# # Crawl Init file # # (Modified for Crawl Reference by $Author$ on $Date$) # # Lines begining with '#' are comments. The basic syntax is: # # field = value or field.subfield = value # # Only one specification is allowed per line. # # The terms are typically case-insensitive except in the fairly obvious # cases (the character's name and specifying files or directories when # on a system that has case-sensitive filenames). # # White space is stripped from the begining and end of the line, as # well as imediately before and after the '='. All other whitespace # is left alone. # # # Player name # # name=kernel # # 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. # crawl_dir=/home/bwross/crawl/ # Here's a list of autopickup types: # # ) Weapons # ( Missiles # [ Armour # / Wands # % Food # ? Scrolls # " or = jewellery # ! Potions # + or : Books # \ or | Staves # 0 Orbs # } Misc items # X Corpses # $ Gold autopickup = $?!:"/0 # # 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 # # travel_stair_cost determines how costly interlevel travel considers stairs. # With a high travel_stair_cost (such as the default of 500), interlevel travel # will always choose routes with the minimum number of level changes possible. # If you set travel_stair_cost to a low value (such as the minimum of 1), # interlevel travel will treat a staircase just like a normal move, and it may # consequently choose routes that involve extra level transitions. This can be # disconcerting in branches with elevator-type stair arrangements, particularly # in the Lair, where there are typically long chains of elevator stairs, because # travel will go out of its way to use the elevator and minimise total travel # distance. # # travel_stair_cost = 500 # 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 # Colours out of sight map features on the playing screen colour_map = true # Cleans up out of sight monsters and clouds on the map clean_map = false # 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 # Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!) easy_butcher = true # Allows auto removal of armour when dropping it # easy_armour = false # Make confirmation queations easier to answer: # none = force capitals on Y/N questions # safe = force only on questions that will end game # all = never force capitals # WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y', # which can result in accidentally answering yes to questions; it is # suggested that you use a value of 'none' or 'safe' easy_confirm = safe # Setting this option to true allows the quitting of item listing with # space as well as escape. These lists are essentially all of those # that are requesting an inventory item and accept '?' and '*'. # # The identify list will never easy quit. The default is false. # easy_quit_item_lists = true # 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 # show "uncursed" on items that are fully identified (showing pluses), # since that wound be redundant and waste space. show_uncursed = true # # The weapon option allows defaulting on the weapon selection screen # # Valid weapons are short sword, hand axe, spear, mace, and trident... # although tridents are restricted to only merfolk and gladiators, so # you'll get queries for the illegal cases. # # weapon = hand axe # # These allow auto-selection of other third-screen options. # # Select "random" for random choice. # # chaos_knight => Xom or Makleb # death_knight => necromancy or Yredelemnul # priest => Zin or Yredelemnul # # chaos_knight = xom # death_knight = necromancy # priest = random # # The random_pick option will randomly generate a character. # The above options (weapons and class options) will override where # appropriate. # # random_pick = true # Macro colours to other colours # # Useful for terminals where some colours are hards to read (and cannot # be adjusted), as well as for creating a custom scheme, especially # when used with the background option on a terminal with a non-black # background. # # Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and # the NEWCOLOUR is always literal (ie. it won't re-evaluate to a different # colour). # # The colours are: # # black, blue, green, cyan, red, magenta, brown, lightgrey, darkgrey, # lightblue, lightgreen, lightcyan, lightred, lightmagenta, yellow, white # # lightgray = lightgrey, darkgray = darkgrey # colour.lightgray = black # colour.white = black # colour.lightcyan = cyan # colour.yellow = brown # # always_greet will give the race/class and god messages everytime the # game is started. # always_greet = true # Set the default background colour of your window # Warning: setting this to a value different than the window's background # colour, will probably result in some very ugly results. # background = white # # Brand friendly monsters with a curses attribute... these might not # do what you think, it depends on the terminal being used (and won't # work with non-curses compiles). # # Available options, with typical results: # # standout -- often the same as reverse, might be underline or dim # bold -- used by colour curses for brightening foreground colours # blink -- used by colour curses for brightening background colours # reverse -- this will probably work # dim -- probably no effect # underline -- this will probably work # 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 # or distracted, for instance). This option