Guide to Crawl's options ======================== This document explains all of the options in the latest version of Dungeon Crawl Stone Soup. If you get stuck or some things won't seem to work properly, ask for help on the newsgroup rec.games.roguelike.misc. Please flag queries with '-crawl-', as other roguelikes are discussed there as well. The contents of this text are: 0- Generalities. 0-a Standard and additional option files. 0-b Options on the command line 0-c Options and how to set them. 0-d Aliases and variables. 1- Starting Screen. name, remember_name, use_old_selection_order, weapon, book, wand, chaos_knight, death_knight, priest, species, job, random_pick, good_random 2- File System and Sound. crawl_dir, morgue_dir, save_dir, macro_dir, sound 3- Lua files. stash.lua, wield.lua, kills.lua, runrest.lua, gearset.lua, pickup.lua, trapwalk.lua 4- Interface. 4-a Dropping and Picking up. autopickup, autopickup_exceptions, default_autopickup, autopickup_no_burden, pickup_thrown, pickup_dropped, chunks_autopickup, assign_item_slot, drop_mode, pickup_mode, drop_filter, default_friendly_pickup 4-b Targeting. default_target, target_unshifted_dirs, darken_beyond_range 4-c Passive Sightings (detected and remembered entities). detected_monster_colour, detected_item_colour, remembered_monster_colour, colour_map, clean_map 4-d Branding (Item and Monster Highlighting). friend_brand, neutral_brand, stab_brand, may_stab_brand, heap_brand, feature_item_brand, trap_item_brand, verbose_monster_panel 4-e Level Map Functions. level_map_cursor_step, level_map_title, item_colour 4-f Viewport Display Options. view_max_width, view_max_height, view_lock_x, view_lock_y, view_lock, center_on_scroll, symmetric_scroll, scroll_margin_x, scroll_margin_y, scroll_margin 4-g Travel and Exploration. travel_delay, explore_delay, travel_avoid_terrain, explore_greedy, explore_stop, explore_stop_pickup_ignore, explore_improved, tc_reachable, tc_dangerous, tc_disconnected, tc_excluded, tc_exclude_circle, travel_stop_message, runrest_ignore_message, runrest_ignore_poison, runrest_ignore_monster, trapwalk_safe_hp, trap_prompt, rest_wait_both, auto_exclude 4-h Stashes. stash_filter, annotate_item_class, annotate_item_dropped 4-i Command Enhancements. auto_list, easy_open, easy_unequip, equip_unequip, easy_confirm, allow_self_target, easy_butcher, always_confirm_butcher, prefer_safe_chunks, easy_eat_chunks, easy_eat_gourmand, easy_eat_contaminated, prompt_for_swap, easy_quit_item_prompts, easy_exit_menu, sort_menus 4-j Message and Display Improvements. hp_warning, mp_warning, hp_colour, mp_colour, stat_colour, status_caption_colour, delay_message_clear, show_inventory_weights, show_gold_turns, show_beam, item_stack_summary_minimum, list_rotten, mlist_min_height, msg_min_height, msg_max_height, messages_at_top, mlist_allow_alternate_layout, mlist_targetting, classic_hud, menu_colour, menu_colour_prefix_class, menu_colour_shops, message_colour, force_more_message, msg_condense_repeats 4-k Missiles. fire_items_start, fire_order 4-l Message Channels. plain, prompt, god, pray, duration, danger, food, warning, recovery, talk, talk_visual, intrinsic_gain, mutation, monster_spell, monster_enchant, friend_spell, friend_enchant, monster_damage, rotten_meat, equipment, floor, multiturn, examine, examine_filter, diagnostics, error, tutorial 4-m Inscriptions. autoinscribe, autoinscribe_artefacts 4-n Macro related Options. flush.failure, flush.command, flush.message, macro_meta_entry, additional_macro_file, bindkey 4-o Tiles Options. tile_show_items, tile_title_screen, tile_menu_icons, tile_player_col, tile_monster_col, tile_neutral_col, tile_peaceful_col, tile_friendly_col, tile_plant_col, tile_item_col, tile_unseen_col, tile_floor_col, tile_wall_col, tile_mapped_wall_col, tile_door_col, tile_downstairs_col, tile_upstairs_col, tile_feature_col, tile_trap_col, tile_water_col, tile_lava_col, tile_excluded_col, tile_excl_centre_col, tile_update_rate, tile_key_repeat_delay, tile_tooltip_ms, tile_tag_pref, tile_full_screen, tile_window_width, tile_window_height, tile_map_pixels, tile_font_crt_file, tile_font_stat_file, tile_font_msg_file, tile_font_tip_file, tile_font_lbl_file, tile_font_crt_size, tile_font_stat_size, tile_font_msg_size, tile_font_tip_size, tile_font_lbl_size 5- Character Dump. 5-a Items and Kills. kill_map, dump_kill_places, dump_item_origins, dump_item_origin_price, dump_message_count, dump_order, dump_book_spells 5-b Notes. user_note_prefix, note_items, note_monsters, ood_interesting, note_hp_percent, note_skill_levels, note_all_skill_levels, note_skill_max, note_all_spells, note_xom_effects, note_messages 6- Miscellaneous. 6-a All OS. mouse_input, wiz_mode, char_set, classic_item_colours, colour, char_set, cset_ascii, cset_ibm, cset_dec, cset_unicode, feature, mon_glyph, pizza, use_fake_player_cursor 6-b DOS and Windows. dos_use_background_intensity 6-c Unix. background, use_fake_cursor 7- Inline Lua. 7-a Executing lua. 7-b Conditional options. 7-c Conditional option caveats. ------------------------------------------------------------------------ 0- Generalities on options. ============================ 0-a Standard and additional option files. --------------------------------------------- Crawl uses the first file of the following list as its option file: * settings/init.txt * init.txt (in the Crawl directory) * .crawlrc (in the Unix home directory) Alternatively, you can use the command line option -rc which tells Crawl to use precisely that file. On the starting screen, Crawl tells you which init file it uses, if any. It is possible to include additional files within the options file via include = Note that these are treated as if their content was entered verbatim in the options file. By default, Crawl searches for all these included files in the settings/ directory but you can specify a special folder using the command line option -rcdir External option files have several uses: They allow quick customisation of Crawl's general appearance (colouring/suppression of messages, and the inventory style). More elaborate option magic (usually containing lua) can also be conveniently hidden this way. Finally, there are some additional option files coming with this release; these allow to set many options to old defaults, i.e. those of Crawl 0.3.4 and before. See the header of the default init.txt for more details. 0-b Options on the command line ----------------------------------- A quick way to make small changes to the options, without having to switch to a different option file, is to use the command line options -extra-opt-first or -extra-opt-last, which make it as if the given option was (repsecitvely) at the top or bottom of the option file. For example, -extra-opt-last wiz_mode=yes will cause any new game to start in wizard mode. -extra-opt-first and -extra-opt-last can be used multiple times on the same command line. 0-c Options and how to set them. ------------------------------------ There are three broad types of Crawl options: true/false values (booleans), arbitrary values, and lists of values. In this document, options are usually described with their default values (if there is a default); this should also explain which of the above-mentioned types it is. Each option should have some remarks on how it's typically used - but keep in mind that the options you want to use depend on your playing style and sometimes also on your operating system. The standard init.txt distributed with Crawl includes all boolean options, commented out. The commented-out values are always the _non-defaults_, so you can toggle boolean options by uncommenting them. There are two styles you can use to set options. The classic name=value syntax, one option per-line: remember_name = true explore_greedy = false drop_mode = multi And the NetHack-style combined option line: OPTION = remember_name, !explore_greedy, drop_mode:multi The second style is useful to specify simple options in a few lines, but it cannot be used for options that take complex lists of values (such as the autopickup_exceptions option). Some options need a path as an argument; here you have to use a filesystem path suitable for your system. Other options accept regular expressions (regexes): here you can simply use ordinary strings, adapt the suggested regexes to your needs or search the internet for regex syntax. Note that, in the tutorial, some of your options settings may get overwritten to facilitate the explanations. This concerns the following options, and their enforced setting for tutorial games are as follows: delay_message_clear = false auto_list = true weapon = hand axe, for Berserkers book = random, for Conjurers and, for Tiles, tile_tag_pref = tutorial 0-d Aliases and variables. ------------------------------ For long option names, you can define option aliases by doing: alias := long_option_name For instance, you can use: ae := autopickup_exceptions and thereafter use "ae" instead of "autopickup_exceptions": ae = >uselessness, >inaccuracy You can define shortcuts for option values (variables). For example, $useless := darkgrey could be used in conjunction with menu_colour = $useless:random uselessness To prevent a variable from being changed you can make it a constant: constant = useless This is usefull if you wish to prevent an included file from altering a variable. See settings/standard_colours.txt and settings/food_colouring.txt for usage of aliases and variables. 