git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9 c06c8d41-db1a-0410-9941-cceddc491573
UF4ODJOCV3ZL7DXRLLOFVWHUKKJX34FO4ZM6VJAWEJ3QVP3XZ2AAC
#
# 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
# 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:
# 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
#
# 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,
# for instance). This option brands monsters that you *might* be able to stab,
# provided the monster is adjacent to you. Primarily useful for worshippers of
# The Su^WShining One. Purists may consider this unnecessarily spoily and a
# cheat. Direct such opinions to <scintilla@gmail.com>
#
# 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 friend-branding.
# If your console doesn't like this option, some friendly monsters will appear
# as blinking characters (and setting this option to false may be advisable
# to preserve your sanity in such cases).
#
# dos_use_background_intensity = true