Default safe_autopickup to true and level_map_cursor_step to 7.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@523 c06c8d41-db1a-0410-9941-cceddc491573
EHSY6DVGUMI6C67WKET3GDJVLWJWGYBYQONNDK5JVT7BCTHBEZVAC VDNTHQOGDJKBTO7MKRCYH5MCOPCUWHFLPHAWDYDUIV7JKTKENBYQC HL6BR2XEXRPWBU4MQNI52H65OSJB46KOLC4R3KWNQYDEPPXBAH3AC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC UF4ODJOCV3ZL7DXRLLOFVWHUKKJX34FO4ZM6VJAWEJ3QVP3XZ2AAC ban_pickup = degeneration,decay,confusion,potions? of slowingban_pickup = potions? of strong poison,potions? of poisonban_pickup = inaccuracyban_pickup = scrolls? of paper,immolation,curse armor,curse weaponban_pickup = forgetfulness,uselessness,noise,torment
# ban_pickup = scrolls? of random uselessness
# menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\)# menu_colour = green:(worn|neck|hand|weapon)\)# menu_colour = red: cursed
menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\)menu_colour = green:(worn|neck|hand|weapon)\)menu_colour = red: cursed
This document explains all of the options in the latest version of DungeonCrawl Stone Soup. These options are set in the init.txt file located in theCrawl directory (the directory containing crawl.exe on Windows and DOS). On Unixsystems, you need to set options in the ~/.crawlrc file (a file named .crawlrcin 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_pick2- File System and Sound.crawl_dir, save_dir, sound.3- Lua files.lua_file,base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,gearset.lua, eat.lua, trapwalk.lua4- Interface.4-a Dropping and Picking up.autopickup, default_autopickup, safe_autopickup, safe_zero_exp,pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup,drop_mode, pickup_mode, drop_filter;lua: ch_autopickup (advanced autopickup exceptions)4-b Targeting.target_zero_exp, target_wrap, target_oos, target_los_first,confirm_self_target, default_fizzlecheck4-c Passive Sightings (Detection and Rememberance).detected_monster_colour, detected_item_colour,remembered_monster_colour, colour_map, clean_map4-d Branding (Item and Monster Highlighting).heap_brand, friend_brand, stab_brand, may_stab_brand4-e Level Map Functions.level_map_cursor_step, item_colour, show_waypoints4-f Travel and Exploration.travel_colour, travel_delay, travel_stair_cost,travel_avoid_terrain, travel_exclude_radius2,travel_stop_message, explore_stop, runrest_ignore_message,runrest_ignore_poison, trapwalk_safe_hp;lua: ch_stop_run (ignoring monsters)4-g Stashes.stash_tracking, stash_filter4-h Command Enhancements.auto_list, lowercase_invocations, easy_open, easy_butcher,easy_armour, easy_confirm, easy_quit_item_lists, easy_exit_menu,default_autoprayer, sort_menus4-i Message and Display Improvements.show_uncursed, hp_warning, always_greet, terse_hand,delay_message_clear, menu_colour4-j Missiles.fire_items_start, fire_order4-k Message Channels.plain, prompt, god, pray, duration, danger, food, warning,recovery, multiturn, talk, intrinsic_gain, mutation,monster_spell, monster_enchant, monster_damage, rotten_meat4-l Inscriptions.autoinscribe4-m Macro related Options.flush.failure, flush.command, flush.message5- Character Dump.5-a Items and Kills.kill_map, dump_kill_places, dump_item_origins,dump_item_origin_price, dump_message_count, dump_order,verbose_dump5-b Notes.use_notes, note_items, ood_interesting, note_hp_percent,note_skill_levels, note_skill_max, note_monsters,note_messages, note_all_spells6- Miscellaneous.6-a All OS.macro_meta_entry, wiz_mode, colours, char_set, cset_ascii,cset_ibm, cset_dec, feature.6-b DOS and Windows.dos_use_background_intensity6-c Unixbackground--------------------------------------------------------------------------------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 (ifthere is one); this should also explain which of the above-mentioned types itis. Each option should have some remarks on how it's typically used - bewarethat this depends strongly on your playing style and sometimes also on hardwareor operating system.Note that the init.txt coming with regular distributions has all boolean optionscommented out. The commented-out values are always the _non-defaults_, so youcan toggle boolean options by just uncommenting them.Some options need a path as an argument; here you have to use a filesystem pathsuitable for your system. Other options accept regular expressions (regexes):here you can simply use ordinary strings, adapt the suggested regexes to yourneeds or search the internet for regex syntax.If you get stuck or some things just won't seem to work properly, please ask forhelp on the newsgroup rec.games.roguelike.misc. Flag queries with '-crawl-', asother roguelikes are also discussed there.1- Starting Screen.====================The following options are a convenience to help you quickly start your game ofCrawl.name = DelilahIf set, that's the name all your Crawl characters will get.remember_name = falseCrawl remembers the options (class, race etc.) you used to create yourlast character. You may recycle them in the starting screen for a newcharacter. If this option is set to true, Crawl will also remember thelast name you used.If you use this option and want to enter a name _after_ choosing yourrace and class, you must enter . at the initial name prompt - hittingEnter at the name prompt will simply reuse your old name ifremember_name is set.weapon = (random | short sword | hand axe | spear | mace | trident)Specifying the weapon option allows you to bypass the weapon selectionscreen. Note that tridents are restricted to only merfolk andgladiators, 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 forChaos 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 = falseThe random_pick option will randomly generate a character.The above options (weapons and class options) will override whereappropriate.2- File System.================crawl_dir= <path>Directory for reading macro.txt and init.txt, and dumping characters.It should end with the path delimiter.save_dir = <path>Directory where saves and bones are stored. This option may be ignoreddepending on the settings used to compile Crawl, but should behonoured for the official Crawl binaries.sound = <regex>:<path to sound file>Plays the sound file if a message contains regex. The regex shouldnot include commas or colons. For examplesound = LOW HITPOINT WARNING:sound\sounds2\danger3.wavGetting appropriate sound files may be difficult. Check otherroguelikes or old computer rpg's. Alternatively, ask for help atthe newsgroup rec.games.roguelike.misc.3- Lua files.==============Lua files are scripts which can provide existing commands with a new meaningor even create new commands (to be used in macros). If you don't know aspecific reason not to include some or all lua files, you'll do best to justinclude them all.lua_file = <path/name.lua>The currently available lua's arebase.lua -- needed for other lua scriptsstash.lua -- annotates the stash file for better searching (Ctrl-F)Searching for 'Long blades' will also turn up all weaponswith the long blade skill. Also, you can now look forspellbooks ('book'), artifacts ('art'), 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 runningNew options: runrest_ignore_poison, runrest_ignore_messagegearset.lua -- provides commands for switching of complete sets via macroNew macroable functions: rememberkit, swapkiteat.