1- Starting Screen. ==================== The following options are a convenience to help you quickly start your game of Crawl. name = Delilah If set, that's the name all your Crawl characters will get. remember_name = true Crawl remembers the options (species, job etc.) you used to create your last character. You may recycle them in the starting screen for a new character. If this option is set to true, Crawl will also remember the last name you used. If you use this option and want to enter a name _after_ choosing your species and job, you must enter . at the initial name prompt - hitting Enter at the name prompt will simply reuse your old name if remember_name is set. use_old_selection_order = false If set to true, the character selection screen will offer species and jobs in the order of version 0.3 and earlier. Note that this needs to be set before the "species" or "job" options (see below), or they won't be interpreted correctly. weapon = (random | short sword | hand axe | spear | mace | trident) Specifying the weapon option allows you to bypass the weapon selection screen. Note that tridents are restricted to only merfolk and gladiators, but you'll get the standard query in illegal cases. book = (flame | fire | ice | cold | summ | summoning | random) Several spellcasting jobs can choose their starting spellbook. Note flame=fire and ice=cold and summ=summoning. wand = (enslavement | confusion | magic darts | frost | flame | striking | random) Artificers can start with either a wand of random effects and another wand out of enslavement, confusion, magic darts, frost, or flame, or with a rod of striking. chaos_knight = (Xom | Makhleb | random) death_knight = (necromancy | Yredelemnul | random) priest = (Zin | Yredelemnul | Beogh | random) The above three make in advance the additional choices for Chaos Knights, Death Knights, and Priests (Beogh for HO only). species = (Human |...| Vampire | random) The usual abbreviations (Hu, HE, etc.) work. job = (Fighter |...| Wanderer | random) Here again the abbreviations (Fi, Wi, Pr, etc.) can be used. random_pick = false The random_pick option will randomly generate a character. The above options (weapons and species/job options) will override where appropriate. good_random = true Whenever random_pick is used, species or job are set random, or a remembered random choice is executed in the character selection, the game will only pick good combinations. 2- File System. ================ crawl_dir = The path used for the relative paths when looking for other files. Defaults to the directory that contains the Crawl executable. morgue_dir = morgue Directory where morgue dumps files (morgue*.txt and morgue*.lst) as well as character dumps files are written. save_dir = saves Directory where saves and bones are stored. This option may be ignored depending on the settings used to compile Crawl, but should be honoured for the official Crawl binaries. macro_dir = settings/ Directory for reading macro.txt. For tile games, wininit.txt will also be stored here. It should end with the path delimiter. sound = : Plays the sound file if a message contains regex. The regex should not include commas or colons. For example sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav Getting appropriate sound files may be difficult. Check other roguelikes or old computer RPGs. Alternatively, ask for help in the newsgroup rec.games.roguelike.misc. 3- Lua files. ============== Lua files are scripts which can provide existing commands with a new meaning or create new commands (to be used in macros). To use Lua files, Crawl needs to be compiled with support for user Lua scripts. You can if your Crawl has Lua support by hitting ?V in-game. The list of features Crawl displays should include "Lua user scripts". Lua files are included using the lua_file option (one file per line): lua_file = The available stock Lua scripts are stash.lua -- annotates the stash file for better searching (Ctrl-F). Searching for 'Long blades' will also turn up all weapons with the long blade skill. Similarly, you can use 'altar','portal' etc. Also, you can look for spellbooks ('book'), artefacts ('artefact'), and ego items ('ego'). wield.lua -- shows more intelligent options when using 'w?' kills.lua -- improves the Vanquished Creatures list in dump files; currently gives three lists (Vanquished, Friendly, Others). runrest.lua -- allows overriding certain stop conditions when running. New options: runrest_ignore_poison, runrest_ignore_message, runrest_ignore_monster gearset.lua -- provides commands for switching of complete sets via macro. New macroable functions: rememberkit, swapkit pickup.lua -- allows autopickup of a butchering tool if you don't already have one. trapwalk.lua -- allows travel to cross certain traps if you have enough HP. Also see section 7 on inline Lua fragments. The wizard-mode Lua interpreter (&^T) will, the first time it's invoked, load all of the files that are specified with the terp_file option: terp_file = The Lua in these files will have access to all of the Crawl Lua internals (that is, will be run in the context of dlua, not clua). 4- Interface. ============== 4-a Picking up and Dropping. -------------------------------- autopickup = $?!+"/% The above is the default list. The valid symbols are ) Weapons ( Missiles [ Armour / Wands % Food ? Scrolls " or = Jewellery ! Potions + or : Books \ or | Staves 0 Orbs } Misc. items X Corpses $ Gold Note that _whether_ items are picked up automatically or not, is controlled by the in-game toggle Ctrl-A. Also note that picking up takes a turn, but only one turn (regardless of the number of items). If you teleport or blink onto a square with interesting items, these will not be picked up. autopickup_exceptions = don't-pickup-regex, ... A set of regexes that force matching items to be picked up (if prefixed with <), or never picked up (if prefixed with >). Excludes (>) take precedence over includes (<), so if the same item is matched by both an exclude and an include, it will not be subject to autopickup. An example: autopickup_exceptions = and the match expression is significant, so the following won't work: autopickup_exceptions = < ebony casket autopickup_exceptions replace the older ban_pickup. Using autopickup_exceptions = >uselessness, >inaccuracy is the same as using ban_pickup = uselessness, inaccuracy If the regexes are not prefixed with < or >, > is implied, so the option setting above can also be written as autopickup_exceptions = uselessness, inaccuracy You can use multiple autopickup_exceptions lines. Some examples: autopickup_exceptions = inaccuracy, scrolls? of paper, autopickup_exceptions = immolation, curse (armour|weapon), autopickup_exceptions = uselessness, noise, torment Note that if pickup.lua has been sourced, you won't need to set autopickup exceptions for potions except maybe for very special cases. default_autopickup = true When set to false, the game starts with autopickup turned off. You can still toggle autopickup in-game with Ctrl-A. autopickup_no_burden = false When set, autopickup will not pick up items which would increase your burden status (from unencumbered to burdened, or from encumbered to overloaded.) pickup_thrown = true pickup_thrown = true causes autopickup to pick up thrown/fired missiles, which can make life much easier for hunter types. Be aware that autopickup uses a turn, though it won't trigger if there are hostile monsters in sight. pickup_dropped = false pickup_dropped lets autopickup affect objects you've dropped. Set to false to block autopickup for dropped objects. This can be convenient. chunks_autopickup = true If true then butchered flesh will be automatically picked up right after they're generated (and after switching back from the butchering weapon to the usual weapon, if necessary). Respects all of the autopickup options. Requires '%' to be in the autopickup line. Does not apply to Vampires who will pick up bottled potions of blood regardless of this option, and not pick up chunks. assign_item_slot = (forward | backward) When picking up items, the inventory slot into which the item goes is normally the first free slot from a-zA-Z (this is the default "forward" behaviour). Setting assign_item_slot to "backward" changes the slot assignment to the first letter after the last slot. For instance, if you have items on 'a' and 'c', then with assign_item_slot = forward, the next item will go into 'b', assign_item_slot = backward, the next item will go to 'd' instead. With "backward", items dropped/fired and picked up later are more likely to get their old slot back. drop_mode = (multi | single) Single is the classic behaviour; when you select an inventory letter, that item will be dropped immediately. Multidrop allows you to select multiple items to be dropped. (You can also switch to multidrop from the classic drop menu using the '@' key). Multidrop is the default and can be very convenient, but be aware that every item dropped takes one turn. (This is different from picking up.) When selecting multidrops, the top right corner shows the estimated number of turns. The order in which items get dropped is from top to bottom in the inventory listing, but equipped items will be dropped last, and may be dropped out of order. pickup_mode = (multi | single | auto:X) Single is the classical behaviour (and default): when picking up items, you are prompted for them one by one. Multi makes a menu appear, where you can choose which items to pick up. Note that no matter how many items you choose, picking up will always take one turn. If pickup_mode is auto:X, where X is some number (for example, auto:5), then pickup will give a menu if there are at least X items on your square, and will prompt one by one otherwise. drop_filter = When selecting items using the global (de)select keys (',' or '-') in a multidrop menu, you can choose to select only items that match a search regex using this option. For instance, to quickly select carrion and rotting chunks of meat, you could use: drop_filter = skeleton, rotting, corpse Other choices can come in handy as well, e.g. if you want to regularly sacrifice all weapons except axes, use: drop_filter = axe, broadaxe drop_filter will match against the same keywords menu_colour uses, except that it lacks identification status and corpse/chunk information. It defaults to useless_item. When a drop_filter is set, using the select/deselect keys will set/clear selection of items that match the filter expression(s). default_friendly_pickup = (friend | player | none | all) Using an in-game toggle, you can control what types of items your allies will pick up: none = They won't pick up anything at all. (This is the old friendly pick up behaviour.) friend = They may pick up anything they or another ally dropped, e.g. if another ally dies. (This is the default setting.) player = Like 'friend', but they may also pick up anything you've dropped or thrown. all = They may pick up anything they want to have. (This is how it works for hostile monsters.) This option controls which is the default setting for this toggle when you start a new game, or when you enter a level for the first time. Note that this only works for intelligent allies (such as you can get when worshipping Beogh or when summoning intelligent monsters), and that monsters have their own reasonings for which items they may need, and when they feel safe enough to pick them up. Except for "none", these options won't let you override these requirements. Also, friendly jellies won't ever eat any items, regardless of this option. 