courtesy of maiermirk (1829976, 1831190).
This includes a lot of spacing changes, updates of some examples and moving around some options into more sensible groupings.
Highlights:
Also s/artifact/artefact.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2874 c06c8d41-db1a-0410-9941-cceddc491573
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FIRE_NONE = 0x0000,FIRE_LAUNCHER = 0x0001,FIRE_DART = 0x0002,FIRE_STONE = 0x0004,FIRE_DAGGER = 0x0008,FIRE_JAVELIN = 0x0010,FIRE_SPEAR = 0x0020,FIRE_HAND_AXE = 0x0040,FIRE_CLUB = 0x0080,FIRE_ROCK = 0x0100,FIRE_NET = 0x0200,FIRE_RETURNING = 0x0400
# White space is stripped from the beginning and end of the line, as well# as immediately before and after the '='. If the option allows multiple# comma/semicolon-separated terms (such as autopickup_exceptions), all# whitespace around the separator is also trimmed. All other whitespace# is left intact.
# White space is stripped from the beginning and end of the line, as# well as immediately before and after the '='. If the option allows# multiple comma/semicolon-separated terms (such as# autopickup_exceptions), all whitespace around the separator is also# trimmed. All other whitespace is left intact.
# assign_item_slot = backward## autopickup_exceptions = scrolls? of random uselessness# autopickup_exceptions = <deck of cards
# assign_item_slot = (forward | backward)
# dump_order = header,hiscore,stats,misc,notes,inventory,turns_by_place,# dump_order += skills,spells,overview,mutations,messages,screenshot# dump_order += kills_by_place,kills
# dump_order = header,hiscore,stats,misc,notes,inventory,# dump_order += turns_by_place,skills,spells,overview,mutations,# dump_order += messages,screenshot,kills_by_place,kills
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). OnUnix systems, you need to set options in the ~/.crawlrc file (a file named.crawlrc in your home directory).
This document explains all of the options in the latest version ofDungeon Crawl Stone Soup. These options are set in the init.txt filelocated in the Crawl directory (the directory containing crawl.exe onWindows and DOS). On Unix systems, you need to set options in the~/.crawlrc file (a file named .crawlrc in your home directory).
travel_stop_message, explore_greedy, explore_stop,runrest_ignore_message, runrest_ignore_poison,runrest_ignore_monster,trapwalk_safe_hp, tc_reachable,tc_dangerous, tc_excluded, tc_exclude_circle
explore_greedy, explore_stop, tc_reachable,tc_dangerous, tc_excluded, tc_exclude_circle,travel_stop_message, runrest_ignore_message,runrest_ignore_poison, runrest_ignore_monster,trapwalk_safe_hp
auto_list, easy_open, easy_butcher, always_confirm_butcher,easy_unequip, easy_confirm, easy_quit_item_prompts,easy_exit_menu, default_autoprayer, sort_menus
auto_list, easy_open, easy_unequip, easy_confirm,easy_butcher, always_confirm_butcher,easy_quit_item_prompts, easy_exit_menu,default_autoprayer, sort_menus
monster_spell, monster_enchant, monster_damage, rotten_meat,equipment, floor, multiturn, examine, examine_filter,diagnostics, tutorial
monster_spell, monster_enchant, monster_damage,rotten_meat, equipment, floor, multiturn, examine,examine_filter, diagnostics, tutorial
note_items, ood_interesting, note_hp_percent,note_skill_levels, note_skill_max, note_monsters,note_messages, note_all_spells
note_items, note_monsters, ood_interesting,note_hp_percent, note_skill_levels,note_all_skill_levels, note_skill_max, note_all_spells,note_messages
macro_meta_entry, mouse_input, wiz_mode, colours,char_set, cset_ascii, cset_ibm, cset_dec, cset_unicode,feature, mon_glyph, classic_item_colours
macro_meta_entry, mouse_input, wiz_mode, use_ascii,classic_item_colours, colours, char_set, cset_ascii,cset_ibm, cset_dec, cset_unicode, feature, mon_glyph
ae = >decay, >degeneration
ae = >uselessness, >inaccuracyIf you get stuck or some things just won't seem to work properly,please ask for help on the newsgroup rec.games.roguelike.misc. Pleaseflag queries with '-crawl-', as other roguelikes are also discussedthere.
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.
remember_name = trueCrawl remembers the options (class, race etc.) you used tocreate your last character. You may recycle them in thestarting screen for a new character. If this option is set totrue, Crawl will also remember the last 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.
If you use this option and want to enter a name _after_choosing your race and class, you must enter . at the initialname prompt - hitting Enter at the name prompt will simplyreuse your old name if remember_name is set.
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.
Specifying the weapon option allows you to bypass the weaponselection screen. Note that tridents are restricted to onlymerfolk and gladiators, but you'll get the standard query inillegal cases.
Several spellcasting classes can choose their starting spellbook.Note flame=fire and ice=cold and summ=summoning.
Several spellcasting classes can choose their startingspellbook. Note flame=fire and ice=cold and summ=summoning.