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 = $?!:"/By default, the list is empty. The valid symbols are) Weapons( Missiles[ Armour/ Wands% Food? Scrolls" or = Jewellery! Potions+ or : Books\ or | Staves0 Orbs} Misc itemsX Corpses$ GoldNote that _whether_ items are picked up automatically or not, iscontrolled by the in-game toggle Ctrl-A. Also note that picking uptakes a turn, but only one turn (regardless of the number of items).If you teleport or blink onto a square with interesting items, thesewill not be picked up.default_autopickup = trueWhen set false, the game starts with autopickup turned off. You canstill toggle autopickup in-game with Ctrl-A.safe_autopickup = trueWhen set, autopickup will not operate if there are visible unfriendlymonsters (or statues.) If safe_zero_exp is set (the default), zero-XPmonsters are considered friendly.safe_zero_exp = trueIf set, presence of only zero experience monsters (like plants) willcause autopickups, even if safe_autopickup=true is set. This optionalso settles whether autoprayer considers such monsters risky.pickup_thrown = falsePickup_thrown=true causes autopickup to grab thrown/fired missiles.Many players use this because it eases ranged combat quite a bit. Iffollowing suit, be aware that there are situations when there is notime for picking up projectiles. Use Ctrl-A for switching offautopickup altogether in such cases or set safe_autopickup=true.pickup_dropped = truePickup_dropped lets autopickup affect objects you've dropped. Set tofalse 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 isnormally the first free slot from a-zA-Z (this is the default "forward"behaviour). Setting assign_item_slot to "backward" changes the slotassignment to the first letter after the last slot.For instance, if you have items on 'a' and 'c', then withassign_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 morelikely to get their old slot back.ban_pickup = <regex>List of item name regexes for items which autopickup will never touch.You can use multiple ban_pickup lines. Some typical examples areban_pickup = degeneration, decay, confusion, potions? of slowingban_pickup = potions? of strong poison,potions? of poisonban_pickup = inaccuracyban_pickup = scrolls? of paper, immolation, curse armor, curse weaponban_pickup = forgetfulness, uselessness, noise, tormentdrop_mode = (multi | single)Single is the classical behaviour (and default): after pressing anotherkey, that item will be dropped. Multi makes an inventory menu appear,allowing the selection of items to be dropped. (You can also switch tomultidrop from the classic drop line using the '@' key).Multidrops are highly convenient. Be aware of the fact that everysingle drop takes one turn. (This is different from picking up.) Whenselecting multidrops, the top right corner will show the estimatednumber of turns.The order in which items get dropped is always from top to bottom inthe inventory listing.pickup_mode = (multi | single | auto:X)Single is the classical behaviour (and default): when picking upitems, you are prompted for them one by one. Multi makes a menuappear, where you can choose which items to pick up. Note thatno matter how many items you choose, picking up will always takeone 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 Xitems on your square, and will prompt one by one otherwise.drop_filter = <regex>When selecting items using the global (de)select keys (',' or '-') ina multidrop listing, you can choose to apply a filter: only itemswhose names match the filter will be selected. The filter strings areregexes. For instance, to quickly select carrion and rotting chunks ofmeat, you could use:drop_filter = skeleton, rotting, corpseOther choices can come in handy as well, e.g. if you want to sacrificeregularly all weapons except axes, use:drop_filter = axe, broadaxeNote that if you use this option, you will lose the (de)select allkeys. However, '*' inverts the current selection and so salvages thisproblem.The default is empty.Using a Lua script, you can define a function "ch_autopickup" to selectadditional items for autopickup. Let's say you want autopickup to only grab foodif your character can eat it (let's say you're playing a kobold and you want tostop picking up vegetables). You could use the following (if '%' is not in theautopickup option):{function ch_autopickup(it)-- The "false" suppresses hunger checks to see if your character is hungry-- enough to eat food/chunks.return food.can_eat(it, false)end}Here's a ch_autopickup that a mummy might find useful:{-- The mummy special. Remove % and ! from your autopickup option if you use-- this.function ch_autopickup(it)return food.can_eat(it, false)or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )end}4-b Targeting.-------------------target_zero_exp = trueSet to false to disable targeting zero exp monsters (i.e. plants)in hostile targeting mode. This is usually convenient to do.target_wrap = trueSet to true if targeting should wrap around from last to first andvice versa.target_oos = trueWhen cycling through items with 'x' look-around, setting target_oos totrue allows you to jump the cursor to dungeon features (<> for stairs,Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) thatare outside line-of-sight but in the main view. This is most sensiblyused in connection with stash_tracking=all (see 4-g). Also see alsotarget_los_first below.target_los_first = trueWhen cycling through items/features with the 'x' look-around command,setting target_los_first to true will force the cursor to squares inline-of-sight before going to squares outside LOS. Defaults to true.confirm_self_target = falseSetting this to true will make Crawl ask for confirmation wheneverselecting the character as the target of a non-friendly-targeted spell(i.e., something other than haste, healing or invisibility.)default_fizzlecheck = falseIf set to true, this will require a confirmation when cancellingtarget mode in a way which will make the activated ability or spellfizzle (e.g., when casting Magic Dart and cancelling targeting.)It can be further toggled during play with the key Ctrl+T.4-c Passive Sightings (via detection and rememberance).-----------------------------------------------------------detected_monster_colour = darkgreyMonsters found by detect creatures will be coloured this colour; e.g.detected_monster_colour = lightreddetected_item_colour = darkgreyItems found by detect items will be given this colour, for exampledetected_item_colour = greencolour_map = falseColours out of sight map features on the playing screen.clean_map = falseCleans up out of sight monsters and clouds on the map. This is likepressing 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 aspecial way; special as in reversing fore- and background. There are severalbranding choices (these will not work everywhere; it depends on OS andterminal):standout -- often the same as reverse, might be underline or dimbold -- used by colour curses for brightening foreground coloursblink -- used by colour curses for brightening background coloursreverse -- this will probably workdim -- probably no effectunderline -- this will probably workhighlight: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_brandBrand heaps of items (more than one item or stack). For, exampleheap_brand = reversefriend_brandBrand friends in some way. This is very helpful for summoners. E.g.friend_brand = hi:greenshows friends with a green background. If the friend is itself green,it'll show up as black on green.stab_brandSome deities object to you stabbing monsters. Certain classesspecialise in stabbing monsters. Still other characters are happy ifthey spot a monster before the monster spots them. In all these cases,it helps to identify monsters that are unaware of the character (andhence susceptible to being stabbed) without using the 'x' command. Allthe normal 'brand' options apply. For examplestab_brand = hi:bluemay_stab_brandStabbing may be possible even if the monster is not asleep (if it'sconfused or distracted, for instance). This option brands monsters thatyou *might* be able to stab. Primarily useful for worshippers of TheShining One. Purists may consider this unnecessarily spoily.4-e Level Map Functions.----------------------------level_map_cursor_step = 10How many squares the cursor moves on the level map when usingShift-direction or * direction.item_colour = falseColours items on level-map.show_waypoints = trueIf set to true (the default), waypoints will be numbered on the levelmap, assuming that they're on a floor square with nothing on it.Otherwise only a green dot will mark the square.4-f Travel and Exploration.