4-b Targeting. ------------------- default_target = true If set to true (the default), targeting will start on either your previous target (if it is still visible) or the closest monster (if not) rather than on the character. If no monsters are in view, targeting will start on the character regardless. If default_target = false, the targeting cursor will always start aimed at the character. default_target is mutually exclusive with target_unshifted_dirs. Using default_target will automatically disable target_unshifted_dirs. target_unshifted_dirs = false If set to true, targeting will use the old Stone Soup 0.1 / Crawl 4.0 targeting keymap where unshifted direction keys fire in that direction immediately. The default is to use the new targeting keymap where unshifted direction keys move the targeting cursor (and shifted directions fire in the given direction immediately). If you use target_unshifted_dirs, default_target will be automatically disabled. darken_beyond_range = true If set to true, everything beyond range when targeting will be coloured grey. Setting this to false will also suppress the brief flash if there are no visible monsters within range, both for ASCII and the Tiles version. 4-c Passive Sightings (detected or remembered entities). ----------------------------------------------------------- detected_monster_colour = lightred Monsters found by detect creatures will be coloured this colour. detected_item_colour = green Items found by detect items will be given this colour. remembered_monster_colour = darkgrey The colour for monsters you have seen before. Note that the value of this option is meaningless if you set clean_map. colour_map = true Colours out of sight map features on the playing screen. clean_map = false Cleans up out of sight monsters and clouds on the map. This is like pressing Ctrl-C (clearing both main screen and level map) all the time. Setting this to true can be disconcerting for summoners. 4-d Branding (Item and monster highlighting). ------------------------------------------------- Branding refers to displaying particular monsters (e.g. summons) or items in a special way; special as in reversing fore- and background. There are several branding choices (these will not work everywhere; it depends on OS and terminal): 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:colour -- set background colour of branded monsters to "colour" The last can be abbreviated to hi:colour. See part Technical (6-) for dos_use_background_intensity under Windows and DOS. By default, only two of the item brands are active (and set to reverse): heap_brand, feature_item_brand They can be deactivated by setting them to "none". friend_brand = hi:green Brand friends in some way. This is very helpful for summoners. The default setting shows friends with a green background. If the friend is itself green, it'll show up as black on green. neutral_brand = hi:lightgrey Brand neutral monsters in some way. Useful both to get out of a neutral monster's path, and to avoid accidentally killing it. The default setting shows neutrals with a dark grey background. Since there are no darkgrey monster glyphs anymore, this works fine. stab_brand = hi:blue Some deities object to you stabbing monsters. Certain jobs specialise in stabbing monsters. Still other characters are happy if they spot a monster before the monster spots them. In all these cases, it helps to identify monsters that are unaware of the character (and hence susceptible to being stabbed) without using the 'x' command. All the normal 'brand' options apply. may_stab_brand = hi:yellow Stabbing may be possible even if the monster is not asleep (if it's confused or distracted, for instance). This option brands monsters that you *might* be able to stab. heap_brand = reverse Brand heaps of items (more than one item or stack). feature_item_brand = reverse Brands features (stairs, shops, altars) that would otherwise be hidden by items. If you use this brand, the items on the square are hidden by the feature symbol and the feature symbol is branded. trap_item_brand = reverse Brands traps that would otherwise be hidden by items. If you use this brand, the items on the square are hidden by the trap symbol (^) and the trap symbol is branded. verbose_monster_pane = true If set to false using the console version of Crawl (rather than the tiles version), the pane listing the monsters in sight will give the older, less detailed information like "distracted" or "resting" rather than "fleeing", "sleeping", "unaware", etc. 4-e Level Map Functions. ---------------------------- level_map_cursor_step = 7 How many squares the cursor moves on the level map when using Shift-direction. level_map_title = true Whether to show the level name at the top of the level map screen. item_colour = true Colours items on level-map. 4-f Viewport Display Options -------------------------------- The viewport is the portion of the map that is displayed during normal play. The viewport is 33x17 by default, but if you use larger terminal sizes, you can set these options to make the game show a larger viewport. (These options are not fully available on DOS.) None of these options affects gameplay. In particular, your character's line-of-sight is unaffected by these options. view_max_width = 33 (max 81) Sets the maximum width of the viewport (defaults to 33). Making this larger will allow Crawl to show a wider viewport on larger terminals. view_max_height = 17 (max 71) Similar to view_max_width, but sets the viewport's maximum height. * Note that using large viewports can slow the game down. view_lock_x = true Keeps the player character centered horizontally in the viewport, continuously scrolling the viewport to match the PC's movements. If this is not set, the player character can move horizontally within the viewport, and the viewport will scroll only when the character's line-of-sight reaches the left or right edge. view_lock_y = true Keeps the character centered vertically in the viewport. view_lock = true Aliased option that sets both view_lock_x and view_lock_y. center_on_scroll = false If this is set, the viewport centers on the player character whenever it scrolls (this option is irrelevant if view_lock_x and view_lock_y are set). symmetric_scroll = true If this is set, the viewport will scroll in a manner consistent with the character movement that caused the scroll. To illustrate, let's say the PC is at the lower edge of the viewport, but is near the horizontal center. Now the PC moves diagonally down and right, forcing the viewport to scroll up one line. If symmetric_scroll is set, the viewport will also scroll left one column to match the PC's diagonal movement. If symmetric_scroll is not set, the viewport will only scroll up, not horizontally. symmetric_scroll can be less disorienting than free scrolling. This option is not relevant if view_lock or center_on_scroll are set. scroll_margin_x = 2 How far from the left or right edges scrolling starts. By default, if the PC's circle of line-of-sight is closer than two squares from the edge, the viewport scrolls. If set at zero, the viewport scrolls only when the LOS circle reaches the viewport edge. scroll_margin_y = 2 How far from the top or bottom edges scrolling starts. scroll_margin = 2 An aliased option that sets both scroll_margin_x and scroll_margin_y. 4-g Travel and Exploration. ------------------------------- travel_delay = 20 How long travel waits after each move (milliseconds), and also how long auto-explore waits after each move unless explore_delay is set. Depends on platform. Setting to -1 will jump to end of travel - you will not see the individual moves. explore_delay = -1 How long auto-explore waits after each move (milliseconds). Depends on platform. In particular, setting travel_delay = -1 and explore_delay = 20 means you will see the invividual moves of autoexplore, but not the invidivual moves of other forms of travel. Setting to -1 means the auto-explore delay will be the same as travel_delay. travel_avoid_terrain = (shallow water | deep water) Prevent travel from routing through shallow water. By default, this option is commented out. For merfolk and/or characters with permanent levitation, travel_avoid_terrain = shallow water, deep water will prevent travel or explore from going through any water. explore_greedy = true Greedy explore travels to items that are eligible for autopickup in addition to exploring the level, but is otherwise identical to regular explore. Greedy explore is best with pickup_dropped = false. Explore greed is disabled if you're temporarily unable to pick up items (from uncontrolled levitation, for instance). explore_stop = items,greedy_pickup,stairs,shops,altars,gates 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 cumulative