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.
save_dir = savesDirectory where saves and bones are stored. This option may beignored depending on the settings used to compile Crawl, butshould be honoured for the official Crawl binaries.
Plays the sound file if a message contains regex. The regex shouldnot include commas or colons. For examplesound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
Plays the sound file if a message contains regex. The regexshould not include commas or colons. For examplesound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
roguelikes or old computer RPGs. Alternatively, ask for help inthe newsgroup rec.games.roguelike.misc.
roguelikes or old computer RPGs. Alternatively, ask for helpin the newsgroup rec.games.roguelike.misc.
stash.lua -- annotates the stash file for better searching (Ctrl-F)Searching for 'Long blades' will also turn up all weaponswith the long blade skill. Similarly, you can use 'altar','portal' etc. Also, you can look for spellbooks ('book'),artifacts ('artifact'), and ego items ('ego').
stash.lua -- annotates the stash file for better searching(Ctrl-F). Searching for 'Long blades' will also turnup all weapons with the long blade skill. Similarly,you can use 'altar','portal' etc. Also, you can lookfor spellbooks ('book'), artefacts ('artefact'), andego items ('ego').
currently gives three lists (Vanquished, Friendly, Others)runrest.lua -- allows overriding certain stop conditions when runningNew options: runrest_ignore_poison, runrest_ignore_message,runrest_ignore_monstergearset.lua -- provides commands for switching of complete sets via macro
currently gives three lists (Vanquished, Friendly,Others)runrest.lua -- allows overriding certain stop conditions whenrunningNew options: runrest_ignore_poison,runrest_ignore_message, runrest_ignore_monstergearset.lua -- provides commands for switching of complete sets viamacro
controlled 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.
controlled by the in-game toggle Ctrl-A. Also note that pickingup takes a turn, but only one turn (regardless of the number ofitems). If you teleport or blink onto a square with interestingitems, these will not be picked up.
A set of regexes that force matching items to be picked up (if prefixedwith <), or never picked up (if prefixed with >). Excludes (>) takeprecedence over includes (<), so if the same item is matched by bothan exclude and an include, it will not be subject to autopickup.
A set of regexes that force matching items to be picked up (ifprefixed with <), or never picked up (if prefixed with >).Excludes (>) take precedence over includes (<), so if the sameitem is matched by both an exclude and an include, it will notbe subject to autopickup.
autopickup_exceptions = <curare-tipped needleForces autopickup to grab all curare-tipped needles, even if missilesare not set in the "autopickup" option.
autopickup_exceptions = <curare-tipped needleForces autopickup to grab all curare-tipped needles, even ifmissiles are not set in the "autopickup" option.
Whitespace between <> and the match expression is significant, so thisis a mistake:autopickup_exceptions = < ebony casket
Whitespace between <> and the match expression is significant,so the following won't work:autopickup_exceptions = < ebony casket
If the regexes are not prefixed with < or >, > is implied, so theoption setting above can also be written asautopickup_exceptions = decay, degeneration
If the regexes are not prefixed with < or >, > is implied, sothe option setting above can also be written asautopickup_exceptions = uselessness, inaccuracy
autopickup_exceptions = degeneration, decay, potions? of confusion,autopickup_exceptions = potions? of slowing, potions? of paralysisautopickup_exceptions = potions? of strong poison,potions? of poisonautopickup_exceptions = inaccuracyautopickup_exceptions = scrolls? of paper, immolation, curse armour,autopickup_exceptions = curse weapon, forgetfulness, uselessness,autopickup_exceptions = noise, torment
autopickup_exceptions = inaccuracy, scrolls? of paper,autopickup_exceptions = immolation, curse (armour|weapon),autopickup_exceptions = uselessness, noise, tormentNote that if pickup.lua has been sourced, you won't need to setautopickup exceptions for potions except maybe for very specialcases.
When set to false, the game starts with autopickup turned off. You canstill toggle autopickup in-game with Ctrl-A.
When set to false, the game starts with autopickup turned off.You can still toggle autopickup in-game with Ctrl-A.
pickup_thrown=true causes autopickup to pick up thrown/fired missiles,which can make life much easier for hunter types. Be aware thatautopickup uses a turn, though it won't trigger if you can seemonsters.
pickup_thrown = true causes autopickup to pick up thrown/firedmissiles, which can make life much easier for hunter types. Beaware that autopickup uses a turn, though it won't trigger ifthere are hostile monsters in sight.
pickup_dropped lets autopickup affect objects you've dropped. Set tofalse to block autopickup for dropped objects. This can be convenient.
pickup_dropped lets autopickup affect objects you've dropped.Set to false to block autopickup for dropped objects. This canbe convenient.
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.
When picking up items, the inventory slot into which the itemgoes is normally the first free slot from a-zA-Z (this is thedefault "forward" behaviour). Setting assign_item_slot to"backward" changes the slot assignment to the first letter afterthe last slot.
assign_item_slot = forward, the next item will go into 'b',assign_item_slot = backward, the next item will go to 'd' instead.With "backward", items dropped/fired and picked up later are morelikely to get their old slot back.
assign_item_slot = forward, the next item will go into 'b',assign_item_slot = backward, the next item will go to 'd'instead.With "backward", items dropped/fired and picked up later aremore likely to get their old slot back.