-------------------------------travel_colour = trueOption to turn off colouring the level-map with travel information. Fewwill set this to false; it's only there for backwards compatibility.travel_delay = 20How long travel waits after each move (milliseconds). Depends onplatform. Setting to -1 will jump to end of travel - you will not seethe individual moves.travel_stair_cost = 500travel_stair_cost determines how costly interlevel travel considersstairs. With a high travel_stair_cost (such as the default of 500),interlevel travel will always choose routes with the minimum number oflevel changes possible. If you set travel_stair_cost to a low value(such as the minimum of 1), interlevel travel will treat a staircasejust like a normal move, and it may consequently choose routes thatinvolve extra level transitions. This can be disconcerting in brancheswith elevator-type stair arrangements, particularly in the Lair, wherethere are typically long chains of elevator stairs, because travel willgo out of its way to use the elevator and minimise total traveldistance.travel_avoid_terrain = (shallow water | deep water)Prevent travel from routing through shallow water. By default, thisoption is commented out. For merfolk and/or characters with permanentlevitation,travel_avoid_terrain = shallow water, deep waterwill prevent travel or explore from going through any water.travel_exclude_radius2 = 68The square of the radius around travel-excluded squares where travelwill 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 anydangerous 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, andteleporting. In addition, a message containing one of the expressionsin travel_stop_message will stop travel. For example,travel_stop_message = Something appearsstops travel if Xom grants us a gift suddenly. To limit a substringmatch to a message channel, prefix the substring with the channel nameand a colon. For instance, if you want travel to stop when you're hitby divine retribution, you could use:travel_stop_message = god:wrath finds youIf you'd like to stop travel for any message sent to a particularchannel, use a travel_stop_message line with that message channel nameand a colon alone. For example, if you've an amulet of the gourmand, andare 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_stop = items,stairs,shops,altarsExplore will stop for one of these conditions. Whatever you set thisoption to, anything that stops travel will also stop explore. Multipleexplore_stop lines are *not* cumulative! The last explore_stop linewill 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 endsrunrest_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'vedefined a runrest_ignore_poison = x:y option. Running here meansshift-running and resting only. Only one runrest_ignore_poison line isconsidered. Note that for this work, you should also tell Crawl toignore the "You feel sick messages". For example,runrest_ignore_message = You feel.*sickrunrest_ignore_poison = 4:100trapwalk_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 consideredsafe for travel if your hp is greater than or equal to the numberconnected to the trap in question.All the existing trap types can be used, but in practice only themechanical traps (dart, bolt, arrow, needle, spear, axe, blade) makesense. 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:50Using small scripts in init.txt, travel can get even more convenient.* Deciding whether monsters are worth stopping for:Defining a "ch_stop_run" function affects the monster stop condition for *all*run modes: shift-running, travel, explore and interlevel travel.{function ch_stop_run(mons)local name = mons.name-- Stop running only if these monsters get closer than 3 squaresif name == "swamp worm" or name == "big fish"or name == "giant goldfish" or name == "lava worm"or name == "butterfly" then-- mons.x and y coords are relative to the player.local dist = mons.x * mons.x + mons.y * mons.yif dist >= 9 then return false endendreturn trueend}4-g Stashes.----------------stash_tracking = (explicit | dropped | all)A stash is a heap of items tracked by crawl. You can search in yourstashes with Ctrl-F. This options rules how stashes are generated.When stash_tracking is set to 'explicit' (the default), you have toexplicitly tell the game what squares you want it to keep track of. Youdo that by stepping onto the square containing your stash of goodies andhitting 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 everythingfrom that square, the game will stop tracking the square altogether. Youcan also erase a stash square with Ctrl-E.When stash_tracking is set to 'dropped', any square where you dropsomething becomes a stash, and the game keeps track of all suchsquares.When stash_tracking is set to 'all', the game marks any square where itsees any object as a stash. That gives you a comprehensive list ofeverything your character sees in the dungeon, but may slow the gamedown and use too much memory on older computers.4-h Command Enhancements.-----------------------------auto_list = falseChange to true if you want to automatically list appropriate inventoryitems for commands like eat and read. This is like immediately hitting'?', and can be confusing to beginners because they won't get to seethe prompts. This option does not apply to spell casting... Conjurerswould probably find that really annoying.lowercase_invocations = falseSet this option to true if you prefer to have invocations on 'a'-'e'instead of the traditional 'A'-'E' (which is the default). Setting totrue save invocations an annoying shift keypress.easy_open = falseOpen doors by moving on to them. Highly convenient. Note that traveland exploration will automatically open doors depending on this option.easy_butcher = falseIf true, auto-switch to uncursed short blade for butchery.easy_armour = trueAllows auto removal of armour when dropping it.easy_confirm = (none | safe | all)Make confirmation questions easier to answer:none = force capitals on Y/N questionssafe = force only on questions that will end game (default)all = never force capitalsWARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',which can result in accidentally answering yes to questions; it issuggested that you use a value of 'none' or 'safe'easy_quit_item_lists = falseSetting this option to true allows the quitting of item listing withspace as well as escape. These lists are essentially all of those thatare requesting an inventory item and accept '?' and '*'.The identify list will never easy quit. The default is false.easy_exit_menu = trueIn multidrop (and pickup) menus, paging past the end will drop out ofthe menu if easy_exit_menu is true.default_autoprayer = falseWhen set to true, the game will start with automatic prayers. Thisoption can be toggled in-game with Ctrl-V.Letting Crawl pray throughout and automatically can be useful for godslike Trog and Makhleb, who constantly demand kills from their followers.Automatic prayers take a turn like manual prayers and will only happenif- 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 zeroexperience monsters (like plants) are considered hostile.sort_menus = auto:5When set to true, items are sorted by description in inventory andpickup menus. When set to false (default), items are ordered byequipment slot. When set to a number - using a syntax of the formsort_menus = auto:5 - items are sorted by their description ifthe total number of items in that category is at least thatnumber; in the default case, having 4 kinds of potions would notsort them, but having 5 would.4-i Messages and Display Enhancements.------------------------------------------show_uncursed = trueThis option adds the text "uncursed" to items where the curse status isrelevent and known. Does not bother to show "uncursed" on items that arefully identified (showing pluses), since that wound be redundant andwaste space. Should be set to true.hp_warning = 25hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the dangerchannel when the player takens damage and their hitpoints are less thanthis percentage of their maximum (use 0 to turn off these messages). Itis recommended to usehp_warning = 55terse_hand = trueSet this to false to have the "in hand" description on the main screenthe same as the inventory. The default setting of true will give thenewer more terse description that should fit the limited space better(but will be harder for new players to understand).delay_message_clear = falseSetting this option to true will delay the clearing of messages untilthe message space is full (default is false which results in clearingbetween player actions).always_greet = falsealways_greet will give the race/class and god messages everytime thegame is started.menu_colour = <colour>:<regex>This prints a line (of the inventory, a menu, or the discoveriesscreen) containing regex in the stated colour. There can be severalstatements in a list, or also several menu_colour lines. When usingseveral menu_colour lines, the colour of the _first_ matching regexis applied. For a list of colours, check the colour option in 6-a.To colour worn stuff and highlight cursed items, takemenu_colour = lightred: cursed.*(worn|neck|hand|weapon)menu_colour = green:(worn|neck|hand|weapon)menu_colour = red: cursedIf you frequently die because you forget to use emergency items, trymenu_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, usemenu_colour = lightred:potions? of (degeneration|decay)4-j Missiles.