if you use "explore_stop += option"s, otherwise the last "explore_stop =" options line will override all previous explore_stop lines. "explore_stop -=" can be used to remove items from the list. NOTE: runrest_ignore_message has no effect on explore_stop. When using non-greedy explore, items causes explore to stop when any new item comes into view. When using greedy explore, the conditions act as follows: items: stop when items that aren't eligible for autopickup come into view. greedy_items: stop when items that are eligible for autopickup come into view. greedy_pickup: stop after you automatically pick up any item eligible for autopickup, excluding gold, but including items thrown/fired by the player. You can make certain items *not* trigger this with the option explore_stop_pickup_ignore greedy_pickup_smart: Similar to greedy_pickup, but tries to be smart about it, meaning only stopping for items which aren't similar to any you already have in your inventory. It doesn't stop for automatically picking up items which were thrown/fired by the player; you can add "greedy_pickup_thrown" if you want to stop for those. greedy_pickup_thrown: Stops after you pick up any item you've thrown/fired. greedy_pickup automatically does this, but greedy_pickup_smart does not. explore_stop_pickup_ignore does not affect this condition. glowing_items: like items, but only for items which are glowing/runed/embroidered/etc. artefacts: like items, but only for artefacts. runes: like items, but only for runes. explore_stop_pickup_ignore = If explore_stop has greedy_pickup or greedy_pickup_smart set, then picking up any items matching any of the regexes in the list will *not* stop auto-explore. For example, by default curare- tipped needles are automatically picked up to keep them out of the hands of monsters, even if you don't have a blowgun, so to not stop auto-explore because of this use "explore_stop_pickup_ignore = curare". This options has no affect on items which were thrown by the player. explore_improved = false If set to true explore will attempt to reduce zig-zagging during auto-explore. On average it increases the number of turns taken by about 0.9%, sometimes actually speeding it up slightly and sometimes increasing the turns taken by up to 5%, with pathological cases causing a 13% increase. tc_reachable = blue tc_dangerous = cyan tc_disconnected = darkgrey tc_excluded = lightmagenta tc_exclude_circle = red The above five settle the colouring of the level map ('X'). They are reachable: all squares safely reachable (without leaving the level) dangerous: squares which are only connected to you via traps, etc. disconnected: squares which cannot be reached without leaving the level excluded: the colour for the centre of travel exclusions ('e') excluded_circle: the colour for travel exclusions apart from centre travel_stop_message = Travel will always stop upon hitpoint loss, confusion, stat drain, getting encumbered, catching sight of a non-friendly monster, and teleporting. In addition, a message containing one of the expressions in travel_stop_message will stop travel. For example, travel_stop_message = Something appears stops travel if Xom grants us a gift suddenly. To limit a substring match to a message channel, prefix the substring with the channel name and a colon (see section 4-k below on Message Channels). For instance, if you want travel to stop when you're hit by divine retribution, you could use: travel_stop_message = god:wrath finds you If you'd like to stop travel for any message sent to a particular channel, use a travel_stop_message line with that message channel name and a colon alone. For example, if you're playing a ghoul: travel_stop_message = rotten_meat: Stop travel for any god messages (including prayer) travel_stop_message = god: Multiple travel_stop_message lines can be used. Check the file travel_stoppers.txt in the settings folder for a list of such options. It can be included by include = travel_stoppers.txt runrest_ignore_message = This only works if runrest.lua has already been sourced in init.txt. Any message containing the string will *not* stop your run. E.g. runrest_ignore_message = offer a prayer,prayer is over runrest_ignore_message = pleased with you,exalted Note that monster talk and dungeon noises already do not interrupt running or resting, by default. Also note that runrest_ignore_message has no effect on what explore_stop stops for. runrest_ignore_poison = : This only works if runrest.lua has already been sourced in init.txt. Poison damage of x will be ignored if you have at least y hp if you've defined a runrest_ignore_poison = x:y option. Running here means shift-running and resting only. Only one runrest_ignore_poison line is considered. Note that for this work, you should also tell Crawl to ignore the "You feel sick" messages. For example, runrest_ignore_message = You feel.*sick runrest_ignore_poison = 4:100 runrest_ignore_monster = : This only works if runrest.lua has already been sourced in init.txt. Any monster containing the string will only interrupt your activity if the distance between you and the monster is less than the specified number. E.g. with runrest_ignore_monster = fish:3 all of big fish, jellyfish, giant goldfish and lavafish will be considered safe for travel, explore and resting as long as the distance is at least 3. trapwalk_safe_hp = :, ... This only works if trapwalk.lua has already been sourced in init.txt. Any square containing one of the listed trap types will be considered safe for travel if your hp is greater than or equal to the number connected to the trap in question. All the existing trap types can be used, but in practice only the mechanical traps (dart, bolt, arrow, needle, spear, axe, blade) make sense. Note that travel tries to avoid traps if this is easily possible. Defaults to none. For example, trapwalk_safe_hp = dart:15, needle:25, spear:50 trap_prompt = true If trap_prompt is set to true Crawl will use the trapwalk_safe_hp values to decide whether the player should be prompted before stepping on or trying to disarm a mechanical trap. Note that you'll always be prompted before stepping on non-mechanical traps. rest_wait_both = false If rest_wait_both is set to true then resting will only stop when both HP and MP are fully restored, not when either one of them is restored. auto_exclude = Whenever you encounter a sleeping or stationary monster during exploration that is included in this list, automatically a travel exclusion is set centered on this monster, meaning autoexplore won't ever bring you in its line of sight. If the monster dies or wakes up while you are in sight, this exclusion is automatically removed again. 4-h Stashes. ---------------- A stash is a heap of items tracked by Crawl. You can search in your stashes with Ctrl-F. The weird name "stash" is for historical reasons when the stash-tracker tracked only specific stashes that you asked it to. Modern Crawls track all items in the dungeon without the need for explicit steps. stash_filter = This option prevents certain items or classes of items from being rembered by the stash tracker. For example: stash_filter = scroll of noise, scroll of curse weapon will make the stash-tracker ignore scrolls of noise and scrolls of curse weapon. The item names must be exact, and must be singular, not plural. It can also be used the filter entire classes of items by their number. For example: stash_filter = 14, 4:21 filters corpses (14) as well as food of the subtype chunks (4:21). annotate_item_class = false This only works if stash.lua has already been sourced in init.txt. Automatically annotates items with their object class, e.g. weapon or wand, for stash searching. annotate_item_dropped = false This only works if stash.lua has already been sourced in init.txt. Annotates dropped items with {dropped} for stash searching. 4-i Command Enhancements. ----------------------------- auto_list = true When set (the default), the appropriate inventory items are automatically listed for commands like eat 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. easy_open = true Open doors by moving on to them. Highly convenient. Note that travel and exploration will automatically open doors depending on this option. easy_unequip = true Allows auto removal of armour and jewellery when dropping it. equip_unequip = false If this is true, 'W'ear will also allow you to 'T'ake off worn armour, and vice versa, and the same is true for 'P'utting on/ 'R'emoving jewellery. easy_confirm = (none | safe) Make confirmation questions easier to answer: none = force capitals on Y/N questions safe = force only on questions that will end game (default) WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y', which can result in accidentally answering yes to questions. allow_self_target = (yes | no | prompt) Allow targeting yourself with risky magic (e.g., the spell Bolt of Fire or a wand of slowing.) When set to 'yes', you are a valid target. When set to 'no', you cannot target yourself with such spells. When set to 'prompt' (the default), you will be required to confirm self-targeting. This option has no effect on area-effect spells, such as Mephitic Cloud or Evaporate, where you are always a valid target. easy_butcher = true If true, auto-switch to an appropriate uncursed weapon for butchery. For such tools any special messages are ignored. If false, you have to wield the tool manually. always_confirm_butcher = false If true, always request confirmation before butchering. If false, butchering will proceed automatically if there is exactly one corpse on the square. If there are multiple corpses on a square, you will always be prompted, regardless of this option. prefer_safe_chunks = true The (e)at command will prompt for all chunks on the floor and in your inventory, sorted by age. If this option is set to true, clean chunks will be offered before contaminated ones even if the latter are