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_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 Dungeon
Crawl Stone Soup. These options are set in the init.txt file located in the
Crawl directory (the directory containing crawl.exe on Windows and DOS). On
Unix 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 of
Dungeon Crawl Stone Soup. These options are set in the init.txt file
located in the Crawl directory (the directory containing crawl.exe on
Windows 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, >inaccuracy
If you get stuck or some things just won't seem to work properly,
please ask for help on the newsgroup rec.games.roguelike.misc. Please
flag queries with '-crawl-', as other roguelikes are also discussed
there.
remember_name = false
Crawl remembers the options (class, race etc.) you used to create your
last character. You may recycle them in the starting screen for a new
character. If this option is set to true, Crawl will also remember the
last name you used.
remember_name = true
Crawl remembers the options (class, race etc.) you used to
create your last character. You may recycle them in the
starting screen for a new character. If this option is set to
true, Crawl will also remember the last name you used.
If you use this option and want to enter a name _after_ choosing your
race and class, you must enter . at the initial name prompt - hitting
Enter at the name prompt will simply reuse your old name if
remember_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 initial
name prompt - hitting Enter at the name prompt will simply
reuse your old name if remember_name is set.
Specifying the weapon option allows you to bypass the weapon selection
screen. Note that tridents are restricted to only merfolk and
gladiators, but you'll get the standard query in illegal cases.
Specifying the weapon option allows you to bypass the weapon
selection screen. Note that tridents are restricted to only
merfolk and gladiators, but you'll get the standard query in
illegal cases.
Several spellcasting classes can choose their starting spellbook.
Note flame=fire and ice=cold and summ=summoning.
Several spellcasting classes can choose their starting
spellbook. Note flame=fire and ice=cold and summ=summoning.
save_dir = <path>
Directory where saves and bones are stored. This option may be ignored
depending on the settings used to compile Crawl, but should be
honoured for the official Crawl binaries.
save_dir = saves
Directory where saves and bones are stored. This option may be
ignored depending on the settings used to compile Crawl, but
should be honoured for the official Crawl binaries.
Plays the sound file if a message contains regex. The regex should
not include commas or colons. For example
sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
Plays the sound file if a message contains regex. The regex
should not include commas or colons. For example
sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
roguelikes or old computer RPGs. Alternatively, ask for help in
the newsgroup rec.games.roguelike.misc.
roguelikes or old computer RPGs. Alternatively, ask for help
in 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 weapons
with 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 turn
up all weapons with the long blade skill. Similarly,
you can use 'altar','portal' etc. Also, you can look
for spellbooks ('book'), artefacts ('artefact'), and
ego items ('ego').
currently gives three lists (Vanquished, Friendly, Others)
runrest.lua -- allows overriding certain stop conditions when running
New options: runrest_ignore_poison, runrest_ignore_message,
runrest_ignore_monster
gearset.lua -- provides commands for switching of complete sets via macro
currently gives three lists (Vanquished, Friendly,
Others)
runrest.lua -- allows overriding certain stop conditions when
running
New options: runrest_ignore_poison,
runrest_ignore_message, runrest_ignore_monster
gearset.lua -- provides commands for switching of complete sets via
macro
controlled by the in-game toggle Ctrl-A. Also note that picking up
takes a turn, but only one turn (regardless of the number of items).
If you teleport or blink onto a square with interesting items, these
will not be picked up.
controlled by the in-game toggle Ctrl-A. Also note that picking
up takes a turn, but only one turn (regardless of the number of
items). If you teleport or blink onto a square with interesting
items, these will not be picked up.
A set of regexes that force matching items to be picked up (if prefixed
with <), or never picked up (if prefixed with >). Excludes (>) take
precedence over includes (<), so if the same item is matched by both
an exclude and an include, it will not be subject to autopickup.
A set of regexes that force matching items to be picked up (if
prefixed with <), or never picked up (if prefixed with >).
Excludes (>) take precedence over includes (<), so if the same
item is matched by both an exclude and an include, it will not
be subject to autopickup.
autopickup_exceptions = <curare-tipped needle
Forces autopickup to grab all curare-tipped needles, even if missiles
are not set in the "autopickup" option.
autopickup_exceptions = <curare-tipped needle
Forces autopickup to grab all curare-tipped needles, even if
missiles are not set in the "autopickup" option.