-----------------fire_items_start = aSets the first inventory item to consider. Default is a, many use c.fire_order = launcher, dart, stone, dagger, spear, handaxe, clubThe list should be on one line of items, with commas between items.'launcher' refers to firing the appropriate missile for the wieldedweapon (ie crossbow, bow, sling, blowgun). You'll almost certainlywant it first, as it'll be ignored when you're not wielding a rangedweapon. The default isfire_order = launcher, dartTo quickly experiment with a weapon-throwing character - e.g. tomake 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 belongsto one of the so-called channels. The behaviour of each channel can be changedwith the optionchannel.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 playergod = messages from the godspray = standard praying messages (start/end of prayer)duration = messages about character spells/effects wearing offdanger = serious threats to the characters existencefood = warnings about foodwarning = various other warningsrecovery = recovery from disease/stat loss/poison conditionsmultiturn = indicates long actions (wearing armour, dissecting etc.)talk = monsters talking (acting)intrinsic_gain = level/stat/species power gainsmutation = gain/lose mutationsmonster_spell = messages about monsters gesturing and casting spellsmonster_enchant = messages pertaining to monster enchantments (up or down)monster_damage = messages telling how damaged a monster isrotten_meat = messages about chunks/corpses becoming rottenThe channel options aremute = show no messages from channel (dangerous, be careful!)default = turn channel on to it's default schemealternate = turn channel on to it's alternate "colourful" schemeon = same as defaultplain = make channel the same colour as the "plain" channel(won't do anything silly like "mute" if plain == mute, though)off = same as plainCOLOUR 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 otherchannels are defaulted to on, except for multiturn, which defaults to mute.Note that the template init.txt setschannel.multiturn = onin order to help new players. You may want to comment out this option, ifthe messages are too verbose.4-l Inscriptions.---------------------In Crawl, items can be manually inscribed with the '{' command. This adds anote in curly braces to the item inscription. Several inscriptions arefunctional, 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 automaticallyinscribed (if autopickup is toggled on). For example, marking allroyal jellies and honeycombs eases the Hive (if food is not in theautopickup option):autoinscribe = royal jell:=gautoinscribe = honeycomb:=g4-m Macro related Options.------------------------------flush.failure = trueflush.command = falseflush.message = falseThese are useful when using macros. Setting one of these sub-optionsto true will cause the entire input buffer to be dumped and thuseffectively stop the macro. The sub-options currently arefailure -- when spells/abilities get miscastcommand -- whenever the game is about to get the next commandmessage -- whenever the game outputs a non-mute message5- Character Dump.===================5-a Items and Kills.------------------------The character dump or morgue files end with a list of all monsters that perishedwhile the character was active. By default, dead monsters are grouped in three parts:Vanquished Creatures -- monsters killed by the characterCollateral Kills -- kills of friendly monstersOthers -- all other casualties (e.g. traps, hostile monsters)kill_map = friend:you, other:youwill merge friendly and other kills into the main vanquished creatureslist. Note that the merging is only for display (the game stillmaintains three separate lists internally) and that kill places (seebelow) may be in the wrong order for merged entries. The default is anempty list.dump_kill_places = (none | all | single)In the Vanquished Creatures list, this option controls how thelocations of each kill are displayed. Use 'none' to suppress placedisplay altogether, 'all' to display all known (up to 5) kill places,anything else to the default of showing kill places only for singlekillsdump_item_origins = artifacts, rodsThe game remembers where you find items. If you want this item originmemory listed in your dumps, use this option to select which items getannotated. 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 tonone, and set dump_item_origin_price to -1.dump_item_origin_price = 100Item origins are dumped if the price of the item is greater than orequal to this amount. Set this to -1 to prevent selection by price.dump_message_count = 4The number of last messages to be displayed in character dump files.dump_order = header,stats,misc,notes,inventory,skillsdump_order += spells,mutations,messages,screenshot,killsControls the order of sections in the dump. You can use multipledump_order lines - all lines but the first must use dump_order +=verbose_dump = falseverbose dump causes less important item details to appear in characterdumps.5-b Notes.--------------Crawl can automatically log certain events during play. You can read these inthe dump or morgue files. Below are options for tweaking this behaviour.use_notes = trueSet 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,aquirementood_interesting = 8Monsters 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 atleast ood_interesting levels. To disable OOD monster noting, setood_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 = 5If your HP falls below a certain note_hp_percentage of your max HP, anote will be taken. There is some code to avoid repetitions of notesbased on the same incident. The default is 0, which means no noting.note_skill_levels = 1,5,13,27This sets which skill levels are noteworthy. You can have multiplenote_skill_levels lines. The default is nothing (no notes.)note_skill_max = falseSetting this option will cause a note whenever a new maximum in skilllevels is reached. If note_skill_max is true and note_skill_levels isnonempty, 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 areconsidered interesting. You can have multiple note_monsters lines. E.g.note_monsters = Klown,orb of firenote_messages = <regex list>Messages which match an item in this comma-separated list areconsidered interesting. You can have multiple note_messages lines. E.g.note_messages = Something interferesnote_messages = protects you from harmIf you want all banishments to the Abyss noted, usenote_messages = [bB]anish.*AbyssIf you want a note when your draconian scales turn <colour>, usenote_messages = Your scales startnote_all_spells = trueWill add a note for each spell memorised.6- Miscellaneous.==============6-a All OS.---------------macro_meta_entry = truemacro_meta_entry lets you specify non-printable keycodes like \{3} whencreating a macro. For instance, if you want to keymap 0 to Escape, you'duse a target keycode of \{27}.colour.OLDCOLOUR = NEWCOLOURUseful for terminals where some colours are hard to read (and cannotbe adjusted), as well as for creating a custom scheme, especially whenused with the background option on a terminal with a non-blackbackground.Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference andthe NEWCOLOUR is always literal (ie. it won't re-evaluate to adifferent colour).The colours are:black, blue, green, cyan, red, magenta, brown, lightgrey,darkgrey, lightblue, lightgreen, lightcyan, lightred,lightmagenta, yellow, whitewith lightgray = lightgrey, darkgray = darkgrey. Some examples:colour.lightgray = blackcolour.lightcyan = cyancolour.yellow = brownwiz_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 gamenever -- never allow a wizard command to be usedchar_set = (ascii | ibm | dec)Chooses different character sets for the game play screen. DOS andWindows users will want to use the IBM character set, Unix users willprefer DEC or plain ASCII.cset_ascii, cset_ibm, cset_dec, cset_anyCan be used to change individual characters in a specific characterset (the character set used for display is determined by the char_setoption). The syntax is the same for all of these; cset_any changescharacters 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, cloudMost of these are self-explanatory. "arch" is used for shops andportals. "floor_magic" and "wall_magic" are used to displaymagic-mapped squares on the level map. "invis_exposed" is the characterfor water creatures submerged in shallow water, or invisible creatureswading 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:0shows 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. Thisregex should match the description when using the 'x' command. In casethe 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 theabove cset options, or also to distinguish among subtypes of acharacter.'magic' always refers to magic mapping. So the <magicmap symbol> entrydetermines what symbol will be used for features only detected via magicmapping.Leading parameters in the {...} list can be omitted by leaving themblank and using placeholder commas. Trailing parameters can be omittedwithout placeholder commas.Multiple feature option lines can be used, as can multiple featuredescriptions strung together on the same line separated by semicolons.Examples:feature = rock wall { , , red } # shows rock walls in redfeature = metal wall {#} # use '#' for metal walls6-b DOS and Windows.------------------------dos_use_background_intensity = falseOn DOS and Windows, if you're using a console that can do high-intensitybackground colours, set this option to true for superiorfriend-branding. If your console doesn't like this option, some friendlymonsters will appear as blinking characters (and setting this option tofalse 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). Thismay be useful if you're using a terminal with a background colour otherthan black (such as an xterm), but this option is still experimentaland the results may not be very good.