older. Poisonous, mutagenic, rot-inducing, and chunks forbidden by your religion will always be offered last. easy_eat_chunks = false If this is set to true then when using the (e)at command, the game will automatically determine the oldest chunk that is safe to eat, and eat it without prompting. If prefer_safe_chunks is set to false you will be prompted if the oldest chunk happens to be contaminated, and you will always be prompted for harmful chunks. Note that this option is ignored for each of the undead species. easy_eat_gourmand = false If both this and easy_eat_chunks are true, and you're wearing an amulet of the Gourmand, then religion-safe contaminated chunks will be eaten without prompting. If prefer_safe_chunks is true then this will only be done if you have no safe chunks to eat, but if it's false then you'll auto-eat older contaminated chunks before fresher safe chunks. easy_eat_contaminated = false Like easy_eat_gourmand, but always in effect, not just when you're wearing an amulet of the Gourmand. prompt_for_swap = true If both this and easy_butcher are true, then if an auto-switch butchery is interrupted by a hostile monster, the game will ask if you wish to switch back to your weapon. It will also prompt you if after butchery is interupted you teleport or change levels and find yourself near hostile monsters. easy_quit_item_prompts = true Setting this option to true allows the quitting of item listing with Space (as well as Escape, which always works). These lists are essentially all of those that are requesting an inventory item and accept '?' and '*'. The identify list will never easy quit. easy_exit_menu = true In multidrop (and pickup) menus, paging past the end will drop out of the menu if easy_exit_menu is true. sort_menus = [menu:](true | false | auto:X)[:sort_order] Controls if and how items are sorted in inventory and pickup menus. When sort_menus = false (the default), items are not sorted, and will be ordered by inventory letter (or in the order they're stacked for items on the floor). When sort_menus = true, items are sorted according to the specified sort_order, with the default being: equipped, basename, qualname, curse, qty If sort_menus = auto:X, items are sorted if there are at least X items in the same category. For instance: sort_menus = auto:5 will sort item classes that have at least 5 items. For instance, having 4 kinds of potions would not sort them, but having 5 would. You can explicitly specify sort criteria in the sort_menus option as: sort_menus = true : art, basename, qualname, curse, qty Two items will be compared based on the first sort criteria where they differ. So with the sort_menus line given above, if only one of two different items is a known artefact, it will be listed first, else (if both or neither are artefacts) if their basenames are different they will be alphabetically compared using their basenames; if the basenames are the same but the qualified names are different it will compare their qualified names, and so on. The available sort criteria are: * basename: This is the name of the item type. The basename for all of "a +0 robe", "an embroidered robe" and "the cursed +2 robe of Ponies" is just "robe". The basename for both of "a brass ring" and "a ring of fire resistance" are "ring". * qualname: The name of the item without articles (a/an/the), quantities, enchantments, or curse-status. The qualified names for the robes described above are "robe", "embroidered robe" and "robe of Ponies", respectively. The qualified names for the rings described above are "brass ring" and "ring of fire resistance", respectively. * fullname: This is the name of the item as displayed in menus (including (quantities, curse-status, etc.) * curse: Curse-status of the item (if known). Uncursed items show up first. * equipped: Equipped items show up first. * art: Identified artefacts show up first. * ego: Identified ego items show up first. * glowing: Unidentified glowing/shiny/runed/etc items show up first. * identified: Identified items show up before unidentified ones of the same type. An item is regarded as identified once you know its subtype or ego. * qty: The quantity for stackable items (such as scrolls, potions, etc.) * slot: The inventory letter for items in inventory; irrelevant for items on the floor. * freshness: The freshness of chunks of meat; irrelevant for everything else. It makes the oldest chunks of meat show up first, with rotting chunks listed last for non-Saprovores. If this sort criteria is placed before (or in the absence of) basename and qualname, then non-chunk food items will be sorted between the non-rotting and rotting chunks. * charged: Makes wands known or assumed to have some charges left appear before wands known to be empty; irrelevant for all other item types. You can ask for a descending order sort by prefixing one or more sort criteria with > as: sort_menus = true : basename, >qty You can also request sorting only for specific menus: sort_menus = pickup: true or sort_menus = inv: true (Menu types must be specified as name:, with no space between name and colon.) By default only pickup menus are sorted, and the sort criteria are: "equipped, basename, qualname, curse, qty". All other menus (drop, inv) will be sorted by inventory letter. The menu selectors available are: pickup: All pickup menus, stash-search menus, etc. for items not in your inventory. drop: The item drop menu. inv: Inventory listings for any command (but not for dropping items). any: All menus; this is the default when unspecified. For example, sort_menus = true : equipped, basename, qualname, curse, qty will produce the same inventory and drop menus as by default, with the exception that all worn/wielded items come first. This can be convenient if you use the '.' command to select subsequent items. If you define sort_menus differently for two or more selectors, the last one matching will always take precedence, i.e. "any" as last setting would override any of the others. 4-j Messages and Display Enhancements. ------------------------------------------ hp_warning = 10 hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel when the player takes damage and their hitpoints are less than this percentage of their maximum (use 0 to turn off these messages). mp_warning = 0 mp_warning gives "* * * LOW MAGIC WARNING * * *" on the danger channel when the player's magic points drop below this percentage of their maximum (use 0 to turn off these messages). hp_colour = 50:yellow, 25:red hp_colour colours your Health appropriately in the status display. In the default setting, your health will appear in red if at less than 25%, yellow if at less than 50%, and in the default colour otherwise. mp_colour = 50:yellow, 25:red mp_colour does to Magic what hp_colour does to Health. stat_colour = 1:lightred, 3:red stat_colour colours your stats if they drop below a given value, in the order of their definition. This check takes place before the ones for e.g. Might or degeneration. For normal grey colouring, set it to stat_colour = 7 status_caption_colour = brown Sets the colour that is used to display the captions in the status area (for instance the "Health:" in "Health: 10/10"). delay_message_clear = true Setting this option to false will cause messages to cleared between player actions (default is false which will delay the clearing of messages until the message space is full). show_inventory_weights = false When this is set to true, inventory listings will mention the weight of each item. Note: This option doesn't currently work for Tiles unless you use tile_menu_icons = false. show_gold_turns = false If set to true, this option adds an extra line to the stat area to display the current gold and turn counters. show_beam = true When performing actions such as throwing or zapping, you can toggle whether to show the beam path or not. This option controls the initial status of this toggle. When set to true, the path will be shown. This is always true for the tile version. item_stack_summary_minimum = 5 If you step over a stack with this number or more of items in it, the first description line will contain a summary of all the items in the stack (up to 50 items), in a format which looks like this: Items here: !! """ % ( )))))) [[[ Known artefacts will be coloured in yellow; glowing or runed items will be in white, unless you already know that they are not ego items. list_rotten = true Setting this to true will print a list of inventory slots for all corpses and chunks that have become rotten along with the rotting message, in the form of "You smell something rotten. (slots f and m)" Additionally, this option will make a default message appear for Trolls, as well. mlist_min_height = 5 If there is extra space available for the message area and monster list, the monster list will expand to this height before letting the message area get more. (Note that the monster list is only available for ASCII.) msg_min_height = 6 You can reduce this to 5 give more space to the map display. msg_max_height = 10 If there is extra space available after the monster list has expanded, the message area will expand up to this height. The monster list will get the rest. messages_at_top = false Put the message window at the top of the screen. This moves the last message close to the center of the view in conjunction with delay_message_clear. mlist_allow_alternate_layout = false Display the monster list wherever Crawl may find space on your console display, usually to the left of the map, rather than using the fixed position below the stat area. This option is not supported in the tiles build. mlist_targetting = false Using the monster list you can directly target monsters in targetting mode. There's a toggle that allows you to turn this feature on and off. This option controls the initial setting at game start or reload. classic_hud = false Remove the Health and Magic bars and the monster