Turn off mp_warning by default.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@990 c06c8d41-db1a-0410-9941-cceddc491573
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&& you.magic_points <= (you.max_magic_points * Options.magic_point_warning) / 100)
{
mpr( "* * * LOW MAGIC WARNING * * *", MSGCH_DANGER_MAGIC );
}
&& you.magic_points < (you.max_magic_points
* Options.magic_point_warning) / 100)
{
mpr( "* * * LOW MAGIC WARNING * * *", MSGCH_DANGER_MAGIC );
}
NOTE_HP_CHANGE = 0, /* needs: new hp, max hp */
NOTE_MAXHP_CHANGE, /* needs: new maxhp */
NOTE_MP_CHANGE, /* needs: new mp, max mp */
NOTE_MAXMP_CHANGE, /* needs: new maxmp */
NOTE_XP_LEVEL_CHANGE, /* needs: new xplevel */
NOTE_DUNGEON_LEVEL_CHANGE, /* needs: branch, subdepth */
NOTE_LEARN_SPELL, /* needs: spell idx */
NOTE_GET_GOD, /* needs: god id */
NOTE_GOD_GIFT, /* needs: god id */
NOTE_GOD_POWER, /* needs: god id, idx */
NOTE_GET_MUTATION, /* needs: mutation idx */
NOTE_LOSE_MUTATION, /* needs: mutation idx */
NOTE_ID_ITEM, /* needs: item name (string) */
NOTE_GET_ITEM, /* needs: item name (string) NOT HOOKED */
NOTE_GAIN_SKILL, /* needs: skill id, level */
NOTE_SEEN_MONSTER, /* needs: monster name (string) */
NOTE_KILL_MONSTER, /* needs: monster name (string) */
NOTE_POLY_MONSTER, /* needs: monster name (string) */
NOTE_USER_NOTE, /* needs: description string */
NOTE_HP_CHANGE = 0, /* needs: new hp, max hp */
NOTE_MAXHP_CHANGE, /* needs: new maxhp */
NOTE_MP_CHANGE, /* needs: new mp, max mp */
NOTE_MAXMP_CHANGE, /* needs: new maxmp */
NOTE_XP_LEVEL_CHANGE, /* needs: new xplevel */
NOTE_DUNGEON_LEVEL_CHANGE, /* needs: branch, subdepth */
NOTE_LEARN_SPELL, /* needs: spell idx */
NOTE_GET_GOD, /* needs: god id */
NOTE_GOD_GIFT, /* needs: god id */
NOTE_GOD_POWER, /* needs: god id, idx */
NOTE_GET_MUTATION, /* needs: mutation idx */
NOTE_LOSE_MUTATION, /* needs: mutation idx */
NOTE_ID_ITEM, /* needs: item name (string) */
NOTE_GET_ITEM, /* needs: item name (string) NOT HOOKED */
NOTE_GAIN_SKILL, /* needs: skill id, level */
NOTE_SEEN_MONSTER, /* needs: monster name (string) */
NOTE_KILL_MONSTER, /* needs: monster name (string) */
NOTE_POLY_MONSTER, /* needs: monster name (string) */
NOTE_USER_NOTE, /* needs: description string */
4-a Dropping and Picking up.
autopickup, autopickup_exceptions, default_autopickup,
safe_autopickup, autopickup_no_burden, safe_zero_exp,
pickup_thrown, pickup_dropped, assign_item_slot,
drop_mode, pickup_mode, drop_filter
4-b Targeting.
target_zero_exp, target_oos, target_los_first,
confirm_self_target, default_target
4-c Passive Sightings (Detection and Rememberance).
detected_monster_colour, detected_item_colour,
remembered_monster_colour, colour_map, clean_map
4-d Branding (Item and Monster Highlighting).
heap_brand, friend_brand, stab_brand, may_stab_brand
4-e Level Map Functions.
level_map_cursor_step, level_map_title, item_colour
4-f Travel and Exploration.
travel_delay, travel_avoid_terrain,
4-a Dropping and Picking up.
autopickup, autopickup_exceptions, default_autopickup,
safe_autopickup, autopickup_no_burden, safe_zero_exp,
pickup_thrown, pickup_dropped, assign_item_slot,
drop_mode, pickup_mode, drop_filter
4-b Targeting.