Single is the classic behaviour; when you select an inventory letter,that item will be dropped immediately. Multidrop allows you to selectmultiple items to be dropped. (You can also switch to multidrop fromthe classic drop menu using the '@' key).
Single is the classic behaviour; when you select an inventoryletter, that item will be dropped immediately. Multidrop allowsyou to select multiple items to be dropped. (You can also switchto multidrop from the classic drop menu using the '@' key).
Multidrop can be very convenient, but be aware that every item droppedtakes one turn. (This is different from picking up.) When selectingmultidrops, the top right corner shows the estimated number of turns.
Multidrop is the default and can be very convenient, but beaware that every item dropped takes one turn. (This is differentfrom picking up.)When selecting multidrops, the top right corner shows theestimated number of turns.
The order in which items get dropped is from top to bottom in theinventory listing, but equipped items will be dropped last, and may bedropped out of order.
The order in which items get dropped is from top to bottom inthe inventory listing, but equipped items will be dropped last,and may be dropped out of order.
Single is the classical behaviour (and default): when picking up items,you are prompted for them one by one. Multi makes a menu appear, whereyou can choose which items to pick up. Note that no matter how manyitems you choose, picking up will always take one turn.If pickup_mode is auto:X, where X is some number (for example, auto:5),then pickup will give a menu if there are at least X items on yoursquare, and will prompt one by one otherwise.
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.
When selecting items using the global (de)select keys (',' or '-') in amultidrop menu, you can choose to select only items that match asearch regex using this option.
When selecting items using the global (de)select keys (',' or'-') in a multidrop menu, you can choose to select only itemsthat match a search regex using this option.
For instance, to quickly select carrion and rotting chunks of meat, youcould 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, broadaxe
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 toregularly sacrifice all weapons except axes, use:drop_filter = axe, broadaxe
When a drop_filter is set, using the select/deselect keys will set/clear selection of items that match the filter expression(s).
When a drop_filter is set, using the select/deselect keys willset/clear selection of items that match the filterexpression(s).
Set to false to disable targeting zero exp monsters (i.e. plants)in hostile targeting mode. This is usually convenient to do.
Set to false to disable targeting zero exp monsters (i.e.plants) in hostile targeting mode. This is usually convenient todo.
When 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)that are outside line-of-sight but in the main view. This is mostsensibly used in connection with stash_tracking=all (see 4-g). Alsosee also target_los_first below.
When cycling through items with 'x' look-around, settingtarget_oos to true allows you to jump the cursor to dungeonfeatures (<> for stairs, Tab for shops, ^ for traps) and stashes(with the '*' and '/' keys) that are outside line-of-sight butin the main view. This is most sensibly used in connection withstash_tracking = all (see 4-g).Also see target_los_first below.
When 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.
When cycling through items/features with the 'x' look-aroundcommand, setting target_los_first to true will force the cursorto squares in line-of-sight before going to squares outside LOS.
detected_monster_colour = darkgreyMonsters found by detect creatures will be coloured this colour; e.g.detected_monster_colour = lightred
detected_monster_colour = lightredMonsters found by detect creatures will be coloured this colour.
Cleans 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.
Cleans up out of sight monsters and clouds on the map. This islike pressing Ctrl-C (clearing both main screen and level map)all the time.
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 colours
standout -- often the same as reverse, might be underline ordimbold -- used by colour curses for brightening foregroundcoloursblink -- used by colour curses for brightening backgroundcolours
Brand 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.
Brand 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 itselfgreen, it'll show up as black on green.
specialise 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:blue
specialise in stabbing monsters. Still other characters arehappy if they spot a monster before the monster spots them. Inall these cases, it helps to identify monsters that are unawareof the character (and hence susceptible to being stabbed) withoutusing the 'x' command. All the normal 'brand' options apply. Forexamplestab_brand = hi:blue
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 water
Prevent travel from routing through shallow water. By default,this option is commented out. For merfolk and/or characters withpermanent levitation,travel_avoid_terrain = shallow water, deep water
explore_greedy = falseGreedy explore travels to items that are eligible for autopickupin addition to exploring the level, but is otherwise identicalto regular explore. Greedy explore is only available withstash_tracking = all (for any other value of stash_tracking,normal explore behaviour is used). Greedy explore is also bestwith pickup_dropped = false. Explore greed is disabled if you'retemporarily unable to pick up items (from uncontrolledlevitation, for instance).