brands monsters that you *might* be # able to stab. Primarily useful for worshippers of The Shining One. Purists # may consider this unnecessarily spoily. # # If your console doesn't support high-intensity background colours, you may # have to change darkgrey to something else. # # 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 reverse-colour- # branding. # # If your console doesn't like this option, some high-intensity backgrounds # 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: # # Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain) # # CHANNEL_NAME can currently be one of these: # plain = regular text (and things "uncoloured") # prompt = input prompts to the player # god = messages from the gods # duration = messages about character spells/effects wearing off # danger = serious threats to the characters existence # food = warnings about food # warning = various other warnings # recovery = recovery from disease/stat loss/poison conditions # talk = monsters talking (acting) # intrinsic_gain = level/stat/species power gains # mutation = gain/lose mutations # monster_spell = messages about monsters gesturing and casting spells # monster_enchant = messages pertaining to monster enchantments (up or down) # monster_damage = messages telling how damaged a monster is # rotten_meat = messages about chunks/corpses becoming rotten # # COLOUR can be any of the colours in the colour section above. # # Other channel options: # # mute = show no messages from channel (dangerous, be careful!) # default = turn channel on to it's default scheme # alternate = turn channel on to it's alternate "colourful" scheme # on = same as default # plain = make channel the same colour as the "plain" channel # (won't do anything silly like "mute" if plain == mute, though) # off = same as plain # # Note: The only multi-colour channels currently are monster_damage and # god. Setting god to a COLOUR will make all god messages that # colour. Setting monster_damage to a colour will make the # "monster dies" messages that colour, and the "injured" messages # will be plain coloured. More control of these and other channels # will be coming later. # # channel.plain = green # channel.talk = mute # channel.warning = plain # channel.diagnostic = mute # channel.rotten_meat = yellow # channel.god = alternate # channel.mutation = green # # hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel # when the player takens damage and their hitpoints are less than this # percentage of their maximum (use 0 to turn off these messages). hp_warning = 25 # race # # Use to preselect race. Argument can be: # # - letter used in the character creation process # - two letter abbreviation used on the high score board # - a string to match against the full name # race = human # class # # Used to preselect class. Same format as race option above. # class = fighter # # Wizard mode options (available only in WIZARD compiles): # # yes = start games in wizard mode (game might not be scored) # no = still allows player to enter wizard mode after start of game # never = never allow a wizard command to be used # wiz_mode = no # # Fire command options # # fire_items_start - sets the first inventory item to consider (default is a) # # fire_order - controls when to consider types of items # # launcher, dart, stone, dagger, spear, handaxe, club # # The list should be on one line, with commas between items. # # Launcher refers to firing the appropriate missile for the wielded # weapon (ie crossbow, bow, sling)... you'll probably want it first, as # it'll be ignored when you're not wielding a ranged weapon. The default # is "launcher, dart" which matches the old behaviour. # fire_items_start = c fire_order = launcher, dart, stone # # auto_list # # Setting this to true if you want to automatically list appropriate # inventory items for commands like quaff and read. This is like # immediately hitting '?', and can be confusing to beginners because # they won't get to see the prompts. # # This option does not apply to spell casting... Conjurers would probably # find that really annoying. # # auto_list = true # # Input buffer flushing options (flush.*) # # These are useful when using macros. Setting one of these # sub-options to true will cause the entire input buffer to # be dumped and thus effectively stop the macro. # # The sub-options currently are (and their defaults): # # failure -- when spells/abilities get miscast (true) # command -- whenever the game is aboutn to get the next command (false) # message -- whenever the game outputs a non-mute message (false) # # flush.failure = false # flush.command = true # flush.message = true # # lowercase_invocations # # Set this option to true if you prefer to have invocations on 'a'-'e' # instead of the traditional 'A'-'E' (which is the default). # lowercase_invocations = true # # terse_hand # # Set this to false to have the "in hand" description on the main screen # the same as the inventory. The default setting of true will give the # newer more terse description that should fit the limited space better # (but will be harder for newbies to understand). # terse_hand = false # # delay_message_clear - experimental (may be ugly at points) # # Setting this option to true will delay the clearing of messages until # the message space is full (default is false which results in clearing # between player actions). # delay_message_clear = true