target_zero_exp, target_oos, target_los_first,
confirm_self_target, default_target
4-c Passive Sightings (Detection and Rememberance).
detected_monster_colour, detected_item_colour,
remembered_monster_colour, colour_map, clean_map
4-d Branding (Item and Monster Highlighting).
heap_brand, friend_brand, stab_brand, may_stab_brand
4-e Level Map Functions.
level_map_cursor_step, level_map_title, item_colour
4-f Travel and Exploration.
travel_delay, travel_avoid_terrain,
4-g Stashes.
stash_tracking, stash_filter
4-h Command Enhancements.
auto_list, lowercase_invocations, easy_open, easy_butcher,
easy_unequip, easy_confirm, easy_quit_item_prompts,
easy_exit_menu, default_autoprayer, sort_menus
4-i Message and Display Improvements.
hp_warning, magic_point_warninghp_colour, mp_colour, always_greet,
4-g Stashes.
stash_tracking, stash_filter
4-h Command Enhancements.
auto_list, lowercase_invocations, easy_open, easy_butcher,
easy_unequip, easy_confirm, easy_quit_item_prompts,
easy_exit_menu, default_autoprayer, sort_menus
4-i Message and Display Improvements.
hp_warning, mp_warning, hp_colour, mp_colour, always_greet,
4-j Missiles.
fire_items_start, fire_order
4-k Message Channels.
plain, prompt, god, pray, duration, danger, food, warning,
recovery, multiturn, talk, intrinsic_gain, mutation,
monster_spell, monster_enchant, monster_damage, rotten_meat
4-l Inscriptions.
autoinscribe
4-m Macro related Options.
flush.failure, flush.command, flush.message
4-j Missiles.
fire_items_start, fire_order
4-k Message Channels.
plain, prompt, god, pray, duration, danger, food, warning,
recovery, multiturn, talk, intrinsic_gain, mutation,
monster_spell, monster_enchant, monster_damage, rotten_meat
4-l Inscriptions.
autoinscribe
4-m Macro related Options.
flush.failure, flush.command, flush.message
5-a Items and Kills.
kill_map, dump_kill_places, dump_item_origins,
dump_item_origin_price, dump_message_count, dump_order
5-b Notes.
use_notes, note_items, ood_interesting, note_hp_percent,
note_skill_levels, note_skill_max, note_monsters,
note_messages, note_all_spells
5-a Items and Kills.
kill_map, dump_kill_places, dump_item_origins,
dump_item_origin_price, dump_message_count, dump_order
5-b Notes.
use_notes, note_items, ood_interesting, note_hp_percent,
note_skill_levels, note_skill_max, note_monsters,
note_messages, note_all_spells
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.
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.
The random_pick option will randomly generate a character.
The above options (weapons and class options) will override where
appropriate.
The random_pick option will randomly generate a character.
The above options (weapons and class options) will override where
appropriate.
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
Getting appropriate sound files may be difficult. Check other
roguelikes or old computer rpg's. Alternatively, ask for help at
the newsgroup rec.games.roguelike.misc.
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
Getting appropriate sound files may be difficult. Check other
roguelikes or old computer rpg's. Alternatively, ask for help at
the newsgroup rec.games.roguelike.misc.
base.lua -- needed for other lua scripts
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',
base.lua -- needed for other lua scripts
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',
('book'), artifacts ('artifact'), ego items ('ego').
wield.lua -- shows more intelligent options when using 'w?'
kills.lua -- improves the Vanquished Creatures list in dump files;
currently gives three lists (Vanquished, Friendly, Others)
runrest.lua -- allows to remove certain stop condition when running
New options: runrest_ignore_poison, runrest_ignore_message
gearset.lua -- provides commands for switching of complete sets via macro
New macroable functions: rememberkit, swapkit
eat.lua -- prompts to eat chunks in inventory.
('book'), artifacts ('artifact'), ego items ('ego').
wield.lua -- shows more intelligent options when using 'w?'
kills.lua -- improves the Vanquished Creatures list in dump files;
currently gives three lists (Vanquished, Friendly, Others)
runrest.lua -- allows to remove certain stop condition when running
New options: runrest_ignore_poison, runrest_ignore_message
gearset.lua -- provides commands for switching of complete sets via macro
New macroable functions: rememberkit, swapkit
eat.lua -- prompts to eat chunks in inventory.
The above is the default list. The valid symbols are
) Weapons
( Missiles
[ Armour
/ Wands
% Food
? Scrolls
" or = Jewellery
! Potions
+ or : Books
\ or | Staves
0 Orbs
} Misc items
X Corpses
$ Gold
Note that _whether_ items are picked up automatically or not, is
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).
The above is the default list. The valid symbols are
) Weapons
( Missiles
[ Armour
/ Wands
% Food
? Scrolls
" or = Jewellery
! Potions
+ or : Books
\ or | Staves
0 Orbs
} Misc items
X Corpses
$ Gold
Note that _whether_ items are picked up automatically or not, is
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).
autopickup_exceptions = potions? of strong poison,potions? of poison
autopickup_exceptions = inaccuracy
autopickup_exceptions = scrolls? of paper, immolation, curse armour,
autopickup_exceptions = potions? of strong poison,potions? of poison
autopickup_exceptions = inaccuracy
autopickup_exceptions = scrolls? of paper, immolation, curse armour,
When set, autopickup will not operate if there are visible unfriendly
monsters (or statues.) If safe_zero_exp is set (the default), zero-XP
monsters are considered friendly.
When set, autopickup will not operate if there are visible unfriendly
monsters (or statues.) If safe_zero_exp is set (the default), zero-XP
monsters are considered friendly.
If set, presence of only zero experience monsters (like plants) will
cause autopickups, even if safe_autopickup=true is set. This option
also settles whether autoprayer considers such monsters risky.
If set, presence of only zero experience monsters (like plants) will
cause autopickups, even if safe_autopickup=true is set. This option
also settles whether autoprayer considers such monsters risky.
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.
For instance, if you have items on 'a' and 'c', then with
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.
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.
For instance, if you have items on 'a' and 'c', then with
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.
When selecting items using the global (de)select keys (',' or '-') in a
multidrop menu, you can choose to select only items that match a
When selecting items using the global (de)select keys (',' or '-') in a
multidrop menu, you can choose to select only items that match a
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
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
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/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.
Setting this to true will make Crawl ask for confirmation whenever
selecting the character as the target of a non-friendly-targeted spell
(i.e., something other than haste, healing or invisibility.)
Setting this to true will make Crawl ask for confirmation whenever
selecting the character as the target of a non-friendly-targeted spell
(i.e., something other than haste, healing or invisibility.)
If set to true, targeting will start on either your previous target
(if it is still visible) or the closest monster (if not) rather
than on the character. If no monsters are in view, targeting will
start on the character regardless.
If set to true, targeting will start on either your previous target
(if it is still visible) or the closest monster (if not) rather
than on the character. If no monsters are in view, targeting will
start on the character regardless.
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.
Setting this to true can be disconcerting for summoners.
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.
Setting this to true can be disconcerting for summoners.
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.
Some deities object to you stabbing monsters. Certain classes
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
Some deities object to you stabbing monsters. Certain classes
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
Stabbing may be possible even if the monster is not asleep (if it's
confused or distracted, for instance). This option brands monsters that
you *might* be able to stab. Primarily useful for worshippers of The
Shining One. Purists may consider this unnecessarily spoily.
Stabbing may be possible even if the monster is not asleep (if it's
confused or distracted, for instance). This option brands monsters that
you *might* be able to stab. Primarily useful for worshippers of The
Shining One. Purists may consider this unnecessarily spoily.
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
will prevent travel or explore from going through any 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
will prevent travel or explore from going through any water.
The square of the radius around travel-excluded squares where travel
will refuse to go. Set to zero if you want to exclude single squares.
The square of the radius around travel-excluded squares where travel
will refuse to go. Set to zero if you want to exclude single squares.
Travel 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:
Explore will stop for one of these conditions. Whatever you set this
option to, anything that stops travel will also stop explore. Multiple
explore_stop lines are *not* cumulative! The last explore_stop line
will override all previous explore_stop lines.
Explore 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 = prayer ends
This only works if runrest.lua has been sourced already in init.txt.
Any message containing the string will *not* stop your run. E.g.
runrest_ignore_message = prayer ends
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
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
The above four settle the colouring of the level map ('X'). They are
reachable: all squares reachable without problems (perhaps via stairs)
dangerous: squares which are only connected to your place via traps
excluded: the colour for the centre of travel exclusions (Ctrl-X)
excluded_circle: the colour for travel exclusions apart from centre
The above four settle the colouring of the level map ('X'). They are
reachable: all squares reachable without problems (perhaps via stairs)
dangerous: squares which are only connected to your place via traps
excluded: the colour for the centre of travel exclusions (Ctrl-X)
excluded_circle: the colour for travel exclusions apart from centre
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.
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. 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.
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. 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.
something becomes a stash, and the game keeps track of all such
squares. You can still use Ctrl-S and Ctrl-E as above.
something becomes a stash, and the game keeps track of all such
squares. You can still use Ctrl-S and Ctrl-E as above.
Change to true if you want to automatically list appropriate inventory
items 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.
Change to true if you want to automatically list appropriate inventory
items 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.
Set this option to true if you prefer to have invocations on 'a'-'e'
instead of the older 'A'-'E'. Note that you can change the letters of
Set this option to true if you prefer to have invocations on 'a'-'e'
instead of the older 'A'-'E'. Note that you can change the letters of
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.
If true, auto-switch to uncursed short blade for butchery. For such
tools any special messages are ignored. If false, you have to wield the
tool manually.
If true, auto-switch to uncursed short blade for butchery. For such
tools any special messages are ignored. If false, you have to wield the
tool manually.
Make confirmation questions easier to answer:
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'
Make confirmation questions easier to answer:
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'
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.
When set to true, the game will start with automatic prayers. This
option can be toggled in-game with Ctrl-V.
Letting Crawl pray throughout and automatically can be useful for gods
When set to true, the game will start with automatic prayers. This
option can be toggled in-game with Ctrl-V.
Letting Crawl pray throughout and automatically can be useful for gods
- there is no hostile monster in sight
- some further conditions (like not standing at an altar)
Note that even when you're praying, you can renew prayer anytime.
Also note the option safe_zero_exp (see 4-a) decides whether zero
experience monsters (like plants) are considered hostile.
- there is no hostile monster in sight
- some further conditions (like not standing at an altar)
Note that even when you're praying, you can renew prayer anytime.
Also note the option safe_zero_exp (see 4-a) decides whether zero
experience monsters (like plants) are considered hostile.
mp_warning = 10
mp_warning gives "* * * LOW MAGIC WARNING * * *" on the danger
channel when the player's magic points drop below this percentage of
their maximum (use 0 to turn off these messages).
mp_warning = 0
mp_warning gives "* * * LOW MAGIC WARNING * * *" on the danger
channel when the player's magic points drop below this percentage of
their maximum (use 0 to turn off these messages).
Set this to false to have the "in hand" description on the main screen
the same as the inventory. The default setting of true will give the
newer more terse description that should fit the limited space better.
Set this to false to have the "in hand" description on the main screen
the same as the inventory. The default setting of true will give the
newer more terse description that should fit the limited space better.
This prints a line (of the inventory, a menu, or the discoveries
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.
This prints a line (of the inventory, a menu, or the discoveries
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.
To colour worn stuff and highlight cursed items, take
menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
menu_colour = green:(worn|neck|hand|weapon)
menu_colour = red: cursed
To colour worn stuff and highlight cursed items, take
menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
menu_colour = green:(worn|neck|hand|weapon)
menu_colour = red: cursed
If you frequently die because you forget to use emergency items, try
menu_colour = cyan:(potions? of heal wounds|teleportation)
menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))
If you frequently die because you forget to use emergency items, try
menu_colour = cyan:(potions? of heal wounds|teleportation)
menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))
The list should be on one line of items, with commas between items.
'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, dart
To quickly experiment with a weapon-throwing character - e.g. to
make your Berserker actually use those three spears he carries around,
try a line similar to:
fire_order = launcher, dagger, spear, handaxe, stone, dart
The list should be on one line of items, with commas between items.
'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, dart
To quickly experiment with a weapon-throwing character - e.g. to
make your Berserker actually use those three spears he carries around,
try a line similar to:
fire_order = launcher, dagger, spear, handaxe, stone, dart
@w9 -- now typing 'w9' will wield this item
@*9 -- now any action command followed by '9' will use this item
!w -- before wielding this item, Crawl will ask for confirmation
!* -- any action with this item causes a prompt
=g -- item will be picked up automatically if autopickup is on
@w9 -- now typing 'w9' will wield this item
@*9 -- now any action command followed by '9' will use this item
!w -- before wielding this item, Crawl will ask for confirmation
!* -- any action with this item causes a prompt
=g -- item will be picked up automatically if autopickup is on
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
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
In the Vanquished Creatures list, this option controls how the
locations of each kill are displayed. Use 'none' to suppress place
display altogether, 'all' to display all known (up to 5) kill places,
In the Vanquished Creatures list, this option controls how the
locations of each kill are displayed. Use 'none' to suppress place
display altogether, 'all' to display all known (up to 5) kill places,
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,
rods, staves, books, all, none.
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,
rods, staves, books, all, none.
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.
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.
Set to true to get note-taking. The following events are logged:
- Gaining or losing a level
- Entering a dungeon level for the first time
- Memorizing a spell of higher level than any learned before
- Becoming a worshipper of a god
- Abandoning a god
- Receiving a gift from a god (except Xom)
- Being able to invoke a godly power for the first time
- Identifying items (see below)
- Killing OOD or unique monsters (see below)
- Reaching critical HP levels (see below)
- Gaining or losing mutations
- Reaching significant levels in a skill (see below)
You can use the command ':' for manually adding notes.
Set to true to get note-taking. The following events are logged:
- Gaining or losing a level
- Entering a dungeon level for the first time
- Memorizing a spell of higher level than any learned before
- Becoming a worshipper of a god
- Abandoning a god
- Receiving a gift from a god (except Xom)
- Being able to invoke a godly power for the first time
- Identifying items (see below)
- Killing OOD or unique monsters (see below)
- Reaching critical HP levels (see below)
- Gaining or losing mutations
- Reaching significant levels in a skill (see below)
You can use the command ':' for manually adding notes.
least ood_interesting levels. To disable OOD monster noting, set
ood_interesting to 500; the default is 8.
Unique monsters are always noted, regardless of this setting.
OOD monsters are only noted in the main dungeon.
least ood_interesting levels. To disable OOD monster noting, set
ood_interesting to 500; the default is 8.
Unique monsters are always noted, regardless of this setting.
OOD monsters are only noted in the main dungeon.
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 HP, 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.
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
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
Messages which match an item in this comma-separated list are
considered interesting. You can have multiple note_messages lines. E.g.
note_messages = Something interferes
note_messages = protects you from harm
If you want all banishments to the Abyss noted, use
note_messages = [bB]anish.*Abyss
If you want a note when your draconian scales turn <colour>, use
note_messages = Your scales start
Messages which match an item in this comma-separated list are
considered interesting. You can have multiple note_messages lines. E.g.
note_messages = Something interferes
note_messages = protects you from harm
If you want all banishments to the Abyss noted, use
note_messages = [bB]anish.*Abyss
If you want a note when your draconian scales turn <colour>, use
note_messages = Your scales start
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).
The colours are:
black, blue, green, cyan, red, magenta, brown, lightgrey,
darkgrey, lightblue, lightgreen, lightcyan, lightred,
lightmagenta, yellow, white
with lightgray = lightgrey, darkgray = darkgrey. Some examples:
colour.lightgray = black
colour.lightcyan = cyan
colour.yellow = brown
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).
The colours are:
black, blue, green, cyan, red, magenta, brown, lightgrey,
darkgrey, lightblue, lightgreen, lightcyan, lightred,
lightmagenta, yellow, white
with lightgray = lightgrey, darkgray = darkgrey. Some examples:
colour.lightgray = black
colour.lightcyan = cyan
colour.yellow = brown
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
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