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|
This document explains all of the options in the latest version of Dungeon
Crawl Stone Soup. These options are set in the init.txt file located in the
Crawl directory (the directory containing crawl.exe on Windows and DOS). On
Unix systems, you need to set options in the ~/.crawlrc file (a file named
.crawlrc in your home directory).
The contents of this text are:
1- Starting Screen.
name, remember_name, weapon, book,
chaos_knight, death_knight, priest,
race, class, random_pick
2- File System and Sound.
crawl_dir, morgue_dir, save_dir, sound
3- Lua files.
lua_file,
base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,
gearset.lua, eat.lua, trapwalk.lua
4- Interface.
4-a Dropping and Picking up.
autopickup, autopickup_exceptions, default_autopickup,
safe_autopickup, autopickup_no_burden, safe_zero_exp,
pickup_thrown, pickup_dropped, assign_item_slot,
drop_mode, pickup_mode, drop_filter
4-b Targeting.
target_zero_exp, target_oos, target_los_first,
confirm_self_target, default_target,
target_unshifted_dirs
4-c Passive Sightings (Detection and Rememberance).
detected_monster_colour, detected_item_colour,
remembered_monster_colour, colour_map, clean_map
4-d Branding (Item and Monster Highlighting).
heap_brand, friend_brand, stab_brand, may_stab_brand
4-e Level Map Functions.
level_map_cursor_step, level_map_title, item_colour
4-f Travel and Exploration.
travel_delay, travel_avoid_terrain,
travel_exclude_radius2, travel_stop_message,
explore_greedy, explore_stop, runrest_ignore_message,
runrest_ignore_poison, trapwalk_safe_hp, tc_reachable,
tc_dangerous, tc_excluded, tc_exclude_circle
4-g Stashes.
stash_tracking, stash_filter
4-h Command Enhancements.
auto_list, lowercase_invocations, easy_open, easy_butcher,
easy_unequip, easy_confirm, easy_quit_item_prompts,
easy_exit_menu, default_autoprayer, sort_menus
4-i Message and Display Improvements.
hp_warning, mp_warning, hp_colour, mp_colour, always_greet,
terse_hand, delay_message_clear, menu_colour, message_colour,
increasing_skill_progress, show_turns
4-j Missiles.
fire_items_start, fire_order
4-k Message Channels.
plain, prompt, god, pray, duration, danger, food, warning,
recovery, multiturn, talk, intrinsic_gain, mutation,
monster_spell, monster_enchant, monster_damage, rotten_meat
4-l Inscriptions.
autoinscribe
4-m Macro related Options.
flush.failure, flush.command, flush.message
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
5-b Notes.
use_notes, note_items, ood_interesting, note_hp_percent,
note_skill_levels, note_skill_max, note_monsters,
note_messages, note_all_spells
6- Miscellaneous.
6-a All OS.
macro_meta_entry, wiz_mode, colours, char_set, cset_ascii,
cset_ibm, cset_dec, feature, classic_item_colours
6-b DOS and Windows.
dos_use_background_intensity
6-c Unix
background, use_fake_cursor
--------------------------------------------------------------------------------
There are basically three types of Crawl options: true/false values (booleans),
numbers, and lists. An option is most often specified with its default value
(if there is one); this should also explain which of the above-mentioned types
it is. Each option should have some remarks on how it's typically used - beware
that this depends strongly on your playing style and sometimes also on hardware
or operating system.
Note that the init.txt coming with regular distributions has all boolean
options commented out. The commented-out values are always the _non-defaults_,
so you can toggle boolean options by just uncommenting them.
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.
If you get stuck or some things just won't seem to work properly, please ask
for help on the newsgroup rec.games.roguelike.misc. Please flag queries with
'-crawl-', as other roguelikes are also discussed there.
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 = false
Crawl remembers the options (class, race 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
race and class, 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.
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 classes can choose their starting spellbook.
Note flame=fire and ice=cold and summ=summoning.
chaos_knight = (Xom | Makhleb | random)
death_knight = (necromancy | Yredelemnul | random)
priest = (Zin | Yredelemnul | random)
The above three make in advance the additional choices for
Chaos Knights, Death Knights, and Priests.
race = (Human |...| Merfolk | random)
The usual abbrevations (Hu, El, HE, etc.) work.
class = (Fighter |...| Wanderer | random)
Here again the abbrevations (Fi, Wi, Pr, etc.) can be used.
random_pick = false
The random_pick option will randomly generate a character.
The above options (weapons and class options) will override where
appropriate.
2- File System.
================
crawl_dir= <path>
Directory for reading macro.txt and init.txt, and dumping characters.