explore_stop = items,stairs,shops,altars,gatesExplore will stop for one of these conditions. Whatever you setthis option to, anything that stops travel will also stopexplore. Multiple explore_stop lines are *not* cumulative! Thelast explore_stop line will override all previous explore_stoplines.tc_reachable = bluetc_dangerous = cyantc_disconnected = darkgreytc_excluded = lightmagentatc_exclude_circle = redThe above five settle the colouring of the level map ('X').They arereachable: all squares safely reachable (without leaving thelevel)dangerous: squares which are only connected to you via traps,etc.disconnected: squares which cannot be reached without leavingthe levelexcluded: the colour for the centre of travel exclusions(Ctrl-X)excluded_circle: the colour for travel exclusions apart fromcentre
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 will always stop upon hitpoint loss, confusion, statdrain, getting encumbered, catching sight of a non-friendlymonster, and teleporting. In addition, a message containing oneof the expressions in travel_stop_message will stop travel. Forexample,
stops 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 (see section 4-k below on Message Channels). For instance,if you want travel to stop when you're hit by divine retribution, youcould use:
stops travel if Xom grants us a gift suddenly. To limit asubstring match to a message channel, prefix the substring withthe channel name and a colon (see section 4-k below on MessageChannels). For instance, if you want travel to stop when you'rehit by divine retribution, you could use:
If 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're playing a ghoul:
If you'd like to stop travel for any message sent to aparticular channel, use a travel_stop_message line with thatmessage channel name and a colon alone. For example, if you'replaying a ghoul:
explore_greedy = falseGreedy explore travels to items that are eligible for autopickup inaddition to exploring the level, but is otherwise identical toregular explore. Greedy explore is only available withstash_tracking = all (for any other value of stash_tracking, normalexplore behaviour is used). Greedy explore is also best withpickup_dropped = false. Explore greed is disabled if you'retemporarily unable to pick up items (from uncontrolled levitation,for instance).explore_stop = items,stairs,shops,altars,gatesExplore 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.
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 = offer a prayer,prayer is overrunrest_ignore_message = pleased with you,exalted
This only works if runrest.lua has already been sourced ininit.txt. Any message containing the string will *not* stop yourrun. E.g.runrest_ignore_message = offer a prayer,prayer is overrunrest_ignore_message = pleased with you,exalted
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 = 4:100
This only works if runrest.lua has already been sourced ininit.txt. Poison damage of x will be ignored if you have atleast y hp if you've defined a runrest_ignore_poison = x:yoption. Running here means shift-running and resting only. Onlyone runrest_ignore_poison line is considered. Note that forthis work, you should also tell Crawl to ignore the"You feel sick" messages. For example,runrest_ignore_message = You feel.*sickrunrest_ignore_poison = 4:100
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.
This only works if trapwalk.lua has already been sourced ininit.txt. Any square containing one of the listed trap typeswill be considered safe for travel if your hp is greater than orequal to the number connected 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 easilypossible. Defaults to none. For example,
All the existing trap types can be used, but in practice onlythe mechanical traps (dart, bolt, arrow, needle, spear, axe,blade) make sense. Note that travel tries to avoid traps if thisis easily possible. Defaults to none. For example,
tc_reachable = bluetc_dangerous = cyantc_excluded = lightmagentatc_exclude_circle = redThe above four settle the colouring of the level map ('X'). They arereachable: all squares safely reachable (without leaving the level)dangerous: squares which are only connected to you via traps, etc.excluded: the colour for the centre of travel exclusions (Ctrl-X)excluded_circle: the colour for travel exclusions apart from centre
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.
A stash is a heap of items tracked by Crawl. You can search inyour stashes with Ctrl-F. This options rules how stashes aregenerated. When stash_tracking is set to 'all' (the default),the game marks any square where it sees any object as a stash.That gives you a comprehensive list of everything your charactersees in the dungeon, but may slow the game down and use too muchmemory 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. You can also inscribe an item with "=s" to automaticallymark a square as a stash whenever that item is dropped. If youremove everything from that square, the game will stop trackingthe square altogether. You can also erase a stash square withCtrl-E. Explicitly marked stashes will never be sacrificed by a
With 'explicit', you have to explicitly tell the game whatsquares you want it to keep track of. You do that by steppingonto the square containing your stash of goodies and hittingCtrl+S. The game will now keep track of what's on the square,when you add and remove stuff from your stash. You can alsoinscribe an item with "=s" to automatically mark a square as astash whenever that item is dropped. If you remove everythingfrom that square, the game will stop tracking the squarealtogether. You can also erase a stash square with Ctrl-E.Explicitly marked stashes will never be sacrificed by a
When stash_tracking is set to 'dropped', any square where you dropsomething becomes a stash, and the game keeps track of all suchsquares. You can still use Ctrl-S and Ctrl-E as above.
When stash_tracking is set to 'dropped', any square where youdrop something becomes a stash, and the game keeps track of allsuch squares. You can still use Ctrl-S and Ctrl-E as above.stash_filter = <list of numbers>This option allows filtering certain classes of items whensearching stashes.For example:stash_filter = 14, 4:21filters corpses (14) as well as food of the subtype chunks (4:21).
automatically listed for commands like eat and read. This is likeimmediately hitting '?', and can be confusing to beginners because theywon't get to see the prompts. This option does not apply to spellcasting... Conjurers would probably find that really annoying.
automatically listed for commands like eat and read. This islike immediately hitting '?', and can be confusing to beginnersbecause they won't get to see the prompts. This option does notapply to spell casting... Conjurers would probably find thatreally annoying.
Open doors by moving on to them. Highly convenient. Note that traveland exploration will automatically open doors depending on this option.