This document explains all of the options in the latest version of DungeonCrawl Stone Soup. These options are set in the init.txt file located in theCrawl directory (the directory containing crawl.exe on Windows and DOS). On Unixsystems, you need to set options in the ~/.crawlrc file (a file named .crawlrcin 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_pick2- File System and Sound.crawl_dir, save_dir, sound.3- Lua files.lua_file,base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,gearset.lua, eat.lua, trapwalk.lua4- Interface.4-a Dropping and Picking up.autopickup, default_autopickup, safe_autopickup, safe_zero_exp,pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup,drop_mode, pickup_mode, drop_filter;lua: ch_autopickup (advanced autopickup exceptions)4-b Targeting.target_zero_exp, target_oos, target_los_first,confirm_self_target, default_fizzlecheck4-c Passive Sightings (Detection and Rememberance).detected_monster_colour, detected_item_colour,remembered_monster_colour, colour_map, clean_map4-d Branding (Item and Monster Highlighting).heap_brand, friend_brand, stab_brand, may_stab_brand4-e Level Map Functions.level_map_cursor_step, item_colour,4-f Travel and Exploration.travel_delay, travel_avoid_terrain, travel_exclude_radius2,travel_stop_message, explore_stop, runrest_ignore_message,runrest_ignore_poison, trapwalk_safe_hp,tc_reachable, tc_dangerous, tc_excluded, tc_exclude_circle;lua: ch_stop_run (ignoring monsters)4-g Stashes.stash_tracking, stash_filter4-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_menus4-i Message and Display Improvements.hp_warning, hp_attention, always_greet, terse_hand,delay_message_clear, menu_colour, increasing_skill_progress4-j Missiles.fire_items_start, fire_order4-k Message Channels.plain, prompt, god, pray, duration, danger, food, warning,recovery, multiturn, talk, intrinsic_gain, mutation,monster_spell, monster_enchant, monster_damage, rotten_meat4-l Inscriptions.autoinscribe4-m Macro related Options.flush.failure, flush.command, flush.message5- Character Dump.5-a Items and Kills.kill_map, dump_kill_places, dump_item_origins,dump_item_origin_price, dump_message_count, dump_order5-b Notes.use_notes, note_items, ood_interesting, note_hp_percent,note_skill_levels, note_skill_max, note_monsters,note_messages, note_all_spells6- Miscellaneous.6-a All OS.macro_meta_entry, wiz_mode, colours, char_set, cset_ascii,cset_ibm, cset_dec, feature.6-b DOS and Windows.dos_use_background_intensity6-c Unixbackground--------------------------------------------------------------------------------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 (ifthere is one); this should also explain which of the above-mentioned types itis. Each option should have some remarks on how it's typically used - bewarethat this depends strongly on your playing style and sometimes also on hardwareor operating system.Note that the init.txt coming with regular distributions has all boolean optionscommented out. The commented-out values are always the _non-defaults_, so youcan toggle boolean options by just uncommenting them.Some options need a path as an argument; here you have to use a filesystem pathsuitable for your system. Other options accept regular expressions (regexes):here you can simply use ordinary strings, adapt the suggested regexes to yourneeds or search the internet for regex syntax.If you get stuck or some things just won't seem to work properly, please ask forhelp on the newsgroup rec.games.roguelike.misc. Flag queries with '-crawl-', asother roguelikes are also discussed there.1- Starting Screen.====================The following options are a convenience to help you quickly start your game ofCrawl.name = DelilahIf set, that's the name all your Crawl characters will get.remember_name = falseCrawl remembers the options (class, race etc.) you used to create yourlast character. You may recycle them in the starting screen for a newcharacter. If this option is set to true, Crawl will also remember thelast name you used.If you use this option and want to enter a name _after_ choosing yourrace and class, you must enter . at the initial name prompt - hittingEnter at the name prompt will simply reuse your old name ifremember_name is set.weapon = (random | short sword | hand axe | spear | mace | trident)Specifying the weapon option allows you to bypass the weapon selectionscreen. Note that tridents are restricted to only merfolk andgladiators, 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 forChaos 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 = falseThe random_pick option will randomly generate a character.The above options (weapons and class options) will override whereappropriate.2- File System.================crawl_dir= <path>Directory for reading macro.txt and init.txt, and dumping characters.It should end with the path delimiter.save_dir = <path>Directory where saves and bones are stored. This option may be ignoreddepending on the settings used to compile Crawl, but should behonoured for the official Crawl binaries.sound = <regex>:<path to sound file>Plays the sound file if a message contains regex. The regex shouldnot include commas or colons. For examplesound = LOW HITPOINT WARNING:sound\sounds2\danger3.wavGetting appropriate sound files may be difficult. Check otherroguelikes or old computer rpg's. Alternatively, ask for help atthe newsgroup rec.games.roguelike.misc.3- Lua files.==============Lua files are scripts which can provide existing commands with a new meaningor even create new commands (to be used in macros). If you don't know aspecific reason not to include some or all lua files, you'll do best to justinclude them all.lua_file = <path/name.lua>The currently available lua's arebase.lua -- needed for other lua scriptsstash.lua -- annotates the stash file for better searching (Ctrl-F)Searching for 'Long blades' will also turn up all weaponswith the long blade skill. Also, you can now look forspellbooks ('book'), artifacts ('art'), 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 runningNew options: runrest_ignore_poison, runrest_ignore_messagegearset.lua -- provides commands for switching of complete sets via macroNew macroable functions: rememberkit, swapkiteat.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 = $?!