From 2b32f164e6ca1c4b3d587789f6cf46f46fe02fe8 Mon Sep 17 00:00:00 2001 From: dshaligram Date: Wed, 2 Aug 2006 13:59:12 +0000 Subject: Included travel patch options in the stock init.txt git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9 c06c8d41-db1a-0410-9941-cceddc491573 --- trunk/init.txt | 306 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 306 insertions(+) (limited to 'trunk') diff --git a/trunk/init.txt b/trunk/init.txt index bf9dd62ad6..672f51d9f2 100644 --- a/trunk/init.txt +++ b/trunk/init.txt @@ -23,6 +23,11 @@ # 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. @@ -48,6 +53,245 @@ 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 = :. 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 @@ -60,6 +304,20 @@ 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 @@ -93,6 +351,10 @@ easy_confirm = safe # 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 @@ -189,15 +451,59 @@ always_greet = true # 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 +# +# 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: # -- cgit v1.2.3-54-g00ecf