list, for a more 0.3-like HUD display. menu_colour = :: This prints a line (of the inventory, a menu, or the discoveries screen) containing regex in the stated colour. There can be several statements in a list, and also several menu_colour lines. When using several menu_colour lines, the colour of the _first_ matching regex is applied. For a list of colours, check the colour option in 6-a. The match specifies which listings are affected by the colouring. If you specify 'any', or completely skip the : part, then all listings are used. Possible values for match are: ability (the A screen) description (the \ screen) equip (the [, (, ), " screens) help (the manual) inventory (inventory and pickup menus) pickup (specific to pickup menus) shop (shop menus) notes (the ?: screen) resists (the % screen) spell (the Z and I screens) stash (the results from Ctrl-F) Crawl has a couple of prefixes defined to make inventory colouring easier. These are, in order of definition: identified (The item is fully identified.) known (You recognize the item's subtype.) unidentified (You don't recognize the item's subtype.) The following only apply to items whose subtype is known. evil_item (Your god would hate it if you used this item.) emergency_item (This item is invaluable in emergencies.) good_item (This item is generally a good item.) dangerous_item (Using this item can be dangerous.) bad_item (This item is generally a bad item.) useless_item (This item is of no use to you.) evil_eating (Eating this item is punished by the good gods.) inedible (You cannot eat this, or get no nutrition from it.) preferred (The food type your character prefers, for example for herbivores/carnivores.) poisonous (Chunks/corpses that are poisonous) mutagenic (Chunks/corpses that are mutagenic) contaminated (Chunks/corpses that may cause sickness, but ignored for Kobolds, Ogres, Trolls, and Ghouls.) rot-inducing (Chunks/corpses that cause rotting.) equipped (Equipped items.) artefact (For artefacts, whether identified or not.) When looking for menu_colour matches, these prefixes are prepended to the actual item name, e.g. in the form of identified evil_item wand of draining (4) unidentified equipped artefact sparkling ring (left hand) The same prefixes can also be used for highlighting prompts pertaining to items matching the description, or to define autopickup_exceptions. If you want to colour all items that contain a certain prefix, use menu_colour = lightgreen:poisonous To colour worn stuff and highlight cursed items, take menu_colour = inventory:lightred:equipped.* cursed menu_colour = inventory:green:equipped menu_colour = inventory:red: cursed To colour identified artefacts, try menu_colour = inventory:white:( [-+] the) or menu_colour = inventory:white:identified.*artefact If you frequently die because you forget to use emergency items, try menu_colour = inventory:cyan:emergency_item menu_colour = inventory:lightcyan:wand of (fire|cold|draining) To quickly check what potions were trashed by a mummy curse, use menu_colour = inventory:lightred:potions? of (degeneration|decay) If you'd like to see rotting chunks and corpses at a glance, use menu_colour = inventory:red: rotting menu_colour can also be applied to colour the in-game notes (to be read with '?:'). The following line will show level ups in white: menu_colour = notes:white:Reached XP level menu_colour_prefix_class = true Setting this option to true will prefix the string against which menu_colour regexes are matched (not the string displayed) with the item's object type: armour, weapon, wand, etc. Note that the prefix is put before the the *entire* string which is displayed, so if you're wielding a uncursed dagger which has the 'a' slot, the string the regexes will match against is "weapon a - an uncursed dagger (weapon)". menu_colour_shops = true If this option is set to true the shop menu will be coloured according to the menu colours (using tags "shop" or "any"); otherwise the lines are coloured alternately white or lightgrey. message_colour = :[:] message_colour allows you to override colours for individual messages. For instance, if you find the low hp warning to be insufficiently attention grabbing, you could do something like message_colour = yellow:LOW HITPOINT WARNING You can also narrow the message match to a specific channel: message_colour = lightred:god:xom If you don't want to see a message at all, you can mute it: message_colour = mute:You start resting force_more_message = Any message that contains a regex specified here, will enforce a -More- prompt, so it can be used to highlight really important events. The syntax is identical to that of travel_stop_message (4-g). msg_condense_repeats = true If the same message is repeated multiple times during the same turn, then it will be output in a condensed format indicating how many times it was repeated. If the same output (including the counter) is repeated over several turns, the Show Previous Message command (Ctrl-P) will likewise condense them into one. For example: The killer bee misses you. (x5) 4-k Missiles. ----------------- fire_items_start = a Sets the first inventory item to consider when selecting missiles to fire. The default is a. fire_order = launcher, return fire_order += javelin / dart / stone / rock / spear / net / handaxe / dagger fire_order += inscribed Controls the order of items autoselected for firing. Items should be separated by commas and items that appear first get higher priority. You can use multiple fire_order lines - all lines but the first must use "fire_order +=". Items in any position may be slash-separated to indicate that these are of equal priority. If this is the case, the first item in your inventory that fits one of these will be picked for firing. 'launcher' refers to firing the appropriate missile for the wielded weapon (i.e. crossbow, bow, sling, blowgun). You'll almost certainly want it first, as it'll be ignored when you're not wielding a ranged weapon. 'return' refers to (identified) weapons of returning. 'inscribed' refers to any item with the "+f" inscription. See the "Inscriptions" section of Crawl's manual for more information about inscriptions. (See also pickup_thrown in 4-a.) 4-l Message Channels. ------------------------- Crawl communicates to the players with its message window. Every message belongs to one of the so-called channels. The behaviour of each channel can be changed with the option 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 pray = standard praying messages (start/end of prayer) 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 talk_visual = monster performing some action that the player sees intrinsic_gain = level/stat/species power gains mutation = gain/lose mutations monster_spell = messages about monsters gesturing or casting spells monster_enchant = messages pertaining to monster enchantments friend_spell = as monster_spell, but only for friendly monsters friend_enchant = as monster_enchant, but only for friendly monsters monster_damage = messages telling how damaged a monster is rotten_meat = messages about chunks/corpses becoming rotten equipment = messages indicating worn/wielded equipment floor = messages when looking at or walking over a floor item multiturn = indicates long actions (wearing armour, dissecting etc.) examine = messages from examining your surroundings examine_filter = boring messages from examining your surroundings diagnostics = debugging messages error = error messages tutorial = messages from the tutorial The channel options are 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 COLOUR can be any of the colours described in section 6-a (colours option). The only multi-colour channels currently are monster_damage and god. All other channels are defaulted to on, except for multiturn, which defaults to mute. Note that the template init.txt sets channel.multiturn = on in order to help new players. You may want to comment out this option, if you feel the messages are too verbose. 4-m Inscriptions. --------------------- See the "Inscriptions" section of the crawl manual for more information about inscriptions. autoinscribe = : Any item whose description contains the regex will be automatically inscribed (if autopickup is toggled on). For example, marking all royal jellies and honeycombs eases the Hive (if food is not in the autopickup option): autoinscribe = royal jell:=g autoinscribe = honeycomb:=g Another use of autoinscription is making sure that you don't lose charges of important wands accidentally, as in autoinscribe = wand of healing:!z autoinscribe_artefacts = true Automatically inscribes identified artefacts with their properties. 4-n Macro related Options. ------------------------------ flush.failure = true flush.command = false flush.message = false 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 failure -- when spells/abilities get miscast command -- whenever the game is about to get the next command message -- whenever the game outputs a non-mute message macro_meta_entry = true macro_meta_entry lets you specify non-printable keycodes like \{3} when creating a macro. For instance, if you want to keymap 0 to Escape, you'd use a target keycode of \{27}. additional_macro_file = path/to/filename Add an additional macro file to be loaded after macro.txt. You can have multiple additional_macro_file lines. bindkey = [^D] CMD_BUTCHER Change which key invokes which command at a lower level of operation than macros. Useful in that macros cannot (yet) invoke each other, but a macro can invoke a command whose key has changed. The syntax is always the same: [key] command First, in square brackets, list the key you want to use, with ^X meaning Ctrl-X. After that name the command to be bound to that key. You can bind several commands to the same key, as long as they take effect in different areas of the game, i.e. one targetting command and one for the main game. Likewise, you can bind the same command to different keys. For a full list of possible commands, see keybind.txt. 4-o Tiles Options. ---------------------- In non-tile games the tile options are ignored. tile_show_items = This option controls the order of items in the tiles inventory. By default, its value is "!?