Open doors by moving on to them. Highly convenient. Note thattravel and exploration will automatically open doors dependingon this option.
easy_butcher = trueIf true, auto-switch to an appropriate uncursed weapon for butchery.For such tools any special messages are ignored. If false, you have towield the tool manually.always_confirm_butcher = falseIf true, always request confirmation before butchering. If false,butchering will proceed automatically if there is exactly onecorpse on the square.
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'
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 toquestions; it is suggested that you use a value of 'none' or'safe'easy_butcher = trueIf true, auto-switch to an appropriate uncursed weapon forbutchery. For such tools any special messages are ignored. Iffalse, you have to wield the tool manually.
Setting 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.
Setting this option to true allows the quitting of item listingwith Space (as well as Escape, which always works). These listsare essentially all of those that are requesting an inventoryitem and accept '?' and '*'. The identify list will never easyquit.
In multidrop (and pickup) menus, paging past the end will drop out ofthe menu if easy_exit_menu is true.
In multidrop (and pickup) menus, paging past the end will dropout of the menu if easy_exit_menu is true.
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.If you use autoprayer, you might want to set runrest_ignore_messageto ignore the prayer messages (see the documentation forrunrest_ignore_message).
Note that even when you're praying, you can renew prayeranytime. Also note the option safe_zero_exp (see 4-a) decideswhether zero experience monsters (like plants) are consideredhostile.If you use autoprayer, you might want to setrunrest_ignore_message to ignore the prayer messages (see thedocumentation for runrest_ignore_message).
When sort_menus = false (the default), items are not sorted,and will be ordered by inventory letter (or in the orderthey're stacked for items on the floor).
When sort_menus = false (the default), items are not sorted, andwill be ordered by inventory letter (or in the order they'restacked for items on the floor).
sort_menus = auto:5will sort item classes that have at least 5 items. Forinstance, having 4 kinds of potions would not sort them, buthaving 5 would.
sort_menus = auto:5will sort item classes that have at least 5 items. For instance,having 4 kinds of potions would not sort them, but having 5would.
"a +0 robe", "an embroidered robe" and "the cursed +2 robeof Ponies" is just "robe". The basename for both of"a brass ring" and "a ring of fire resistance" are "ring".
"a +0 robe", "an embroidered robe" and "the cursed +2 robe ofPonies" is just "robe". The basename for both of "a brassring" and "a ring of fire resistance" are "ring".
The name of the item without articles (a/an/the),quantities, enchantments, or curse-status. The qualifiednames for the robes described above are "robe", "embroideredrobe" and "robe of Ponies", respectively. The qualifiednames for the rings describe above are "brass ring" and"ring of fire resistance", respectively.
The name of the item without articles (a/an/the), quantities,enchantments, or curse-status. The qualified names for therobes described above are "robe", "embroidered robe" and "robeof Ponies", respectively. The qualified names for the ringsdescribed above are "brass ring" and "ring of fireresistance", respectively.
You can ask for a descending order sort by prefixing one ormore sort criteria with > as:sort_menus = true : basename, >qty
You can ask for a descending order sort by prefixing one or moresort criteria with > as:sort_menus = true : basename, >qty
sort_menus = true : equipped, basename, qualname, curse, qtywill produce the same inventory and drop menus as by default, withthe exception that all worn/wielded items come first. This can beconvenient if you use the '.' command to select subsequent items.
sort_menus = true : equipped, basename, qualname, curse, qtywill produce the same inventory and drop menus as by default,with the exception that all worn/wielded items come first. Thiscan be convenient if you use the '.' command to selectsubsequent items.
hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the dangerchannel when the player takes damage and their hitpoints are less thanthis percentage of their maximum (use 0 to turn off these messages).
hp_warning gives "* * * LOW HITPOINT WARNING * * *" on thedanger channel when the player takes damage and their hitpointsare less than this percentage of their maximum (use 0 to turnoff these messages).
hp_colour colours your HP appropriately in the display. In the defaultsetting, your HP will appear in red if at less then 25%, yellow if atless than 50%, and lightgrey otherwise.
hp_colour colours your HP appropriately in the display. In thedefault setting, your HP will appear in red if at less then 25%,yellow if at less than 50%, and lightgrey otherwise.
Setting this option to true will delay the clearing of messages untilthe message space is full (default is false which results in clearingbetween player actions).
Setting this option to true will delay the clearing of messagesuntil the message space is full (default is false which resultsin clearing between player actions).show_inventory_weights = falseWhen this is set to true, inventory listings will mention theweight of each item.show_turns = falseThis option controls whether the turn counter (of turns elapsed)is displayed in the main view.show_beam = falseWhen performing actions such as throwing or zapping, you cantoggle whether to show the beam path or not. This optioncontrols the initial status of this toggle. When set to true,the path will be shown.item_stack_summary_minimum = 5If you step over a stack with this number or more of items init, the first description line will contain a summary of all theitems in the stack (up to 50 items), in a format which lookslike this:Items here: !! """ % ( )))))) [[[Known artefacts will be coloured in yellow; glowing or runeditems will be in white, unless you already know that they arenot ego items.
screen) 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.
screen) containing regex in the stated colour. There can beseveral statements in a list, and also several menu_colourlines. When using several menu_colour lines, the colour of the_first_ matching regex is applied. For a list of colours, checkthe colour option in 6-a.