It should end with the path delimiter.
morgue_dir = <path>
Directory where morgue dumps (morgue*.txt and morgue*.lst) files are
written.
save_dir = <path>
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.
sound = <regex>:<path to sound file>
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 rpg's. Alternatively, ask for help at
the newsgroup rec.games.roguelike.misc.
3- Lua files.
==============
Lua files are scripts which can provide existing commands with a new meaning
or even create new commands (to be used in macros). If you don't know a
specific reason not to include some or all lua files, you'll do best to just
include them all.
lua_file = <path/name.lua>
The currently available lua's are
base.lua -- needed for other lua scripts
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 now look for spellbooks
('book'), artifacts ('artifact'), 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 to remove certain stop condition when running
New options: runrest_ignore_poison, runrest_ignore_message
gearset.lua -- provides commands for switching of complete sets via macro
New macroable functions: rememberkit, swapkit
eat.lua -- prompts to eat chunks in inventory.
trapwalk.lua -- allows travel to cross certain traps if you have enough hp.
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 = <pickup-regex, >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 = <curare-tipped needle
Forces autopickup to grab all curare-tipped needles, even if missiles
are not set in the "autopickup" option.
Whitespace between <> and the match expression is significant, so this
is a mistake:
autopickup_exceptions = < ebony casket
autopickup_exceptions replace the older ban_pickup. Using
autopickup_exceptions = >decay, >degeneration
is the same as using
ban_pickup = decay, degeneration
If the regexes are not prefixed with < or >, > is implied, so the option
setting above can also be written as
autopickup_exceptions = decay, degeneration
You can use multiple autopickup_exceptions lines. Some examples:
autopickup_exceptions = degeneration, decay, confusion,
autopickup_exceptions = potions? of slowing, potions? of paralysis
autopickup_exceptions = potions? of strong poison,potions? of poison
autopickup_exceptions = inaccuracy
autopickup_exceptions = scrolls? of paper, immolation, curse armour,
autopickup_exceptions = curse weapon, forgetfulness, uselessness,
autopickup_exceptions = noise, torment
default_autopickup = true
When set false, the game starts with autopickup turned off. You can
still toggle autopickup in-game with Ctrl-A.
safe_autopickup = true
When set, autopickup will not operate if there are visible unfriendly
monsters (or statues.) If safe_zero_exp is set (the default), zero-XP
monsters are considered friendly.
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.)
safe_zero_exp = true
If set, presence of only zero experience monsters (like plants) will
cause autopickups, even if safe_autopickup=true is set. This option
also settles whether autoprayer considers such monsters risky.
pickup_thrown = true
pickup_thrown=true causes autopickup to pick up thrown/fired missiles,
which can make life much easier for hunter types. If you use this, be
aware that autopickup uses a turn - use Ctrl-A to turn it off while
you're fighting, or use safe_autopickup=true.
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.
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 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 = <regex>
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 sacrifice
regularly all weapons except axes, use:
drop_filter = axe, broadaxe
When a drop_filter is set, using the select/deselect keys will set/
clear selection of items that match the filter expression(s).
4-b Targeting.
-------------------
target_zero_exp = false
Set to false to disable targeting zero exp monsters (i.e. plants)
in hostile targeting mode. This is usually convenient to do.
target_oos = true
When cycling through items with 'x' look-around, setting target_oos to
true allows you to jump the cursor to dungeon features (<> for stairs,
Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) that
are outside line-of-sight but in the main view. This is most sensibly
used in connection with stash_tracking=all (see 4-g). Also see also
target_los_first below.
target_los_first = 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.
confirm_self_target = true
Setting this to true will make Crawl ask for confirmation whenever
selecting the character as the target of a non-friendly-targeted spell
(i.e., something other than haste, healing or invisibility.)
default_target = false
If set to true, 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.
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).
4-c Passive Sightings (via detection and rememberance).
-----------------------------------------------------------
detected_monster_colour = darkgrey
Monsters found by detect creatures will be coloured this colour; e.g.
detected_monster_colour = lightred
detected_item_colour = darkgrey
Items found by detect items will be given this colour, for example
detected_item_colour = green
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, there is no branding activated.
heap_brand
Brand heaps of items (more than one item or stack). For example
heap_brand = reverse
friend_brand
Brand friends in some way. This is very helpful for summoners. E.g.
friend_brand = hi:green
shows friends with a green background. If the friend is itself green,
it'll show up as black on green.
stab_brand
Some deities object to you stabbing monsters. Certain classes
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. For example
stab_brand = hi:blue
may_stab_brand
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.
4-e Level Map Functions.
----------------------------
level_map_cursor_step = 7
How many squares the cursor moves on the level map when using
Shift-direction or * 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 Travel and Exploration.