/%=([)x}+\". Items with glyphs not in the list will be shown last. tile_title_screen = true When this is set to true, the graphical title screen will be displayed. tile_menu_icons = true Causes inventory menus and a few other ones to include tiled icons and the menus to be displayed in up to two columns to make up for the reduction of space. If you would rather have the plain menus set this option to false. tile_player_col = white tile_monster_col = red tile_neutral_col = red tile_peaceful_col = lightred tile_friendly_col = lightred tile_plant_col = darkgreen tile_item_col = green tile_unseen_col = black tile_floor_col = lightgrey tile_wall_col = darkgrey tile_mapped_wall_col = blue tile_door_col = brown tile_downstairs_col = magenta tile_upstairs_col = blue tile_feature_col = cyan tile_trap_col = yellow tile_water_col = grey tile_lava_col = grey tile_excluded_col = darkcyan tile_excl_centre_col = darkblue tile_window_col = yellow These options allow configuring the colours used for the minimap of the dungeon level. tile_player_col - colour of player position, as well as of map centre during level map mode ('X') tile_monster_col - colour of hostile monsters tile_neutral_col - colour of neutral monsters tile_peaceful_col - colour of peaceful monsters tile_friendly_col - colour of friendly monsters tile_plant_col - colour of zero xp monsters (plant and fungus) tile_item_col - colour of known or detected items tile_unseen_col - colour of unseen areas (usually stone) tile_wall_col - colour of any wall type tile_mapped_wall_col - colour of walls detected via magic mapping tile_door_col - colour of known doors, open or closed tile_downstairs_col - colour of downstairs, including branch stairs tile_upstairs_col - colour of upstairs, including branch stairs tile_feature_col - colour of any non-stair feature (altar, shop, portal, fountain, ...) tile_trap_col - colour of known traps of any type tile_water_col - colour of both shallow and deep water tile_lava_col - colour of lava tile_excluded_col - colour of squares excluded for autotravel (will only override tile_floor_col colour) tile_excl_centre_col - colour of exclusion centre (overrides tile_floor_col and tile_item_col, only) tile_window_col - colour of the rectangular view window tile_update_rate = 1000 The number of milliseconds that tick by before the screen is redrawn without any input. If game response is slow, try increasing this number. If, on the other hand, response time is fine but it takes too long for redrawings to happen, set it to a lower value. tile_key_repeat_delay = 200 If you hold down a key, there's a delay until the pressed key will take action. This option controls this delay, in milliseconds. If it is set to 0 key presses will never repeat. tile_tooltip_ms = 500 The number of milliseconds before a tooltip appears when hovering the mouse over part of the screen. Setting this option to 0 will deactivate the tooltips entirely. tile_tag_pref = (none| named | enemy | tutorial ) This option defaults to "enemy" normally and "tutorial" in tutorial modes. This setting determines which monsters receive text tag none - turns off all tags. named - shows names of all named monsters, ally or enemy enemy - shows names of named enemy monsters tutorial - shows names of all monsters not yet killed this game and of named enemy monsters Examples for named monsters are uniques and ghosts. tile_window_width = 0 tile_window_height = 0 The width and height of the window, in pixels. If set to zero, it will auto-size the window. tile_map_pixels = 4 The number of pixels each minimap square should take up. tile_full_screen = false Setting this option to true will start Crawl in full screen mode. tile_font_crt_file = VeraMono.ttf tile_font_stat_file = VeraMono.ttf tile_font_msg_file = VeraMono.ttf tile_font_tip_file = VeraMono.ttf tile_font_lbl_file = Vera.ttf Fonts used in various sections of the screen. If you want to use another font, you'll have to place the corresponding *.ttf file into the dat/tiles/ folder. Screen regions are as follows: crt - non-map screens (menus, message history, etc.) stat - stat area (hit points, AC, etc.) msg - message area tip - tooltips (mouseover information) lbl - item/monster names in inventory/main map tile_font_crt_size = 15 tile_font_stat_size = 16 tile_font_msg_size = 14 tile_font_tip_size = 15 tile_font_lbl_size = 14 Font size for the screen regions listed above. 5- Character Dump. =================== 5-a Items and Kills. ------------------------ The character dump or morgue files end with a list of all monsters that perished while the character was active. By default, dead monsters are grouped in three parts: Vanquished Creatures -- monsters killed by the character Collateral Kills -- kills of friendly monsters Others -- all other casualties (e.g. traps, hostile monsters) kill_map = friend:you, other:you will merge friendly and other kills into the main vanquished creatures list. Note that the merging is only for display (the game still maintains three separate lists internally) and that kill places (see below) may be in the wrong order for merged entries. The default is an empty list. dump_kill_places = (none | all | single) 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 (up to 5) kill places, anything else to the default of showing kill places only for single kills dump_item_origins = artefacts, rods 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. Available selectors are: artefacts, ego_arm, ego_weap, jewellery, runes, rods, staves, books, all, none. 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_origin_price = -1 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_message_count = 7 The number of last messages to be displayed in character dump files. dump_order = header,hiscore,stats,misc,notes,inventory, dump_order += skills,spells,overview,mutations,messages,screenshot, dump_order += monlist,kills Controls the order of sections in the dump. You can use multiple dump_order lines - all lines but the first must use dump_order += Two optional dump sections are "turns_by_place" and "kills_by_place", which add detailed statistics to where turns were spent and monsters were killed. You can add them to your dump as: dump_order += turns_by_place, kills_by_place Another optional dump section is "vaults", which will list the locations and names of all the vaults that have been generated in the game. This will only be included in the final dump which happens when you die, quit or win (or in ordinary dumps while in wizard mode). dump_book_spells = true By default all randart spellbooks in inventory will have all their spells listed in the dump. If this option is set to true, spells will also be dumped for non-randart spellbooks. 5-b Notes. -------------- Crawl can automatically log certain events during play. You can read these in the dump or morgue files. Below are options for tweaking this behaviour. The following events are logged: - Gaining or losing a level - Entering a dungeon level for the first time - Memorizing a spell of higher level than any learned before - Becoming a worshipper of a god - Abandoning a god - Being put under penance and being forgiven - Receiving a gift from a god (except Xom) - Being able to invoke a godly power for the first time - Picking up a rune, the Orb of Zot, or an artefact for the first time. - Identifying items. - Killing OOD or unique monsters (see below) - Reaching critical HP levels (see below) - Gaining or losing mutations - Reaching significant levels in a skill (see below) - Dying You can use the command ':' for manually adding notes. user_note_prefix = Prefixes manually added notes with the given string, to make them easier to find. note_items = When an item is identified for the first time, it will be noted if its short description matches a regex. E.g. note_items = rod,book,acquirement Artefacts (fixed, unrand, or random) will always be noted when identified, regardless of note_items. The description matched against has the same prefixes as notes for the menu_colour option (e.g., "emergency_item"). note_monsters = Monsters whose name matches an item in this comma-separated list are considered interesting. You can have multiple note_monsters lines. E.g. note_monsters = Klown,orb of fire ood_interesting = 8 Monsters which are out of depth (OOD for short) for their current level, e.g. a dragon on level 2, will be noted if they are out of depth by at least ood_interesting levels. To disable OOD monster noting, set ood_interesting to 500. Unique monsters are always noted, regardless of this setting. OOD monsters are only noted in the main dungeon. rare_interesting = 9 Monsters which are rare for the location they're in will be noted. Increasing the number causes more common monsters to be noted, while decreasing it causes only the most rare of monsters to be noted; setting it to 0 will turn noting of rare monsters off. Really wimpy monsters (such as rats or butterflies) won't ever be noted. note_hp_percent = 5 If your HP falls below a certain note_hp_percentage of your max hit points, a note will be taken. There is some code to avoid repetitions of notes based on the same incident. note_skill_levels = 1,5,13,27 This sets which skill levels are noteworthy. You can have multiple note_skill_levels lines. The default is nothing (no notes.) note_all_skill_levels = false This is a shortcut for note_skill_levels = 1,2,..,27. If you set this to true, all skill levels are considered noteworthy. note_skill_max = true Setting this option will cause a note whenever a new maximum in skill levels is reached. If note_skill_max is true and note_skill_levels is nonempty, notes will be taken whenever either of the criteria are met. note_all_spells = true Will add a note for each spell memorised. note_xom_effects = true This will add a note whenever Xom does something. note_messages = Messages which match an item in this comma-separated list are considered interesting. You can have multiple note_messages lines. E.g. note_messages = Something interferes note_messages = protects you from harm If you want all banishments to the Abyss noted, use note_messages = [bB]anish.