The match specifies which listings are affected by the colouring.If you specify 'any', or completely skip the <match>: part, then alllistings are used. Possible values for match are:
The match specifies which listings are affected by thecolouring. If you specify 'any', or completely skip the <match>:part, then all listings are used. Possible values for match are:
If you frequently die because you forget to use emergency items, trymenu_colour = inventory:cyan:(potions? of heal wounds|teleportation)menu_colour = inventory:lightcyan:(blinking|wand of (fire|cold|draining))
If you frequently die because you forget to use emergency items,trymenu_colour = inventory:cyan:(potions? of heal wounds|blinking)menu_colour = inventory:lightcyan:wand of (fire|cold|draining)
menu_colour can also be applied to colour the in-game notes (to beread with '?:'). The following line will show level ups in white:
menu_colour can also be applied to colour the in-game notes (tobe read with '?:'). The following line will show level ups inwhite:
the item's object type: armour, weapon, wand, etc. If boththis option and menu_colour_prefix_id are set to true, thenthe identification string comes before the object type string(i.e., "identified weapon", "known wand", etc).
the item's object type: armour, weapon, wand, etc. If both thisoption and menu_colour_prefix_id are set to true, then theidentification string comes before the object type string (i.e.,"identified weapon", "known wand", etc).
message_colour allows you to override colours for individual messages.For instance, if you find the low hp warning to be insufficientlyattention grabbing, you could do something likemessage_colour = yellow:LOW HITPOINT WARNING
message_colour allows you to override colours for individualmessages. For instance, if you find the low hp warning to beinsufficiently attention grabbing, you could do something likemessage_colour = yellow:LOW HITPOINT WARNING
message_colour = mute:You start restingshow_inventory_weights = falseWhen this is set to true, inventory listings will mention theweight of each item.show_turns = falseThis option controls whether the turn counter (of turns elapsed) isdisplayed in the main view.show_beam = falseWhen performing actions such as throwing or zapping, you can togglewhether to show the beam path or not. This option controls theinitial status of this toggle. When set to true, the path will beshown.item_stack_summary_minimum = 5If you step over a stack with this number or more of items in it,the first description line will contain a summary of all theitems in the stack (up to 50 items), in a format which lookslike this:Items here: !! """ % ( )))))) [[[Known artefacts will be coloured in yellow; glowing or runeditems will be in white, unless you already know that theyare not ego items.
message_colour = mute:You start resting
fire_order = launcher, dart / stone / dagger, spear, handaxe, clubThe list should be on one line of items, with commas between items.Items that appear first get higher priority.
fire_order = launcher, return,fire_order += javelin / dart / stone / rock / spear / net / handaxeControls the order of items autoselected for firing. Itemsshould be separated by commas and items that appear first gethigher priority. You can use multiple fire_order lines - alllines but the first must use fire_order +=
Items in any position may be slash-separated to indicate that theseare of equal priority. In the example, darts, stones and daggers areat the same priority, so the first item in your inventory that isone of these will be picked for firing.
Items in any position may be slash-separated to indicate thatthese are of equal priority. If this is the case, the first itemin your inventory that fits one of these will be picked forfiring.
'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, javelin / dart / stone / spear
'launcher' refers to firing the appropriate missile for thewielded weapon (ie crossbow, bow, sling, blowgun). You'll almostcertainly want it first, as it'll be ignored when you're notwielding a ranged weapon. 'return' refers to (identified)weapons of returning.
monster_spell = messages about monsters gesturing and casting spellsmonster_enchant = messages pertaining to monster enchantments (up or down)
monster_spell = messages about monsters gesturing or casting spellsmonster_enchant = messages pertaining to monster enchantments
floor = messages when looking at or walking over a floor itemmultiturn = indicates long actions (wearing armour, dissecting etc.)
floor = messages when looking at or walking over a flooritemmultiturn = indicates long actions (wearing armour, dissectingetc.)
The only multi-colour channels currently are monster_damage and god. All otherchannels are defaulted to on, except for multiturn, which defaults to mute.
The only multi-colour channels currently are monster_damage and god. Allother channels are defaulted to on, except for multiturn, which defaultsto mute.
channel.multiturn = onin order to help new players. You may want to comment out this option, ifthe messages are too verbose.
channel.multiturn = onin order to help new players. You may want to comment out this option,if the messages are too verbose.
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
In Crawl, items can be manually inscribed with the '{' command. Thisadds a note in curly braces to the item inscription. Severalinscriptions are functional, namely all containing one of the following
(in the example 'w' could be any sensible command and '9' could be any digit).An item may contain more than one shortcut.
In the example, 'w' could be any sensible command and '9' could be anydigit. An item may contain more than one shortcut.