-------------------------------
travel_delay = 20
How long travel waits after each move (milliseconds). Depends on
platform. Setting to -1 will jump to end of travel - you will not see
the individual moves.
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.
travel_exclude_radius2 = 68
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.
The default of 68 ensures that travel won't enter line-of-sight of any
dangerous thing at the travel-exclusion center.
travel_stop_message = <list of regexes>
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've an amulet of the gourmand, and
are hankering after rotten meat, or 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.
explore_greedy = false
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 only available with
stash_tracking = all (for any other value of stash_tracking, normal
explore behaviour is used). Greedy explore is also best with
pickup_dropped = false. Explore greed is disabled if you're
temporarily unable to pick up items (from uncontrolled levitation,
for instance). Default is false (no greedy explore) and using greedy
explore may slow down the performance.
explore_stop = items,stairs,shops,altars
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.
runrest_ignore_message = <string>
This only works if runrest.lua has been sourced already in init.txt.
Any message containing the string will *not* stop your run. E.g.
runrest_ignore_message = prayer ends
runrest_ignore_poison = <poison damage>:<minimum hp>
This only works if runrest.lua has been sourced already 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
trapwalk_safe_hp = <trap_name>:<minimum_hp>, ...
This only works if trapwalk.lua has been sourced already 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
tc_reachable = blue
tc_dangerous = cyan
tc_excluded = lightmagenta
tc_exclude_circle = red
The above four settle the colouring of the level map ('X'). They are
reachable: all squares reachable without problems (perhaps via stairs)
dangerous: squares which are only connected to your place via traps
excluded: the colour for the centre of travel exclusions (Ctrl-X)
excluded_circle: the colour for travel exclusions apart from centre
4-g Stashes.
----------------
stash_tracking = (all | explicit | dropped)
A stash is a heap of items tracked by Crawl. You can search in your
stashes with Ctrl-F. This options rules how stashes are generated.
When stash_tracking is set to 'all' (the default), the game marks any
square where it sees any object as a stash. That gives you a
comprehensive list of everything your character sees in the dungeon,
but may slow the game down and use too much memory on older computers.
With 'explicit', you have to explicitly tell the game what squares you
want it to keep track of. You do that by stepping onto the square
containing your stash of goodies and hitting Ctrl+S. The game will now
keep track of what's on the square, when you add and remove stuff from
your stash. If you remove everything from that square, the game will
stop tracking the square altogether. You can also erase a stash square
with Ctrl-E.
When stash_tracking is set to 'dropped', any square where you drop
something becomes a stash, and the game keeps track of all such
squares. You can still use Ctrl-S and Ctrl-E as above.
4-h Command Enhancements.
-----------------------------
auto_list = true
Change to true if you want to automatically list appropriate inventory
items 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.
lowercase_invocations = true
Set this option to true if you prefer to have invocations on 'a'-'e'
instead of the older 'A'-'E'. Note that you can change the letters of
invocations (and other abilites) with the '=' command.
easy_open = false
Open doors by moving on to them. Highly convenient. Note that travel
and exploration will automatically open doors depending on this option.
easy_butcher = true
If true, auto-switch to uncursed short blade for butchery. For such
tools any special messages are ignored. If false, you have to wield the
tool manually.
easy_unequip = true
Allows auto removal of armour and jewellery when dropping it.
easy_confirm = (none | safe | all)
Make confirmation questions easier to answer:
none = force capitals on Y/N questions
safe = force only on questions that will end game (default)
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_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.
default_autoprayer = false
When set to true, the game will start with automatic prayers. This
option can be toggled in-game with Ctrl-V.
Letting Crawl pray throughout and automatically can be useful for gods
like Trog and Makhleb, who constantly demand kills from their followers.
Automatic prayers take a turn like manual prayers and happen only if
- there is no hostile monster in sight
- some further conditions (like not standing at an altar)
Note that even when you're praying, you can renew prayer anytime.
Also note the option safe_zero_exp (see 4-a) decides whether zero
experience monsters (like plants) are considered hostile.
sort_menus = (true | false | auto:X)
When set to true, items are sorted by description in inventory and
pickup menus. When set to false (the default), items are ordered by
equipment slot.
When set to a number - using a syntax of the form
sort_menus = auto:5
- items are sorted by their description if the total number of items in
that category is at least that number; in the example, having 4
kinds of potions would not sort them, but having 5 would.
4-i 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 = lightgrey, 50:yellow, 25:red
hp_colour colours your HP appropriately in the display. In the default
setting, your HP will appear in red if at less then 25%, yellow if at
less than 50%, and lightgrey otherwise.
mp_colour = lightgrey, 50:yellow, 25:red
mp_colour does to MP what hp_colour does to HP.
terse_hand = true
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.
delay_message_clear = false
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).
always_greet = true
always_greet will give the race/class and god messages everytime the
game is started.
menu_colour = <colour>:<regex>
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, or 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.
To colour worn stuff and highlight cursed items, take
menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
menu_colour = green:(worn|neck|hand|weapon)
menu_colour = red: cursed
If you frequently die because you forget to use emergency items, try
menu_colour = cyan:(potions? of heal wounds|teleportation)
menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))
To quickly check what potions were trashed by a mummy curse, use
menu_colour = lightred:potions? of (degeneration|decay)
If you like to see rotten chunks and corpses at a glance, use
menu_colour = red: rotten.
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 = white:Reached XP level
message_colour = <colour>:[<channel>:]<regex>
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
increasing_skill_progress = true
This affects the appearance of the skills screen ('m'). With the
default true, the progress for getting new levels is shown with
increasing percentiles, so that immediately after level up it will
read (0%). With false, you get the old behaviour which counts backwards
from 10.
show_turns = true
This option controls whether the turn counter (of turns elapsed) is
displayed in the main view.
4-j Missiles.
-----------------
fire_items_start = a
Sets the first inventory item to consider. Default is a, many use c.
fire_order = launcher, dart, stone, dagger, spear, handaxe, club
The list should be on one line of items, with commas between items.
'launcher' refers to firing the appropriate missile for the wielded
weapon (ie crossbow, bow, sling, blowgun). You'll almost certainly
want it first, as it'll be ignored when you're not wielding a ranged
weapon. The default is
fire_order = launcher, dart
To quickly experiment with a weapon-throwing character - e.g. to
make your Berserker actually use those three spears he carries around,
try a line similar to:
fire_order = launcher, dagger, spear, handaxe, stone, dart
<See also pickup_thrown in A.4a.>
4-k 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
multiturn = indicates long actions (wearing armour, dissecting etc.)
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
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
the messages are too verbose.
4-l Inscriptions.
---------------------
In Crawl, items can be manually inscribed with the '{' command. This adds a
note in curly braces to the item inscription. Several inscriptions are
functional, namely all containing one of the following
@w9 -- now typing 'w9' will wield this item
@*9 -- now any action command followed by '9' will use this item
!w -- before wielding this item, Crawl will ask for confirmation
!* -- any action with this item causes a prompt
=g -- item will be picked up automatically if autopickup is on
=k -- item will be ignored in all listings on the ground
(it can still be picked up if it's the only item on the ground)
(in the example 'w' could be any sensible command and '9' could be any digit).
An item may contain more than one shortcut.
autoinscribe = <regex>:<inscription>
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
4-m 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
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 = artifacts, 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:
artifacts, 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 = 100
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,stats,misc,notes,inventory,skills
dump_order += spells,overview,mutations,messages,screenshot,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 +=
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.
use_notes = true
Set to true to get note-taking. 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
- Receiving a gift from a god (except Xom)
- Being able to invoke a godly power for the first time
- Identifying items (see below)
- 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)
You can use the command ':' for manually adding notes.
note_items = <regexes>
When an item is identified, it will be noted if it is an artifact
(fixed, unrand, or random) or if its short description matches a regex.
E.g.
note_items = rod,book,rune,acquirement
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; the default is 8.
Unique monsters are always noted, regardless of this setting.
OOD monsters are only noted in the main dungeon.
note_hp_percent = 5
If your HP falls below a certain note_hp_percentage of your max HP, 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_skill_max = false
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_monsters = <regex list>
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
note_messages = <regex list>
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 <colour>, use
note_messages = Your scales start
note_all_spells = true
Will add a note for each spell memorised.
6- Miscellaneous.
==============
6-a All OS.
---------------
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}.
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 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
with lightgray = lightgrey, darkgray = darkgrey. Some examples:
colour.lightgray = black
colour.lightcyan = cyan
colour.yellow = brown
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)
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.
cset_ascii, cset_ibm, cset_dec, 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 = <dungeon_character_name : symbol>
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).
For an example on IBM displays,
cset_ibm = wall:219, arch:0
shows walls as solid blocks and shops and portals as '0'.
feature = <regex> { <symbol>, <magicmap symbol>, <view colour>,
<levelmap_magic_colour>, <levelmap_seen_colour> }
where <regex> 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. <symbol> 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 <magicmap symbol> entry
determines what symbol will be used for features only detected via magic
mapping.
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:
feature = rock wall { , , red } # shows rock walls in red
feature = metal wall {#} # use '#' for metal walls
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.
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 = <colour>
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 = false
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.
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