (#4043).Shmuale Mark2014-05-201-12/+12
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* Synchronize headers of options_guide.txt and init.txt (#6627).Shmuale Mark2014-05-201-16/+16
| | | | Also some miscellaneous shuffling around.
* Update default init.txt for item_stack_summary_minimum changeChris Campbell2014-04-301-1/+1
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* Remove grizzly bears.Shmuale Mark2014-04-291-1/+0
| | | | | | They were almost identical to polar bears, which at least had the distinguishing (from black bears) to swim and be at home in an ice cave.
* Update to 0.14_monster_glyphs.Shmuale Mark2014-04-291-0/+4
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* Merge U and W monster glyphs into WChris Campbell2014-04-291-0/+3
| | | | | | | | Making it a glyph for incorporeal undead generally. Only requires a few colour changes: Wraith: white -> lightgrey Shadow wraith: magenta -> lightmagenta Eidolon: lightgrey -> brown
* Make nonbase 'd'raconians 'q'raconians.Steve Melenchuk2014-04-271-0/+7
| | | | | | | | Previously they were too hard to distinguish from their base brethren. This is an interim solution to the problem of having too many draconian types (base and/or nonbase - take your pick); at least you can tell them apart better now.
* Make 'q'warves 'g'warves.Steve Melenchuk2014-04-271-0/+4
| | | | This frees up the 'q' glyph...
* Fix some reversed 0.14_monster_glyphs.txt entries.Shmuale Mark2014-04-271-5/+5
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* The great 0.15 monster glyph migration (#8242).Steve Melenchuk2014-04-241-0/+90
| | | | | | | | | | | | | | | Amongst other things: - Immobile plants/fungi all to P; - Tengu to Q; - All derived undead to Z; - Mobile plants/fungi all to f; - Drakes to k; - Non-unique humans to p; - Most flying insects to y; - Slugs to w. Thanks to gammafunk, elliptic, MarvinPA, and others who made contributions to this effort.
* Replace easy_open with travel_open_doors.Shmuale Mark2014-04-171-1/+1
| | | | | If set to false, travel will stop in front of doors (much like the previous behavior if easy_open was set to false).
* Remove the level_map_title option.Shmuale Mark2014-04-171-1/+0
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* Remove the clean_map option.Shmuale Mark2014-04-171-1/+0
| | | | | | | It didn't have a very clear use case and if you really want to reproduce it, you can press ^C every so often. Also clean up the options documentation a bit.
* Corrected commented value of show_inventory_weights.Mike Boutin2014-04-141-1/+1
| | | | | | Changed value from false to the list of (drop_pickup | true | false) to be consistent with other options and signify that more than true/false can be specified.
* Remove references to searching from the init file (message muting).Eino Keskitalo2014-04-111-2/+1
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* Give monster warnings their own channel.Steve Melenchuk2014-04-101-1/+1
| | | | | People who like setting force_mores on this can thus do so with one line for all possible variants on the message.
* Update the options guideChris Campbell2014-04-101-0/+2
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* Remove default_target and target_unshifted_dirs optionsChris Campbell2014-04-101-3/+0
| | | | | They just existed to replicate some ancient behaviour that is very unlikely to actually be desirable now.
* Add a grunt fake language!!!pubby2014-04-011-1/+1
| | | | | [Committer's note: You squash Grunt's and pubby's patches like a feature!!!!!]
* Fix runrest_safe_poison and document it.elliptic2014-03-291-1/+1
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* Remove `auto_list` optionChris Oelmueller2014-03-111-1/+0
| | | | | | | | | | | | | It has been defaulting to `true` for a while now. That setting provides a nicer interface overall and there is little reason to support alter- nate input methods. Some prompts asking for a letter have not been adjusted, for example evoking a rod with multiple spells. Those are hopefully gone soon anyways. [Committer's note: The option had no known uses except by bots, and those could work without it. And, of course, multi-spell rods are gone.]
* Add some missing options to the default init.txtPekka Lampila2014-03-011-26/+42
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* Make arena_delay available outside of arena as view_delay.Steve Melenchuk2014-02-271-9/+10
| | | | | | | | | | So, if you're running a bot or you're generally annoyed by ranged/magical animations, you can set this to an appropriately low value. This also condenses a lot of code duplication related to arena_delay; a new function called scaled_delay is used for functions that should be impacted by this.
* Remove `drop_mode` setting and in-game toggle for `single` behaviorChris Oelmueller2014-02-081-2/+2
| | | | | | | | | | | The setting itself went largely unused with a few exceptions for bot configurations, and the toggle (either @ or Ctrl-D in the drop menu) added nothing to the interface: It was intransparent and probably not known to a single player out there. Like with the pickup menu, what was old `multi` is the far superior interface, and unlike with pickup it also has been the default for a long time. For quickly (interface-wise) dropping items, there still exists `D` to drop your last pickup, but even that is rather prone to input errors.
* Fix an example in the default configuration file.blackcustard2014-01-301-12/+12
| | | | | Changing the variables used by the default options files after they have loaded does nothing. So stop telling people to do it.