+"/%The above is the default list. The valid symbols are) Weapons( Missiles[ Armour/ Wands% Food? Scrolls" or = Jewellery! Potions+ Books\ Staves0 Orbs} Misc itemsX Corpses$ GoldNote that _whether_ items are picked up automatically or not, iscontrolled by the in-game toggle Ctrl-A. Also note that picking uptakes a turn, but only one turn (regardless of the number of items).If you teleport or blink onto a square with interesting items, thesewill not be picked up.default_autopickup = trueWhen set false, the game starts with autopickup turned off. You canstill toggle autopickup in-game with Ctrl-A.safe_autopickup = trueWhen set, autopickup will not operate if there are visible unfriendlymonsters (or statues.) If safe_zero_exp is set (the default), zero-XPmonsters are considered friendly.safe_zero_exp = trueIf set, presence of only zero experience monsters (like plants) willcause autopickups, even if safe_autopickup=true is set. This optionalso settles whether autoprayer considers such monsters risky.pickup_thrown = truePickup_thrown=true causes autopickup to grab thrown/fired missiles.Many players use this because it eases ranged combat quite a bit. Iffollowing suit, be aware that there are situations when there is notime for picking up projectiles. Use Ctrl-A for switching offautopickup altogether in such cases or set safe_autopickup=true.pickup_dropped = falsePickup_dropped lets autopickup affect objects you've dropped. Set tofalse 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 isnormally the first free slot from a-zA-Z (this is the default "forward"behaviour). Setting assign_item_slot to "backward" changes the slotassignment to the first letter after the last slot.For instance, if you have items on 'a' and 'c', then withassign_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 morelikely to get their old slot back.ban_pickup = <regex>List of item name regexes for items which autopickup will never touch.You can use multiple ban_pickup lines. Some typical examples areban_pickup = degeneration, decay, confusion, potions? of slowingban_pickup = potions? of strong poison,potions? of poisonban_pickup = inaccuracyban_pickup = scrolls? of paper, immolation, curse armor, curse weaponban_pickup = forgetfulness, uselessness, noise, tormentdrop_mode = (multi | single)Single is the classical behaviour (and default): after pressing anotherkey, that item will be dropped. Multi makes an inventory menu appear,allowing the selection of items to be dropped. (You can also switch tomultidrop from the classic drop line using the '@' key).Multidrops are highly convenient. Be aware of the fact that everysingle drop takes one turn. (This is different from picking up.) Whenselecting multidrops, the top right corner will show the estimatednumber of turns.The order in which items get dropped is always from top to bottom inthe inventory listing.pickup_mode = (multi | single | auto:X)Single is the classical behaviour (and default): when picking upitems, you are prompted for them one by one. Multi makes a menuappear, where you can choose which items to pick up. Note thatno matter how many items you choose, picking up will always takeone 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 Xitems on your square, and will prompt one by one otherwise.drop_filter = <regex>When selecting items using the global (de)select keys (',' or '-') ina multidrop listing, you can choose to apply a filter: only itemswhose names match the filter will be selected. The filter strings areregexes. For instance, to quickly select carrion and rotting chunks ofmeat, you could use:drop_filter = skeleton, rotting, corpseOther choices can come in handy as well, e.g. if you want to sacrificeregularly all weapons except axes, use:drop_filter = axe, broadaxeNote that if you use this option, you will lose the (de)select allkeys. However, '*' inverts the current selection and so salvages thisproblem.The default is empty.Using a Lua script, you can define a function "ch_autopickup" to selectadditional items for autopickup. Let's say you want autopickup to only grab foodif your character can eat it (let's say you're playing a kobold and you want tostop picking up vegetables). You could use the following (if '%' is not in theautopickup option):{function ch_autopickup(it)-- The "false" suppresses hunger checks to see if your character is hungry-- enough to eat food/chunks.return food.can_eat(it, false)end}Here's a ch_autopickup that a mummy might find useful:{-- The mummy special. Remove % and ! from your autopickup option if you use-- this.function ch_autopickup(it)return food.can_eat(it, false)or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )end}4-b Targeting.-------------------target_zero_exp = falseSet to false to disable targeting zero exp monsters (i.e. plants)in hostile targeting mode. This is usually convenient to do.target_oos = trueWhen cycling through items with 'x' look-around, setting target_oos totrue allows you to jump the cursor to dungeon features (<> for stairs,Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) thatare outside line-of-sight but in the main view. This is most sensiblyused in connection with stash_tracking=all (see 4-g). Also see alsotarget_los_first below.target_los_first = trueWhen cycling through items/features with the 'x' look-around command,setting target_los_first to true will force the cursor to squares inline-of-sight before going to squares outside LOS. Defaults to true.confirm_self_target = trueSetting this to true will make Crawl ask for confirmation wheneverselecting the character as the target of a non-friendly-targeted spell(i.e., something other than haste, healing or invisibility.)default_fizzlecheck = falseIf set to true, this will require a confirmation when cancellingtarget mode in a way which will make the activated ability or spellfizzle (e.g., when casting Magic Dart and cancelling targeting.)It can be further toggled during play with the key Ctrl+T.4-c Passive Sightings (via detection and rememberance).-----------------------------------------------------------detected_monster_colour = darkgreyMonsters found by detect creatures will be coloured this colour; e.g.detected_monster_colour = lightreddetected_item_colour = darkgreyItems found by detect items will be given this colour, for exampledetected_item_colour = greencolour_map = trueColours out of sight map features on the playing screen.clean_map = falseCleans up out of sight monsters and clouds on the map. This is likepressing 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 aspecial way; special as in reversing fore- and background. There are severalbranding choices (these will not work everywhere; it depends on OS andterminal):standout -- often the same as reverse, might be underline or dimbold -- used by colour curses for brightening foreground coloursblink -- used by colour curses for brightening background coloursreverse -- this will probably workdim -- probably no effectunderline -- this will probably workhighlight: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_brandBrand heaps of items (more than one item or stack). For, exampleheap_brand = reversefriend_brandBrand friends in some way. This is very helpful for summoners. E.g.friend_brand = hi:greenshows friends with a green background. If the friend is itself green,it'll show up as black on green.stab_brandSome deities object to you stabbing monsters. Certain classesspecialise in stabbing monsters. Still other characters are happy ifthey spot a monster before the monster spots them. In all these cases,it helps to identify monsters that are unaware of the character (andhence susceptible to being stabbed) without using the 'x' command. Allthe normal 'brand' options apply. For examplestab_brand = hi:bluemay_stab_brandStabbing may be possible even if the monster is not asleep (if it'sconfused or distracted, for instance). This option brands monsters thatyou *might* be able to stab. Primarily useful for worshippers of TheShining One. Purists may consider this unnecessarily spoily.4-e Level Map Functions.----------------------------level_map_cursor_step = 10How many squares the cursor moves on the level map when usingShift-direction or * direction.item_colour = trueColours items on level-map.4-f Travel and Exploration.-------------------------------travel_delay = 20How long travel waits after each move (milliseconds). Depends onplatform. Setting to -1 will jump to end of travel - you will not seethe individual moves.travel_avoid_terrain = (shallow water | deep water)Prevent travel from routing through shallow water. By default, thisoption is commented out. For merfolk and/or characters with permanentlevitation,travel_avoid_terrain = shallow water, deep waterwill prevent travel or explore from going through any water.travel_exclude_radius2 = 68The square of the radius around travel-excluded squares where travelwill 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 anydangerous 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, andteleporting. In addition, a message containing one of the expressionsin travel_stop_message will stop travel. For example,travel_stop_message = Something appearsstops travel if Xom grants us a gift suddenly. To limit a substringmatch to a message channel, prefix the substring with the channel nameand a colon. For instance, if you want travel to stop when you're hitby divine retribution, you could use:travel_stop_message = god:wrath finds youIf you'd like to stop travel for any message sent to a particularchannel, use a travel_stop_message line with that message channel nameand a colon alone. For example, if you've an amulet of the gourmand, andare 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_stop = items,stairs,shops,altarsExplore will stop for one of these conditions. Whatever you set thisoption to, anything that stops travel will also stop explore. Multipleexplore_stop lines are *not* cumulative! The last explore_stop linewill 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 endsrunrest_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'vedefined a runrest_ignore_poison = x:y option. Running here meansshift-running and resting only. Only one runrest_ignore_poison line isconsidered. Note that for this work, you should also tell Crawl toignore the "You feel sick messages". For example,runrest_ignore_message = You feel.