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