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:=gAnother use of autoinscription is making sure that you don't losecharges of important wands accidentally, as inautoinscribe = wand of healing:!z
Any item whose description contains the regex will beautomatically inscribed (if autopickup is toggled on). Forexample, marking all royal jellies and honeycombs eases the Hive(if food is not in the autopickup option):autoinscribe = royal jell:=gautoinscribe = honeycomb:=g
These 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 message
These are useful when using macros. Setting one of thesesub-options to true will cause the entire input buffer to bedumped and thus effectively stop the macro. The sub-optionscurrently arefailure -- when spells/abilities get miscastcommand -- whenever the game is about to get the next commandmessage -- whenever the game outputs a non-mute message
will 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.
will merge friendly and other kills into the main vanquishedcreatures list. Note that the merging is only for display (thegame still maintains three separate lists internally) and thatkill places (see below) may be in the wrong order for mergedentries. The default is an empty list.
locations 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 singlekills
locations of each kill are displayed. Use 'none' to suppressplace display altogether, 'all' to display all known (up to 5)kill places, anything else to the default of showing kill placesonly for single kills
dump_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,
dump_item_origins = artefacts, rodsThe game remembers where you find items. If you want this itemorigin memory listed in your dumps, use this option to selectwhich items get annotated. Available selectors are:artefacts, ego_arm, ego_weap, jewellery, runes,
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_item_origin_price = -1Item origins are dumped if the price of the item is greater thanor equal to this amount. Set this to -1 to prevent selection byprice.
dump_order lines - all lines but the first must use dump_order +=Two optional dump sections are turns_by_place and kills_by_place,which add detailed statistics to where turns were spent and monsterswere killed. You can add them to your dump as:
dump_order lines - all lines but the first must usedump_order +=
Crawl can automatically log certain events during play. You can read these inthe dump or morgue files. Below are options for tweaking this behaviour.
Crawl can automatically log certain events during play. You can readthese in the dump or morgue files. Below are options for tweaking this behaviour.
When an item is identified, it will be noted if it is an artifact(fixed, unrand, or random) or if its short description matches a regex.E.g.note_items = rod,book,rune,acquirement
When an item is identified, it will be noted if it is anartefact(fixed, unrand, or random) or if its short description matches aregex. E.g.note_items = rod,book,rune,acquirement
Monsters which are out of depth (OOD for short) for their currentlevel, e.g. a dragon on level 2, will be noted if they are out of depthby at least ood_interesting levels. To disable OOD monster noting, setood_interesting to 500; the default is 8.
Monsters which are out of depth (OOD for short) for theircurrent level, e.g. a dragon on level 2, will be noted if theyare out of depth by at least ood_interesting levels. To disableOOD monster noting, set ood_interesting to 500.
If 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.
If your HP falls below a certain note_hp_percentage of your maxhit points, a note will be taken. There is some code to avoidrepetitions of notes based on the same incident.
This sets which skill levels are noteworthy. You can have multiplenote_skill_levels lines. The default is nothing (no notes.)
This sets which skill levels are noteworthy. You can havemultiple note_skill_levels lines. The default is nothing (nonotes.)
Setting 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.
Setting this option will cause a note whenever a new maximum inskill levels is reached. If note_skill_max is true andnote_skill_levels is nonempty, notes will be taken whenevereither 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 fire
note_all_spells = trueWill add a note for each spell memorised.
considered interesting. You can have multiple note_messages lines. E.g.note_messages = Something interferesnote_messages = protects you from harm
considered interesting. You can have multiple note_messageslines. E.g.note_messages = Something interferesnote_messages = protects you from harm
macro_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}.
macro_meta_entry lets you specify non-printable keycodes like\{3} when creating a macro. For instance, if you want to keymap0 to Escape, you'd use a target keycode of \{27}.
On Unixes, you're only likely to get mouse support workingwith ncurses in xterms (specifically your $TERM probably needsto contain "xterm" for ncurses to activate its mouse events;
On Unixes, you're only likely to get mouse support working withncurses in xterms (specifically your $TERM probably needs tocontain "xterm" for ncurses to activate its mouse events;
wiz_mode = (no | never | yes)Wizard mode options (available only in WIZARD compiles):yes -- start games in wizard mode (game will not be scored)no -- still allows player to enter wizard mode after startof gamenever -- never allow a wizard command to be usedchar_set = (ascii | ibm | dec | unicode)Chooses different character sets for the game play screen. DOSand Windows users will want to use the IBM character set, Unixusers will prefer DEC or plain ASCII.On Unix, Crawl may be built with Unicode support, in which caseyou can use char_set = unicode to use unicode characters in themap display.classic_item_colours = falseCrawl uses 4.0 b26/0.1.x-like item colours ifclassic_item_colours is set to true. The default (false) is touse the new 0.2 item colours.This option will not affect the colour of existing items, onlyitems generated after the option is set.
Useful 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).