Whitespace between <> and the match expression is significant, so this
is 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 the
option setting above can also be written as
autopickup_exceptions = decay, degeneration
If the regexes are not prefixed with < or >, > is implied, so
the option setting above can also be written as
autopickup_exceptions = uselessness, inaccuracy
autopickup_exceptions = degeneration, decay, potions? of confusion,
autopickup_exceptions = potions? of slowing, potions? of paralysis
autopickup_exceptions = potions? of strong poison,potions? of poison
autopickup_exceptions = inaccuracy
autopickup_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, torment
Note that if pickup.lua has been sourced, you won't need to set
autopickup exceptions for potions except maybe for very special
cases.
When set to false, the game starts with autopickup turned off. You can
still 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 that
autopickup uses a turn, though it won't trigger if you can see
monsters.
pickup_thrown = true causes autopickup to pick up thrown/fired
missiles, which can make life much easier for hunter types. Be
aware that autopickup uses a turn, though it won't trigger if
there are hostile monsters in sight.
pickup_dropped lets autopickup affect objects you've dropped. Set to
false 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 can
be convenient.
When picking up items, the inventory slot into which the item goes is
normally the first free slot from a-zA-Z (this is the default "forward"
behaviour). Setting assign_item_slot to "backward" changes the slot
assignment to the first letter after the last slot.
When picking up items, the inventory slot into which the item
goes is normally the first free slot from a-zA-Z (this is the
default "forward" behaviour). Setting assign_item_slot to
"backward" changes the slot assignment to the first letter after
the 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 more
likely 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 are
more 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 select
multiple items to be dropped. (You can also switch to multidrop from
the classic drop menu using the '@' key).
Single is the classic behaviour; when you select an inventory
letter, that item will be dropped immediately. Multidrop allows
you to select multiple items to be dropped. (You can also switch
to multidrop from the classic drop menu using the '@' key).
Multidrop can be very convenient, but be aware that every item dropped
takes one turn. (This is different from picking up.) When selecting
multidrops, the top right corner shows the estimated number of turns.
Multidrop is the default and can be very convenient, but be
aware that every item dropped takes one turn. (This is different
from picking up.)
When selecting multidrops, the top right corner shows the
estimated number of turns.
The order in which items get dropped is from top to bottom in the
inventory listing, but equipped items will be dropped last, and may be
dropped out of order.
The order in which items get dropped is from top to bottom in
the 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, where
you can choose which items to pick up. Note that no matter how many
items 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 your
square, and will prompt one by one otherwise.
Single is the classical behaviour (and default): when picking up
items, you are prompted for them one by one. Multi makes a menu
appear, where you can choose which items to pick up. Note that
no matter how many items 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 your square, and will prompt one by one otherwise.
When selecting items using the global (de)select keys (',' or '-') in a
multidrop menu, you can choose to select only items that match a
search regex using this option.
When selecting items using the global (de)select keys (',' or
'-') in a multidrop menu, you can choose to select only items
that match a search regex using this option.
For instance, to quickly select carrion and rotting chunks of meat, you
could use:
drop_filter = skeleton, rotting, corpse
Other choices can come in handy as well, e.g. if you want to sacrifice
regularly all weapons except axes, use:
drop_filter = axe, broadaxe
For instance, to quickly select carrion and rotting chunks of
meat, you could use:
drop_filter = skeleton, rotting, corpse
Other choices can come in handy as well, e.g. if you want to
regularly 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 will
set/clear selection of items that match the filter
expression(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 to
do.
When cycling through items with 'x' look-around, setting target_oos to
true 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 most
sensibly used in connection with stash_tracking=all (see 4-g). Also
see also target_los_first below.
When cycling through items with 'x' look-around, setting
target_oos to true 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 most sensibly used in connection with
stash_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 in
line-of-sight before going to squares outside LOS.
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.
detected_monster_colour = darkgrey
Monsters found by detect creatures will be coloured this colour; e.g.
detected_monster_colour = lightred
detected_monster_colour = lightred
Monsters found by detect creatures will be coloured this colour.
Cleans up out of sight monsters and clouds on the map. This is like
pressing Ctrl-C (clearing both main screen and level map) all the time.