*sickrunrest_ignore_poison = 4:100trapwalk_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 consideredsafe for travel if your hp is greater than or equal to the numberconnected to the trap in question.All the existing trap types can be used, but in practice only themechanical traps (dart, bolt, arrow, needle, spear, axe, blade) makesense. 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:50tc_reachable = bluetc_dangerous = cyantc_excluded = lightmagentatc_exclude_circle = redThe above four settle the colouring of the level map ('X'). They arereachable: all squares reachable without problems (perhaps via stairs)dangerous: squares which are only connected to your place via trapsexcluded: the colour for the centre of travel exclusions (Ctrl-X)excluded_circle: the colour for travel exclusions apart from centreyou travel to without problems (perhaps includingUsing small scripts in init.txt, travel can get even more convenient.* Deciding whether monsters are worth stopping for:Defining a "ch_stop_run" function affects the monster stop condition for *all*run modes: shift-running, travel, explore and interlevel travel.{function ch_stop_run(mons)local name = mons.name-- Stop running only if these monsters get closer than 3 squaresif name == "swamp worm" or name == "big fish"or name == "giant goldfish" or name == "lava worm"or name == "butterfly" then-- mons.x and y coords are relative to the player.local dist = mons.x * mons.x + mons.y * mons.yif dist >= 9 then return false endendreturn trueend}4-g Stashes.----------------stash_tracking = (explicit | dropped | all)A stash is a heap of items tracked by crawl. You can search in yourstashes with Ctrl-F. This options rules how stashes are generated.When stash_tracking is set to 'all' (the default), the game marks anysquare where it sees any object as a stash. That gives you acomprehensive 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 youwant it to keep track of. You do that by stepping onto the squarecontaining your stash of goodies and hitting Ctrl+S. The game will nowkeep track of what's on the square, when you add and remove stuff fromyour stash. If you remove everything from that square, the game willstop tracking the square altogether. You can also erase a stash squarewith Ctrl-E.When stash_tracking is set to 'dropped', any square where you dropsomething becomes a stash, and the game keeps track of all suchsquares.When stash_tracking is set to 'all',4-h Command Enhancements.-----------------------------auto_list = trueChange to true if you want to automatically list appropriate inventoryitems for commands like eat and read. This is like immediately hitting'?', and can be confusing to beginners because they won't get to seethe prompts. This option does not apply to spell casting... Conjurerswould probably find that really annoying.lowercase_invocations = trueSet this option to true if you prefer to have invocations on 'a'-'e'instead of the older 'A'-'E'.easy_open = falseOpen doors by moving on to them. Highly convenient. Note that traveland exploration will automatically open doors depending on this option.easy_butcher = trueIf true, auto-switch to uncursed short blade for butchery. For suchtools any special messages are ignored. If false, you have to wield thetool manually.easy_unequip = trueAllows 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 questionssafe = force only on questions that will end game (default)all = never force capitalsWARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',which can result in accidentally answering yes to questions; it issuggested that you use a value of 'none' or 'safe'easy_quit_item_prompts = trueSetting this option to true allows the quitting of item listing withSpace (as well as Escape, which always works). These lists areessentially all of those that are requesting an inventory item andaccept '?' and '*'. The identify list will never easy quit.easy_exit_menu = trueIn multidrop (and pickup) menus, paging past the end will drop out ofthe menu if easy_exit_menu is true.default_autoprayer = falseWhen set to true, the game will start with automatic prayers. Thisoption can be toggled in-game with Ctrl-V.Letting Crawl pray throughout and automatically can be useful for godslike Trog and Makhleb, who constantly demand kills from their followers.Automatic prayers take a turn like manual prayers and will only happenif- 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 zeroexperience monsters (like plants) are considered hostile.sort_menus = (true | false | auto:X)When set to true, items are sorted by description in inventory andpickup menus. When set to false, items are ordered by equipment slot.When set to a number - using a syntax of the formsort_menus = auto:5 (the default)- items are sorted by their description if the total number of items inthat category is at least that number; in the default case, having 4kinds of potions would not sort them, but having 5 would.4-i Messages and Display Enhancements.------------------------------------------hp_warning = 10hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the dangerchannel when the player takens damage and their hitpoints are less thanthis percentage of their maximum (use 0 to turn off these messages).hp_attention = 25hp_attention gives a less alert warning than hp_warning (it appears inyellow instead of red).terse_hand = falseSet this to false to have the "in hand" description on the main screenthe same as the inventory. The default setting of true will give thenewer more terse description that should fit the limited space better(but will be harder for new players to understand).delay_message_clear = falseSetting this option to true will delay the clearing of messages untilthe message space is full (default is false which results in clearingbetween player actions).always_greet = truealways_greet will give the race/class and god messages everytime thegame is started.menu_colour = <colour>:<regex>This prints a line (of the inventory, a menu, or the discoveriesscreen) containing regex in the stated colour. There can be severalstatements in a list, or also several menu_colour lines. When usingseveral menu_colour lines, the colour of the _first_ matching regexis applied. For a list of colours, check the colour option in 6-a.To colour worn stuff and highlight cursed items, takemenu_colour = lightred: cursed.*(worn|neck|hand|weapon)menu_colour = green:(worn|neck|hand|weapon)menu_colour = red: cursedIf you frequently die because you forget to use emergency items, trymenu_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, usemenu_colour = lightred:potions? of (degeneration|decay)increasing_skill_progress = trueThis affects the appearance of the skills screen ('m'). With thedefault true, the progress for getting ew levels is shown withincreasing percentiles; so that immediately after level up it willread (0%). With false, you get the old behaviour which counts backwardsfrom 10.4-j Missiles.-----------------fire_items_start = aSets the first inventory item to consider. Default is a, many use c.fire_order = launcher, dart, stone, dagger, spear, handaxe, clubThe list should be on one line of items, with commas between items.'launcher' refers to firing the appropriate missile for the wieldedweapon (ie crossbow, bow, sling, blowgun). You'll almost certainlywant it first, as it'll be ignored when you're not wielding a rangedweapon. The default isfire_order = launcher, dartTo quickly experiment with a weapon-throwing character - e.g. tomake 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 belongsto one of the so-called channels. The behaviour of each channel can be changedwith the optionchannel.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 playergod = messages from the godspray = standard praying messages (start/end of prayer)duration = messages about character spells/effects wearing offdanger = serious threats to the characters existencefood = warnings about foodwarning = various other warningsrecovery = recovery from disease/stat loss/poison conditionsmultiturn = indicates long actions (wearing armour, dissecting etc.)talk = monsters talking (acting)intrinsic_gain = level/stat/species power gainsmutation = gain/lose mutationsmonster_spell = messages about monsters gesturing and casting spellsmonster_enchant = messages pertaining to monster enchantments (up or down)monster_damage = messages telling how damaged a monster isrotten_meat = messages about chunks/corpses becoming rottenThe channel options aremute = show no messages from channel (dangerous, be careful!)default = turn channel on to it's default schemealternate = turn channel on to it's alternate "colourful" schemeon = same as defaultplain = make channel the same colour as the "plain" channel(won't do anything silly like "mute" if plain == mute, though)off = same as plainCOLOUR 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 otherchannels are defaulted to on, except for multiturn, which defaults to mute.Note that the template init.txt setschannel.multiturn = onin order to help new players. You may want to comment out this option, ifthe messages are too verbose.4-l Inscriptions.---------------------In Crawl, items can be manually inscribed with the '{' command. This adds anote in curly braces to the item inscription. Several inscriptions arefunctional, 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 automaticallyinscribed (if autopickup is toggled on). For example, marking allroyal jellies and honeycombs eases the Hive (if food is not in theautopickup option):autoinscribe = royal jell:=gautoinscribe = honeycomb:=g4-m Macro related Options.------------------------------flush.failure = trueflush.command = falseflush.message = falseThese are useful when using macros. Setting one of these sub-optionsto true will cause the entire input buffer to be dumped and thuseffectively stop the macro. The sub-options currently arefailure -- when spells/abilities get miscastcommand -- whenever the game is about to get the next commandmessage -- whenever the game outputs a non-mute message5- Character Dump.===================5-a Items and Kills.------------------------The character dump or morgue files end with a list of all monsters that perishedwhile the character was active. By default, dead monsters are grouped in three parts:Vanquished Creatures -- monsters killed by the characterCollateral Kills -- kills of friendly monstersOthers -- all other casualties (e.g. traps, hostile monsters)kill_map = friend:you, other:youwill merge friendly and other kills into the main vanquished creatureslist. Note that the merging is only for display (the game stillmaintains three separate lists internally) and that kill places (seebelow) may be in the wrong order for merged entries. The default is anempty list.dump_kill_places = (none | all | single)In the Vanquished Creatures list, this option controls how thelocations of each kill are displayed. Use 'none' to suppress placedisplay altogether, 'all' to display all known (up to 5) kill places,anything else to the default of showing kill places only for singlekillsdump_item_origins = artifacts, rodsThe game remembers where you find items. If you want this item originmemory listed in your dumps, use this option to select which items getannotated. 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 tonone, and set dump_item_origin_price to -1.dump_item_origin_price = 100Item origins are dumped if the price of the item is greater than orequal to this amount. Set this to -1 to prevent selection by price.dump_message_count = 7The number of last messages to be displayed in character dump files.dump_order = header,stats,misc,notes,inventory,skillsdump_order += spells,mutations,messages,screenshot,killsControls the order of sections in the dump. You can use multipledump_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 inthe dump or morgue files. Below are options for tweaking this behaviour.use_notes = trueSet 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,aquirementood_interesting = 8Monsters 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 atleast ood_interesting levels. To disable OOD monster noting, setood_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 = 5If your HP falls below a certain note_hp_percentage of your max HP, anote will be taken. There is some code to avoid repetitions of notesbased on the same incident. The default is 0, which means no noting.note_skill_levels = 1,5,13,27This sets which skill levels are noteworthy. You can have multiplenote_skill_levels lines. The default is nothing (no notes.)note_skill_max = falseSetting this option will cause a note whenever a new maximum in skilllevels is reached. If note_skill_max is true and note_skill_levels isnonempty, 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 areconsidered interesting. You can have multiple note_monsters lines. E.g.note_monsters = Klown,orb of firenote_messages = <regex list>Messages which match an item in this comma-separated list areconsidered interesting. You can have multiple note_messages lines. E.g.note_messages = Something interferesnote_messages = protects you from harmIf you want all banishments to the Abyss noted, usenote_messages = [bB]anish.*AbyssIf you want a note when your draconian scales turn <colour>, usenote_messages = Your scales startnote_all_spells = trueWill add a note for each spell memorised.6- Miscellaneous.==============6-a All OS.---------------macro_meta_entry = truemacro_meta_entry lets you specify non-printable keycodes like \{3} whencreating a macro. For instance, if you want to keymap 0 to Escape, you'duse a target keycode of \{27}.colour.OLDCOLOUR = NEWCOLOURUseful for terminals where some colours are hard to read (and cannotbe adjusted), as well as for creating a custom scheme, especially whenused with the background option on a terminal with a non-blackbackground.Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference andthe NEWCOLOUR is always literal (ie. it won't re-evaluate to adifferent colour).The colours are:black, blue, green, cyan, red, magenta, brown, lightgrey,darkgrey, lightblue, lightgreen, lightcyan, lightred,lightmagenta, yellow, whitewith lightgray = lightgrey, darkgray = darkgrey. Some examples:colour.lightgray = blackcolour.lightcyan = cyancolour.yellow = brownwiz_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 gamenever -- never allow a wizard command to be usedchar_set = (ascii | ibm | dec)Chooses different character sets for the game play screen. DOS andWindows users will want to use the IBM character set, Unix users willprefer DEC or plain ASCII.cset_ascii, cset_ibm, cset_dec, cset_anyCan be used to change individual characters in a specific characterset (the character set used for display is determined by the char_setoption). The syntax is the same for all of these; cset_any changescharacters 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, cloudMost of these are self-explanatory. "arch" is used for shops andportals. "floor_magic" and "wall_magic" are used to displaymagic-mapped squares on the level map. "invis_exposed" is the characterfor water creatures submerged in shallow water, or invisible creatureswading 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:0shows 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. Thisregex should match the description when using the 'x' command. In casethe 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 theabove cset options, or also to distinguish among subtypes of acharacter.'magic' always refers to magic mapping. So the <magicmap symbol> entrydetermines what symbol will be used for features only detected via magicmapping.Leading parameters in the {...} list can be omitted by leaving themblank and using placeholder commas. Trailing parameters can be omittedwithout placeholder commas.Multiple feature option lines can be used, as can multiple featuredescriptions strung together on the same line separated by semicolons.Examples:feature = rock wall { , , red } # shows rock walls in redfeature = metal wall {#} # use '#' for metal walls6-b DOS and Windows.------------------------dos_use_background_intensity = falseOn DOS and Windows, if you're using a console that can do high-intensitybackground colours, set this option to true for superiorfriend-branding. If your console doesn't like this option, some friendlymonsters will appear as blinking characters (and setting this option tofalse 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). Thismay be useful if you're using a terminal with a background colour otherthan black (such as an xterm), but this option is still experimentaland the results may not be very good.