*Abyss If you want a note when your draconian scales turn , use note_messages = Your scales start 6- Miscellaneous. ================== 6-a All OS. --------------- mouse_input = false When enabled, the mouse_input option allows the game to use mouse input events on certain platforms (Windows and Unix). Note that the extent of mouse support varies greatly across platforms and is strongly influenced by your terminal settings. On Unixes, you're only likely to get mouse support working with ncurses in xterms (specifically your $TERM probably needs to contain "xterm" for ncurses to activate its mouse events; if you're running Crawl in GNU screen in an xterm, the mouse will probably not work). On Windows, you'll need to disable QuickEdit Mode on your console for Crawl to use the mouse (QuickEdit is disabled by default, so you shouldn't need to change anything if you're using a stock console). You can disable QuickEdit by right-clicking the titlebar of your command-prompt, selecting Properties and disabling QuickEdit in the Options tab. wiz_mode = (no | never | yes) Wizard mode options (available only in WIZARD compiles): yes -- start games in wizard mode (game will not be scored) no -- still allows player to enter wizard mode after start of game never -- never allow a wizard command to be used char_set = (ascii | ibm | dec | unicode) Chooses different character sets for the game play screen. DOS and Windows users will want to use the IBM character set, Unix users will prefer DEC or plain ASCII. On Unix, Crawl may be built with Unicode support, in which case you can use char_set = unicode to use unicode characters in the map display. classic_item_colours = false Crawl uses 4.0 b26/0.1.x-like item colours if classic_item_colours is set to true. The default (false) is to use the new 0.2 item colours. This option will not affect the colour of existing items, only items generated after the option is set. colour.OLDCOLOUR = NEWCOLOUR Useful for terminals where some colours are hard 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 precedence 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 with lightgray = lightgrey, darkgray = darkgrey. Some examples: colour.lightgrey = black colour.lightcyan = cyan colour.yellow = brown cset_ascii, cset_ibm, cset_dec, cset_unicode, cset_any Can be used to change individual characters in a specific character set (the character set used for display is determined by the char_set option). The syntax is the same for all of these; cset_any changes characters in all character sets. cset_XXX = a list of these is allowed, as well. The possible entries for dungeon_character_name are: wall, wall_magic, floor, floor_magic, door_open, door_closed, trap, stairs_down, stairs_up, altar, arch, fountain, wavy, statue, invis_exposed, item_detected, item_orb, item_weapon, item_armour, item_wand, item_food, item_scroll, item_ring, item_potion, item_missile, item_book, item_stave, item_miscellany, item_corpse, item_gold, item_amulet, cloud Most of these are self-explanatory. "arch" is used for shops and portals. "floor_magic" and "wall_magic" are used to display magic-mapped squares on the level map. "invis_exposed" is the character for water creatures submerged in shallow water, or invisible creatures wading in shallow water. Symbols can be specified using a letter, or by a number (decimal code), or a hexadecimal number (prefixed with x): For an example on IBM displays, cset_ibm = wall:219, arch:0, wavy:x7E shows walls as solid blocks, shops and portals as '0', and water as '~'. feature = { , , , , , , } where is a regular expression describing a dungeon feature. This regex should match the description when using the 'x' command. In case the regex matches several descriptions, all such features are affected. The list in {...} specifies the appearance of the dungeon feature(s), and should be self-explanatory. can be used to override the above cset options, or also to distinguish among subtypes of a character. 'magic' always refers to magic mapping. So the entry determines what symbol will be used for features only detected via magic mapping. 'emphasised_colour' refers to the colour used to highlight unvisited stone stairs; for non-stair features, setting emphasis colours does nothing useful. Leading parameters in the {...} list can be omitted by leaving them blank and using placeholder commas. Trailing parameters can be omitted without placeholder commas. Multiple feature option lines can be used, as can multiple feature descriptions strung together on the same line separated by semicolons. Examples: * Colour rock walls red: feature = rock wall { , , red } * Use # for metal walls in all character sets: feature = metal wall {#} * Colour upstairs green and downstairs red: feature = stone staircase leading up {,,,,green} feature = stone staircase leading down {,,,,red} Symbols can be specified as with cset: feature = metal wall {#} feature = metal wall {35} feature = metal wall {x23} all do the same thing. mon_glyph = : The mon_glyph option allows you to customise the symbol and colour used to display a monster. You can customise symbols based on monster names or their existing symbols. For instance, if you want to put elves on E and efreeti on e, you can do this: mon_glyph = e : E mon_glyph = E : e If you want to change the symbol for a monster that uses a space as a symbol, specify an underscore on the left: mon_glyph = _ : # (That changes shades to use #.) You can specify a different symbol, or a colour, or both, in any order. Here are more examples: mon_glyph = deep elf annihilator : E lightmagenta mon_glyph = Xtahua : lightmagenta D mon_glyph = large zombie : darkgrey mon_glyph = small simulacrum : x (The left hand side of the : is case-sensitive.) You can specify symbols using their code points using the syntax as shown in the "feature" option. If you're using char_set=unicode, you can use unicode code points: mon_glyph = draconian scorcher : x6e9 A single _ is treated as a space; if you want a real underscore, put a \ in front of it like this: mon_glyph = player ghost : \_ pizza = The player's choice of pizza topping. use_fake_player_cursor = false Makes the main view highlight the player without using the terminal cursor. This means it won't flicker when the cursor is turned off to move elsewhere for drawing, and allows turning the cursor off by default. 6-b DOS and Windows. ------------------------ dos_use_background_intensity = false 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). 6-c Unix. ------------- background = black Sets the default background colour by name (defaults to BLACK). This may be useful if you're using a terminal with a background colour other than black (such as an xterm), but this option is still experimental and the results may not be very good. use_fake_cursor = true If true, Crawl draws the cursor explicitly on the level-map and targeting screens instead of relying on the term to draw the cursor. Use this if your term cannot show a cursor over darkgrey/black squares. On non-Unix builds this option defaults to false. 7- Inline Lua. =============== 7-a Executing lua. ---------------------- Lua code can be used directly in your init.txt/.crawlrc. You can execute Lua code using the following syntax. : Single line of lua code < Possibly multi-line Lua code > { Possibly multi-line Lua code } In the second and third cases, the restriction is that the delimiter characters appear at the beginning and end of a line, respectively. The difference between the <> and {} is when the code gets executed. Code {}, it is executed right away. Other Lua code is executed only after the entire init file is read in. Examples: # Print a welcome message : crawl.mpr("Hello " .. you.name()) < -- Another welcome message (lua code uses lua comments) crawl.mpr("Hi there") > { function ch_autopickup(it) [ ... body omitted ... ] end } 7-b Conditional options. ---------------------------- You can use Lua to selectively include parts of your init.txt (based on character type, for instance) using the same syntax. Example: : if you.race() == "Mummy" then autopickup = $?+"/ : else autopickup = $?+"/!% : end Options can be rerefenced by lua via "options.option_name". For example: :if string.find(options.autopickup, "!") then # Do something here if potions are included in autopickup :end "options.option_name" can even be used for options that crawl itself doesn't recognize. This can be combined with setting options on the command line (see section 0-b) to use the command line to control conditionalization of options in the options files. For example, on the command line you could set the option "foobar" with "-extra-opt-first foobar=true", and then do: :if options.foobar then # Do things here :end 7-c Conditional option caveats. ----------------------------------- Note that none of the options listed under "Starting Screen" (section 1) can be set conditionally. This is because the options files are actually read in twice: once before character creation with Lua turned off, and a second time after character creation with Lua turned on. If you attempt to set a starting-screen option conditionally then the value furthest down in the options file will be used regardless of what conditions you set. The above caveat applies to the "wiz_mode" option as well. Instead of conditionalized wiz_mode, you can add to the command line "-extra-opt-last wiz_mode=yes" to make any new game start in wizard mode.