Cleans up out of sight monsters and clouds on the map. This is
like pressing Ctrl-C (clearing both main screen and level map)
all the time.
standout -- often the same as reverse, might be underline or dim
bold -- used by colour curses for brightening foreground colours
blink -- used by colour curses for brightening background colours
standout -- often the same as reverse, might be underline or
dim
bold -- used by colour curses for brightening foreground
colours
blink -- used by colour curses for brightening background
colours
Brand friends in some way. This is very helpful for summoners. E.g.
friend_brand = hi:green
shows 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:green
shows friends with a green background. If the friend is itself
green, it'll show up as black on green.
specialise in stabbing monsters. Still other characters are happy if
they spot a monster before the monster spots them. In all these cases,
it helps to identify monsters that are unaware of the character (and
hence susceptible to being stabbed) without using the 'x' command. All
the normal 'brand' options apply. For example
stab_brand = hi:blue
specialise in stabbing monsters. Still other characters are
happy if they spot a monster before the monster spots them. In
all these cases, it helps to identify monsters that are unaware
of the character (and hence susceptible to being stabbed) without
using the 'x' command. All the normal 'brand' options apply. For
example
stab_brand = hi:blue
Prevent travel from routing through shallow water. By default, this
option is commented out. For merfolk and/or characters with permanent
levitation,
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 with
permanent levitation,
travel_avoid_terrain = shallow water, deep water
explore_greedy = false
Greedy explore travels to items that are eligible for autopickup
in addition to exploring the level, but is otherwise identical
to regular explore. Greedy explore is only available with
stash_tracking = all (for any other value of stash_tracking,
normal explore behaviour is used). Greedy explore is also best
with pickup_dropped = false. Explore greed is disabled if you're
temporarily unable to pick up items (from uncontrolled
levitation, for instance).
explore_stop = items,stairs,shops,altars,gates
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.
tc_reachable = blue
tc_dangerous = cyan
tc_disconnected = darkgrey
tc_excluded = lightmagenta
tc_exclude_circle = red
The above five settle the colouring of the level map ('X').
They are
reachable: all squares safely reachable (without leaving the
level)
dangerous: squares which are only connected to you via traps,
etc.
disconnected: squares which cannot be reached without leaving
the level
excluded: the colour for the centre of travel exclusions
(Ctrl-X)
excluded_circle: the colour for travel exclusions apart from
centre
Travel will always stop upon hitpoint loss, confusion, stat drain,
getting encumbered, catching sight of a non-friendly monster, and
teleporting. In addition, a message containing one of the expressions
in travel_stop_message will stop travel. For example,
Travel will always stop upon hitpoint loss, confusion, stat
drain, getting encumbered, catching sight of a non-friendly
monster, and teleporting. In addition, a message containing one
of the expressions in travel_stop_message will stop travel. For
example,
stops travel if Xom grants us a gift suddenly. To limit a substring
match to a message channel, prefix the substring with the channel name
and 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, you
could use:
stops travel if Xom grants us a gift suddenly. To limit a
substring match to a message channel, prefix the substring with
the channel name and 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, you could use:
If you'd like to stop travel for any message sent to a particular
channel, use a travel_stop_message line with that message channel name
and a colon alone. For example, if you're playing a ghoul:
If you'd like to stop travel for any message sent to a
particular channel, use a travel_stop_message line with that
message channel name and a colon alone. For example, if you're
playing a ghoul:
explore_greedy = false
Greedy explore travels to items that are eligible for autopickup in
addition to exploring the level, but is otherwise identical to
regular explore. Greedy explore is only available with
stash_tracking = all (for any other value of stash_tracking, normal
explore behaviour is used). Greedy explore is also best with
pickup_dropped = false. Explore greed is disabled if you're
temporarily unable to pick up items (from uncontrolled levitation,
for instance).
explore_stop = items,stairs,shops,altars,gates
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.
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 over
runrest_ignore_message = pleased with you,exalted
This only works if runrest.lua has already been sourced in
init.txt. Any message containing the string will *not* stop your
run. E.g.
runrest_ignore_message = offer a prayer,prayer is over
runrest_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've
defined a runrest_ignore_poison = x:y option. Running here means
shift-running and resting only. Only one runrest_ignore_poison line is
considered. Note that for this work, you should also tell Crawl to
ignore the "You feel sick" messages. For example,
runrest_ignore_message = You feel.*sick
runrest_ignore_poison = 4:100
This only works if runrest.lua has already been sourced in
init.txt. Poison damage of x will be ignored if you have at
least y hp if you've defined a runrest_ignore_poison = x:y
option. Running here means shift-running and resting only. Only
one runrest_ignore_poison line is considered. Note that for
this work, you should also tell Crawl to ignore the
"You feel sick" messages. For example,
runrest_ignore_message = You feel.*sick
runrest_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 considered
safe for travel if your hp is greater than or equal to the number
connected to the trap in question.
This only works if trapwalk.lua has already been sourced in
init.txt. Any square containing one of the listed trap types
will be considered safe for travel if your hp is greater than or
equal to the number connected to the trap in question.
All the existing trap types can be used, but in practice only the
mechanical traps (dart, bolt, arrow, needle, spear, axe, blade) make
sense. Note that travel tries to avoid traps if this is easily
possible. Defaults to none. For example,
All the existing trap types can be used, but in practice only
the mechanical traps (dart, bolt, arrow, needle, spear, axe,
blade) make sense. Note that travel tries to avoid traps if this
is easily possible. Defaults to none. For example,
tc_reachable = blue
tc_dangerous = cyan
tc_excluded = lightmagenta
tc_exclude_circle = red
The above four settle the colouring of the level map ('X'). They are
reachable: 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 your
stashes with Ctrl-F. This options rules how stashes are generated.
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 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 in
your stashes with Ctrl-F. This options rules how stashes are
generated. 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 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 you
want it to keep track of. You do that by stepping onto the square
containing your stash of goodies and hitting Ctrl+S. The game will now
keep track of what's on the square, when you add and remove stuff from
your stash. You can also inscribe an item with "=s" to automatically
mark a square as a stash whenever that item is dropped. If you
remove everything from that square, the game will stop tracking
the square altogether. You can also erase a stash square with
Ctrl-E. Explicitly marked stashes will never be sacrificed by a
With 'explicit', you have to explicitly tell the game what
squares you want it to keep track of. You do that by stepping
onto the square containing your stash of goodies and hitting
Ctrl+S. The game will now keep track of what's on the square,
when you add and remove stuff from your stash. You can also
inscribe an item with "=s" to automatically mark a square as a
stash whenever that item is dropped. If you remove everything
from that square, the game will stop tracking the square
altogether. 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 drop
something becomes a stash, and the game keeps track of all such
squares. You can still use Ctrl-S and Ctrl-E as above.
When stash_tracking is set to 'dropped', any square where you
drop something becomes a stash, and the game keeps track of all
such 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 when
searching stashes.
For example:
stash_filter = 14, 4:21
filters corpses (14) as well as food of the subtype chunks (4:21).
automatically listed for commands like eat and read. This is like
immediately hitting '?', and can be confusing to beginners because they
won't get to see the prompts. This option does not apply to spell
casting... Conjurers would probably find that really annoying.
automatically listed for commands like eat and read. This is
like immediately hitting '?', and can be confusing to beginners
because they won't get to see the prompts. This option does not
apply to spell casting... Conjurers would probably find that
really annoying.
Open doors by moving on to them. Highly convenient. Note that travel
and exploration will automatically open doors depending on this option.
Open doors by moving on to them. Highly convenient. Note that
travel and exploration will automatically open doors depending
on this option.
easy_butcher = true
If true, auto-switch to an appropriate uncursed weapon for butchery.
For such tools any special messages are ignored. If false, you have to
wield the tool manually.
always_confirm_butcher = false
If true, always request confirmation before butchering. If false,
butchering will proceed automatically if there is exactly one
corpse on the square.
none = force capitals on Y/N questions
safe = force only on questions that will end game (default)
all = never force capitals
WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',
which can result in accidentally answering yes to questions; it is
suggested that you use a value of 'none' or 'safe'
none = force capitals on Y/N questions
safe = force only on questions that will end game (default)
all = never force capitals
WARNING TO KEYPAD USERS: The number 7 is mapped to the letter
'y', which can result in accidentally answering yes to
questions; it is suggested that you use a value of 'none' or
'safe'
easy_butcher = true
If true, auto-switch to an appropriate uncursed weapon for
butchery. For such tools any special messages are ignored. If
false, you have to wield the tool manually.
Setting this option to true allows the quitting of item listing with
Space (as well as Escape, which always works). These lists are
essentially all of those that are requesting an inventory item and
accept '?' and '*'. The identify list will never easy quit.
Setting this option to true allows the quitting of item listing
with Space (as well as Escape, which always works). These lists
are essentially all of those that are requesting an inventory
item and accept '?' and '*'. The identify list will never easy
quit.
In multidrop (and pickup) menus, paging past the end will drop out of
the menu if easy_exit_menu is true.
In multidrop (and pickup) menus, paging past the end will drop
out 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 zero
experience monsters (like plants) are considered hostile.
If you use autoprayer, you might want to set runrest_ignore_message
to ignore the prayer messages (see the documentation for
runrest_ignore_message).
Note that even when you're praying, you can renew prayer
anytime. Also note the option safe_zero_exp (see 4-a) decides
whether zero experience monsters (like plants) are considered
hostile.
If you use autoprayer, you might want to set
runrest_ignore_message to ignore the prayer messages (see the
documentation for runrest_ignore_message).
When sort_menus = false (the default), items are not sorted,
and will be ordered by inventory letter (or in the order
they're stacked for items on the floor).
When sort_menus = false (the default), items are not sorted, and
will be ordered by inventory letter (or in the order they're
stacked for items on the floor).
sort_menus = auto:5
will sort item classes that have at least 5 items. For
instance, having 4 kinds of potions would not sort them, but
having 5 would.
sort_menus = auto:5
will sort item classes that have at least 5 items. For instance,
having 4 kinds of potions would not sort them, but having 5
would.
"a +0 robe", "an embroidered robe" and "the cursed +2 robe
of 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 of
Ponies" is just "robe". The basename for both of "a brass
ring" and "a ring of fire resistance" are "ring".
The name of the item without articles (a/an/the),
quantities, enchantments, or curse-status. The qualified
names for the robes described above are "robe", "embroidered
robe" and "robe of Ponies", respectively. The qualified
names 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 the
robes described above are "robe", "embroidered robe" and "robe
of Ponies", respectively. The qualified names for the rings
described above are "brass ring" and "ring of fire
resistance", respectively.
You can ask for a descending order sort by prefixing one or
more sort criteria with > as:
sort_menus = true : basename, >qty
You can ask for a descending order sort by prefixing one or more
sort criteria with > as:
sort_menus = true : basename, >qty
sort_menus = true : equipped, basename, qualname, curse, qty
will produce the same inventory and drop menus as by default, with
the exception that all worn/wielded items come first. This can be
convenient if you use the '.' command to select subsequent items.
sort_menus = true : equipped, basename, qualname, curse, qty
will produce the same inventory and drop menus as by default,
with the exception that all worn/wielded items come first. This
can be convenient if you use the '.' command to select
subsequent items.
hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger
channel when the player takes damage and their hitpoints are less than
this percentage of their maximum (use 0 to turn off these messages).
hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the
danger channel when the player takes damage and their hitpoints
are less than this percentage of their maximum (use 0 to turn
off these messages).
hp_colour colours your HP appropriately in the display. In the default
setting, your HP will appear in red if at less then 25%, yellow if at
less than 50%, and lightgrey otherwise.
hp_colour colours your HP appropriately in the display. In the
default 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 until
the message space is full (default is false which results in clearing
between player actions).
Setting this option to true will delay the clearing of messages
until the message space is full (default is false which results
in clearing between player actions).
show_inventory_weights = false
When this is set to true, inventory listings will mention the
weight of each item.
show_turns = false
This option controls whether the turn counter (of turns elapsed)
is displayed in the main view.
show_beam = false
When performing actions such as throwing or zapping, you can
toggle whether to show the beam path or not. This option
controls the initial status of this toggle. When set to true,
the path will be shown.
item_stack_summary_minimum = 5
If you step over a stack with this number or more of items in
it, the first description line will contain a summary of all the
items in the stack (up to 50 items), in a format which looks
like this:
Items here: !! """ % ( )))))) [[[
Known artefacts will be coloured in yellow; glowing or runed
items will be in white, unless you already know that they are
not ego items.
screen) containing regex in the stated colour. There can be several
statements in a list, or also several menu_colour lines. When using
several menu_colour lines, the colour of the _first_ matching regex
is applied. For a list of colours, check the colour option in 6-a.
screen) containing regex in the stated colour. There can be
several statements in a list, and also several menu_colour
lines. When using several menu_colour lines, the colour of the
_first_ matching regex is applied. For a list of colours, check
the 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 all
listings are used. Possible values for match are:
The match specifies which listings are affected by the
colouring. 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, try
menu_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,
try
menu_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 be
read with '?:'). The following line will show level ups in white:
menu_colour can also be applied to colour the in-game notes (to
be read with '?:'). The following line will show level ups in
white:
the item's object type: armour, weapon, wand, etc. If both
this option and menu_colour_prefix_id are set to true, then
the 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 this
option and menu_colour_prefix_id are set to true, then the
identification 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 insufficiently
attention grabbing, you could do something like
message_colour = yellow:LOW HITPOINT WARNING
message_colour allows you to override colours for individual
messages. For instance, if you find the low hp warning to be
insufficiently attention grabbing, you could do something like
message_colour = yellow:LOW HITPOINT WARNING
message_colour = mute:You start resting
show_inventory_weights = false
When this is set to true, inventory listings will mention the
weight of each item.
show_turns = false
This option controls whether the turn counter (of turns elapsed) is
displayed in the main view.
show_beam = false
When performing actions such as throwing or zapping, you can toggle
whether to show the beam path or not. This option controls the
initial status of this toggle. When set to true, the path will be
shown.
item_stack_summary_minimum = 5
If you step over a stack with this number or more of items in it,
the first description line will contain a summary of all the
items in the stack (up to 50 items), in a format which looks
like this:
Items here: !! """ % ( )))))) [[[
Known artefacts will be coloured in yellow; glowing or runed
items will be in white, unless you already know that they
are not ego items.
message_colour = mute:You start resting
fire_order = launcher, dart / stone / dagger, spear, handaxe, club
The 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 / handaxe
Controls the order of items autoselected for firing. Items
should be separated by commas and items that appear first get
higher priority. You can use multiple fire_order lines - all
lines but the first must use fire_order +=
Items in any position may be slash-separated to indicate that these
are of equal priority. In the example, darts, stones and daggers are
at the same priority, so the first item in your inventory that is
one of these will be picked for firing.
Items in any position may be slash-separated to indicate that
these are of equal priority. If this is the case, the first item
in your inventory that fits one of these will be picked for
firing.
'launcher' refers to firing the appropriate missile for the wielded
weapon (ie crossbow, bow, sling, blowgun). You'll almost certainly
want it first, as it'll be ignored when you're not wielding a ranged
weapon. The default is
fire_order = launcher, javelin / dart / stone / spear
'launcher' refers to firing the appropriate missile for the
wielded weapon (ie crossbow, bow, sling, blowgun). You'll almost
certainly want it first, as it'll be ignored when you're not
wielding a ranged weapon. 'return' refers to (identified)
weapons of returning.
monster_spell = messages about monsters gesturing and casting spells
monster_enchant = messages pertaining to monster enchantments (up or down)
monster_spell = messages about monsters gesturing or casting spells
monster_enchant = messages pertaining to monster enchantments
floor = messages when looking at or walking over a floor item
multiturn = indicates long actions (wearing armour, dissecting etc.)
floor = messages when looking at or walking over a floor
item
multiturn = indicates long actions (wearing armour, dissecting
etc.)
The only multi-colour channels currently are monster_damage and god. All other
channels are defaulted to on, except for multiturn, which defaults to mute.
The only multi-colour channels currently are monster_damage and god. All
other channels are defaulted to on, except for multiturn, which defaults
to mute.
channel.multiturn = on
in order to help new players. You may want to comment out this option, if
the messages are too verbose.
channel.multiturn = on
in 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 a
note in curly braces to the item inscription. Several inscriptions are
functional, namely all containing one of the following
In Crawl, items can be manually inscribed with the '{' command. This
adds a note in curly braces to the item inscription. Several
inscriptions 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 any
digit. An item may contain more than one shortcut.
Any item whose description contains the regex will be automatically
inscribed (if autopickup is toggled on). For example, marking all
royal jellies and honeycombs eases the Hive (if food is not in the
autopickup option):
autoinscribe = royal jell:=g
autoinscribe = honeycomb:=g
Another use of autoinscription is making sure that you don't lose
charges of important wands accidentally, as in
autoinscribe = wand of healing:!z
Any item whose description contains the regex will be
automatically inscribed (if autopickup is toggled on). For
example, marking all royal jellies and honeycombs eases the Hive
(if food is not in the autopickup option):
autoinscribe = royal jell:=g
autoinscribe = honeycomb:=g
These are useful when using macros. Setting one of these sub-options
to true will cause the entire input buffer to be dumped and thus
effectively stop the macro. The sub-options currently are
failure -- when spells/abilities get miscast
command -- whenever the game is about to get the next command
message -- whenever the game outputs a non-mute message
These are useful when using macros. Setting one of these
sub-options to true will cause the entire input buffer to be
dumped and thus effectively stop the macro. The sub-options
currently are
failure -- when spells/abilities get miscast
command -- whenever the game is about to get the next command
message -- whenever the game outputs a non-mute message
will merge friendly and other kills into the main vanquished creatures
list. Note that the merging is only for display (the game still
maintains three separate lists internally) and that kill places (see
below) may be in the wrong order for merged entries. The default is an
empty list.
will merge friendly and other kills into the main vanquished
creatures list. Note that the merging is only for display (the
game still maintains three separate lists internally) and that
kill places (see below) may be in the wrong order for merged
entries. The default is an empty list.
locations of each kill are displayed. Use 'none' to suppress place
display altogether, 'all' to display all known (up to 5) kill places,
anything else to the default of showing kill places only for single
kills
locations of each kill are displayed. Use 'none' to suppress
place display altogether, 'all' to display all known (up to 5)
kill places, anything else to the default of showing kill places
only for single kills
dump_item_origins = artifacts, rods
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. Available selectors are:
artifacts, ego_arm, ego_weap, jewellery, runes,
dump_item_origins = artefacts, rods
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. Available selectors are:
artefacts, ego_arm, ego_weap, jewellery, runes,
dump_item_origin_price = 100
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 = -1
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_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 monsters
were killed. You can add them to your dump as:
dump_order lines - all lines but the first must use
dump_order +=
Crawl can automatically log certain events during play. You can read these in
the dump or morgue files. Below are options for tweaking this behaviour.
Crawl can automatically log certain events during play. You can read
these 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 an
artefact
(fixed, unrand, or random) or if its short description matches a
regex. E.g.
note_items = rod,book,rune,acquirement
Monsters 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 at least ood_interesting levels. To disable OOD monster noting, set
ood_interesting to 500; the default is 8.
Monsters 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 at least ood_interesting levels. To disable
OOD monster noting, set ood_interesting to 500.
If your HP falls below a certain note_hp_percentage of your max HP, a
note will be taken. There is some code to avoid repetitions of notes
based on the same incident.
If your HP falls below a certain note_hp_percentage of your max
hit points, a note will be taken. There is some code to avoid
repetitions of notes based on the same incident.
This sets which skill levels are noteworthy. You can have multiple
note_skill_levels lines. The default is nothing (no notes.)
This sets which skill levels are noteworthy. You can have
multiple note_skill_levels lines. The default is nothing (no
notes.)
Setting this option will cause a note whenever a new maximum in skill
levels is reached. If note_skill_max is true and note_skill_levels is
nonempty, notes will be taken whenever either of the criteria are met.
Setting this option will cause a note whenever a new maximum in
skill levels is reached. If note_skill_max is true and
note_skill_levels is nonempty, 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 are
considered interesting. You can have multiple note_monsters lines. E.g.
note_monsters = Klown,orb of fire
note_all_spells = true
Will add a note for each spell memorised.
considered interesting. You can have multiple note_messages lines. E.g.
note_messages = Something interferes
note_messages = protects you from harm
considered interesting. You can have multiple note_messages
lines. E.g.
note_messages = Something interferes
note_messages = protects you from harm
macro_meta_entry lets you specify non-printable keycodes like \{3} when
creating a macro. For instance, if you want to keymap 0 to Escape, you'd
use 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 keymap
0 to Escape, you'd use a target keycode of \{27}.
On Unixes, you're only likely to get mouse support working
with ncurses in xterms (specifically your $TERM probably needs
to contain "xterm" for ncurses to activate its mouse events;
On Unixes, you're only likely to get mouse support working with
ncurses in xterms (specifically your $TERM probably needs to
contain "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 start
of game
never -- never allow a wizard command to be used
char_set = (ascii | ibm | dec | unicode)
Chooses different character sets for the game play screen. DOS
and Windows users will want to use the IBM character set, Unix
users will prefer DEC or plain ASCII.
On Unix, Crawl may be built with Unicode support, in which case
you can use char_set = unicode to use unicode characters in the
map display.
classic_item_colours = false
Crawl uses 4.0 b26/0.1.x-like item colours if
classic_item_colours is set 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
items generated after the option is set.
Useful for terminals where some colours are hard to read (and cannot
be adjusted), as well as for creating a custom scheme, especially when
used with the background option on a terminal with a non-black
background.
Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and
the NEWCOLOUR is always literal (ie. it won't re-evaluate to a
different colour).
Useful for terminals where some colours are hard to read (and
cannot be adjusted), as well as for creating a custom scheme,
especially when used with the background option on a terminal
with a non-black background.
Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take
preference and the NEWCOLOUR is always literal (ie. it won't
re-evaluate to a different colour).
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 game
never -- never allow a wizard command to be used
char_set = (ascii | ibm | dec | unicode)
Chooses different character sets for the game play screen. DOS and
Windows users will want to use the IBM character set, Unix users will
prefer DEC or plain ASCII.
On Unix, Crawl may be built with Unicode support, in which case you
can use char_set = unicode to use unicode characters in the map
display.
Can be used to change individual characters in a specific character
set (the character set used for display is determined by the char_set
option). The syntax is the same for all of these; cset_any changes
characters in all character sets.
Can be used to change individual characters in a specific
character set (the character set used for display is determined
by the char_set option). The syntax is the same for all of
these; 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 character
for water creatures submerged in shallow water, or invisible creatures
wading in shallow water.
magic-mapped squares on the level map. "invis_exposed" is the
character for water creatures submerged in shallow water, or
invisible 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 are
affected.
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 are affected.
The list in {...} specifies the appearance of the dungeon feature(s),
and should be self-explanatory. <symbol> can be used to override the
above cset options, or also to distinguish among subtypes of a
character.
The list in {...} specifies the appearance of the dungeon
feature(s), and should be self-explanatory. <symbol> can be used
to override the above cset options, or also to distinguish among
subtypes of a character.
'magic' always refers to magic mapping. So the <magicmap symbol> entry
determines what symbol will be used for features only detected via
magic mapping.
'magic' always refers to magic mapping. So the <magicmap symbol>
entry determines what symbol will be used for features only
detected via magic mapping.
Leading parameters in the {...} list can be omitted by leaving them
blank and using placeholder commas. Trailing parameters can be omitted
without placeholder commas.
Leading parameters in the {...} list can be omitted by leaving
them blank and using placeholder commas. Trailing parameters can
be omitted without placeholder commas.
Multiple feature option lines can be used, as can multiple feature
descriptions strung together on the same line separated by semicolons.
Multiple feature option lines can be used, as can multiple
feature descriptions strung together on the same line separated
by semicolons.
You can customise symbols based on monster names or their existing
symbols. For instance, if you want to put elves on E and efreeti
on e, you can do this:
You can customise symbols based on monster names or their
existing symbols. For instance, if you want to put elves on E
and efreeti on e, you can do this:
mon_glyph = deep elf annihilator : E lightmagenta
mon_glyph = Xtahua : lightmagenta D
mon_glyph = large zombie : darkgrey
mon_glyph = small simulacrum : x
mon_glyph = deep elf annihilator : E lightmagenta
mon_glyph = Xtahua : lightmagenta D
mon_glyph = large zombie : darkgrey
mon_glyph = small simulacrum : x
You can specify symbols using their code points using the
syntax as shown in the "feature" option. If you're using
You can specify symbols using their code points using the syntax
as shown in the "feature" option. If you're using
mon_glyph = player ghost : \_
classic_item_colours = false
Crawl uses 4.0 b26/0.1.x-like item colours if classic_item_colours is
set 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 items
generated after the option is set.
mon_glyph = player ghost : \_
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).
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).
background = <colour>
Sets the default background colour by name (defaults to BLACK). This
may be useful if you're using a terminal with a background colour other
than black (such as an xterm), but this option is still experimental
and the results may not be very good.
background = black
Sets the default background colour by name (defaults to BLACK).
This may be useful if you're using a terminal with a background
colour other than black (such as an xterm), but this option is
still 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/black
squares.
targeting screens instead of relying on the term to draw the
cursor. Use this if your term cannot show a cursor over
darkgrey/black squares.
Lua code can be used directly in your init.txt/.crawlrc. You can use
Lua to selectively include parts of your init.txt (based on character
type, for instance) using this syntax:
Lua code can be used directly in your init.txt/.crawlrc. You can use Lua
to selectively include parts of your init.txt (based on character type,
for instance) using this syntax: