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#
# 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

#
# 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 = <regex>:<path to sound file>. 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