Useful for terminals where some colours are hard to read (andcannot be adjusted), as well as for creating a custom scheme,especially when used with the background option on a terminalwith a non-black background.Format is colour.OLDCOLOUR = NEWCOLOUR, later rules takepreference and the NEWCOLOUR is always literal (ie. it won'tre-evaluate to a different colour).
wiz_mode = (no | never | yes)Wizard mode options (available only in WIZARD compiles):yes -- start games in wizard mode (game will not be scored)no -- still allows player to enter wizard mode after start of gamenever -- never allow a wizard command to be usedchar_set = (ascii | ibm | dec | unicode)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.On Unix, Crawl may be built with Unicode support, in which case youcan use char_set = unicode to use unicode characters in the mapdisplay.
Can 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.
Can be used to change individual characters in a specificcharacter set (the character set used for display is determinedby the char_set option). The syntax is the same for all ofthese; cset_any changes characters in all character sets.
wall, wall_magic, floor, floor_magic, door_open, door_closed, trap,stairs_down, stairs_up, altar, arch, fountain, wavy, statue,invis_exposed, item_detected, item_orb, item_weapon, item_armour,item_wand, item_food, item_scroll, item_ring, item_potion,item_missile, item_book, item_stave, item_miscellany, item_corpse,item_gold, item_amulet, cloud
wall, wall_magic, floor, floor_magic, door_open, door_closed,trap, stairs_down, stairs_up, altar, arch, fountain, wavy,statue, invis_exposed, item_detected, item_orb, item_weapon,item_armour, item_wand, item_food, item_scroll, item_ring,item_potion, item_missile, item_book, item_stave,item_miscellany, item_corpse, item_gold, item_amulet, cloud
magic-mapped squares on the level map. "invis_exposed" is the characterfor water creatures submerged in shallow water, or invisible creatureswading in shallow water.
magic-mapped squares on the level map. "invis_exposed" is thecharacter for water creatures submerged in shallow water, orinvisible creatures wading in shallow water.
where <regex> is a regular expression describing a dungeon feature.This regex should match the description when using the 'x' command.In case the regex matches several descriptions, all such features areaffected.
where <regex> is a regular expression describing a dungeonfeature. This regex should match the description when using the'x' command. In case the regex matches several descriptions, allsuch 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.
The list in {...} specifies the appearance of the dungeonfeature(s), and should be self-explanatory. <symbol> can be usedto override the above cset options, or also to distinguish amongsubtypes of a character.
'magic' always refers to magic mapping. So the <magicmap symbol> entrydetermines what symbol will be used for features only detected viamagic mapping.
'magic' always refers to magic mapping. So the <magicmap symbol>entry determines what symbol will be used for features onlydetected via magic mapping.
Leading parameters in the {...} list can be omitted by leaving themblank and using placeholder commas. Trailing parameters can be omittedwithout placeholder commas.
Leading parameters in the {...} list can be omitted by leavingthem blank and using placeholder commas. Trailing parameters canbe omitted without placeholder commas.
Multiple feature option lines can be used, as can multiple featuredescriptions strung together on the same line separated by semicolons.
Multiple feature option lines can be used, as can multiplefeature descriptions strung together on the same line separatedby semicolons.
You can customise symbols based on monster names or their existingsymbols. For instance, if you want to put elves on E and efreetion e, you can do this:
You can customise symbols based on monster names or theirexisting symbols. For instance, if you want to put elves on Eand efreeti on e, you can do this:
mon_glyph = deep elf annihilator : E lightmagentamon_glyph = Xtahua : lightmagenta Dmon_glyph = large zombie : darkgreymon_glyph = small simulacrum : x
mon_glyph = deep elf annihilator : E lightmagentamon_glyph = Xtahua : lightmagenta Dmon_glyph = large zombie : darkgreymon_glyph = small simulacrum : x
You can specify symbols using their code points using thesyntax as shown in the "feature" option. If you're using
You can specify symbols using their code points using the syntaxas shown in the "feature" option. If you're using
mon_glyph = player ghost : \_classic_item_colours = falseCrawl uses 4.0 b26/0.1.x-like item colours if classic_item_colours isset to true. The default (false) is to use the new 0.2 item colours.This option will not affect the colour of existing items, only itemsgenerated after the option is set.
mon_glyph = player ghost : \_
high-intensity background colours, set this option to true for superiorfriend-branding. If your console doesn't like this option, somefriendly monsters will appear as blinking characters (and setting thisoption to false may be advisable to preserve your sanity in suchcases).
high-intensity background colours, set this option to true forsuperior friend-branding. If your console doesn't like thisoption, some friendly monsters will appear as blinkingcharacters (and setting this option to false may be advisable topreserve your sanity in such cases).
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.
background = blackSets the default background colour by name (defaults to BLACK).This may be useful if you're using a terminal with a backgroundcolour other than black (such as an xterm), but this option isstill experimental and the results may not be very good.
targeting screens instead of relying on the term to draw the cursor.Use this if your term cannot show a cursor over darkgrey/blacksquares.
targeting screens instead of relying on the term to draw thecursor. Use this if your term cannot show a cursor overdarkgrey/black squares.
Lua code can be used directly in your init.txt/.crawlrc. You can useLua to selectively include parts of your init.txt (based on charactertype, for instance) using this syntax:
Lua code can be used directly in your init.txt/.crawlrc. You can use Luato selectively include parts of your init.txt (based on character type,for instance) using this syntax: