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 4dump_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 = realremembered_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 trackingstash_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