* Add vi keyboard bindings for colemak users.pubby2014-01-272-0/+82
| | | | | | Only two key pairs needed swaping: (e) with (u) (i) with (y)
* Reflect show_inventory_weights default change in options guide and init.txtPekka Lampila2014-01-161-1/+1
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* Compat settings: demonspawn were darkgrey as well.Adam Borowski2014-01-111-0/+1
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* Let people choose old monster colours.Adam Borowski2014-01-101-0/+9
| | | | Like in previous versions.
* Menu for pickup : new option 'pickup_menu_limit'Cedor2014-01-091-0/+1
| | | | | | | | | | | | | 'pickup_menu' option behavior adjusted: * true : same behavior * false : like the old auto:X, X is given with a new option: 'pickup_menu_limit', default 4, negatives value considered as item_stack_summary_minimum. Why 4? starting to 4 questions, you got a --more-- prompt, and starting to 6 items on the square, items are displayed with glyphs instead of full names. [Applied a few minor fixes and simplifications -nfm]
* Simplify the config file header for translations.Adam Borowski2014-01-061-2/+1
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* Add tile_realtime_anim and tile_display_mode to init.txtPekka Lampila2014-01-021-0/+4
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* Remove `pickup_mode` option, introduce `pickup_menu`Chris Oelmueller2013-12-301-1/+1
| | | | | | | | | | | | | | | | | End result is that: * `pickup_menu = true` is old `pickup_mode = multi`, and new default * `pickup_menu = false` is old `pickup_mode = single` * `pickup_mode = auto:X` is gone without replacement for being of little use Recognizing the old option in initfile did not make much sense either because the default changed: Old `multi` was the only setting that anybody would include in their rcfile, and that one is now meaningless. So if your config until now included a line like the following: pickup_mode = multi you can now safely remove this. If you prefer the old default behavior, use this option from now on: pickup_menu = false
* Fix spelling of "targeting" (#7837)Chris Campbell2013-12-101-2/+2
| | | | See Mantis for discussion.
* Autofight for conjurers.Naruni2013-11-151-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | This patch adds 3 options to init.txt: Automagic_enable (Default: false) When the player presses tab (or whatever is bound to hit_closest), if automagic is enabled and there is a spell in slot "a" automagic will attempt to attack by spell. automagic_stop (Default: 0) If the player's magic points are below this number (percentage of total), this prevents casting. What happens is dependent on behavior setting. automagic_fight (Default: false) If automagic cannot attack by magic, a message will be printed (not enough magic or magic below threshold) by default. If this is true, a melee attack will be called. If a key is macroed to ===am_set_spell, it can be used to change the spell slot letter used by automagic. There are measures to catch any unintended keypresses being sent. Out of magic and no target are handled. I can't think of any other situations that could cause the sendkeys command to actually happen under false situations.
* Purge obsolete code for quivering weapons.Adam Borowski2013-09-221-1/+1
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* A new throwing missile, tentantively named "tomahawk".Adam Borowski2013-09-221-1/+1
| | | | | | | | | | The name is somewhat problematic, as real tomahawks were fit for melee (just like hand axes...). It's mostly because a few bailey_axe vaults want something that resembles an axe, but I'd rather axe or redesign those vaults than have them block better alternatives. The balance purpose is to have something between darts (damage 2) and javelins (damage 10), for use by orcs, orc warriors and merfolk.
* Make misc item glyphs distinct (simm, dpeg).Steve Melenchuk2013-09-181-0/+7
| | | | | | | | | | | | | | | | | | | | | | | We have fourteen misc items that appear in the normal game (the quad damage doesn't count for this) and fourteen colours to pick from, so it's just a matter of picking what goes with what. I went with: BLUE - lantern of shadows (was LIGHTGREY) GREEN - plain deck (was 25% of LIGHTBLUE, GREEN, CYAN, RED) CYAN - fan of gales (was LIGHTGREY) RED - bottled efreet (was BROWN) MAGENTA - ornate deck (was 50% of MAGENTA or BROWN) BROWN - stone of tremors (unchanged) LIGHTGRAY - disc of storms (unchanged) LIGHTBLUE - phial of floods (was CYAN) LIGHTGREEN - box of beasts (was BLUE) LIGHTCYAN - crystal ball of energy (was LIGHTGREY) LIGHTRED - horn of Geryon (was LIGHTGREY) LIGHTMAGENTA - legendary deck (unchanged) YELLOW - lamp of fire (unchanged) WHITE - sack of spiders (unchanged) Feel free to bikeshed further about this.
* Remove some obsolete food-related optionsMarvinPA2013-08-181-3/+0
| | | | | easy_eat_contaminated, easy_eat_gourmand and prefer_safe_chunks are all unnecessary now that contaminated chunks just give less nutrition.
* Add some Lua functions by rwbarton to advanced_optioneering.txtChris Campbell2013-07-121-0/+32
| | | | | | | This file was sort of forgotten about, but these seem reasonably useful (and it seems better to let people know about the Lua functions than to add an option just for opening the skill menu on game start, per #7316).
* Update default explore_stoppersChris Campbell2013-05-281-2/+3
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