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=== Option Descriptions === |
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Most of the "options" are accessible through the '=' command, which provides |
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an interface to the various "sets" of options available to the player. |
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In the decriptions below, each option is listed as the textual summary |
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which is shown on the "options" screen, plus the internal name of the |
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option in brackets, followed by a textual description of the option. |
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Note that the internal name of the option can be used in user pref files |
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to force the option to a given setting, see "command.txt" for more info. |
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Various concepts are mentioned in the descriptions below, including "disturb", |
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(cancel any running, resting, or repeated commands, which are in progress), |
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"flush" (forget any keypresses waiting in the keypress queue, including any |
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macros in progress), "fresh" (dump any pending output to the screen), and |
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"sub-windows" (see below). |
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=== Interface options === |
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**** <use_sound> |
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Use sound [use_sound] |
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Turns on sound effects, if your system supports them. |
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***** <rogue_like_commands> |
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Rogue-like commands [rogue_like_commands] |
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Selects the "roguelike" command set (see "command.txt" for info). |
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***** <use_old_target> |
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Use old target by default [use_old_target] |
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Forces all commands which normally ask for a "direction" to use the |
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current "target" if there is one. Use of this option can be dangerous |
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if you target locations on the ground, unless you clear them when done. |
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***** <pickup_always> |
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***** <pickup_inven> |
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Always pickup items [pickup_always] |
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Always pickup items matching inventory [pickup_inven] |
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If pickup_always is on, all items are always picked up, providing it is |
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safe to do so. If pickup_inven is on, then items matching those in your |
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inventory are always picked up. |
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***** <pickup_detail> |
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Be verbose when picking things up [pickup_detail] |
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If this is off, you get a one-line description of the objects or piles on |
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the floor after the other pickup options have acted. If this option is |
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on, you get a full list for more than one item, including weights. |
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In either case, you can start picking things up by typing "g". |
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When standing still, you are never charged extra time for picking |
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up objects. When walking, you always take a second partial turn to |
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pick up objects; each object picked up takes 1/10th of a turn. |
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***** <easy_alter> |
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Open/Disarm doors/traps on movement. [easy_alter] |
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Moving into a closed door will attempt once to open it, and moving |
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into a trap will attempt once to disarm it. If the player ever wishes |
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to leave a known teleport trap as a guaranteed escape route, this |
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option must therefore be off. |
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***** <easy_open> |
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Open/Disarm/Close without direction [easy_open] |
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If there is only one closed door next to the character, the game will |
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not bother asking for a direction when the player asks to "o"pen |
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something. The same applies for "c"losing doors and "D"isarming traps. |
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=== Display options === |
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***** <hp_changes_color> |
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Player color indicates low hit points [hp_changes_color] |
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This option makes the player @ turn various shades of colour from white |
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to red, depending on percentage of HP remaining. |
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***** <depth_in_feet> |
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Show dungeon level in feet [depth_in_feet] |
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Display dungeon depths in "feet" instead of "levels". |
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***** <hilite_player> |
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Hilite the player with the cursor [hilite_player] |
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Place the visible cursor on the player. This looks fine on some Unix |
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machines, but horrible on most graphics machines. Note that only some |
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machines are able to *not* show the cursor, but on those machines, hiding |
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the cursor often speeds up the game and looks better. |
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***** <center_player> |
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Center map continuously (very slow) [center_player] |
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The map always centres on the player with this option on. With it off, it |
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is divided into 25 sections, with coordinates (0,0) to (4,4), and will |
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show one section at a time. |
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***** <show_piles> |
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Show stacks using special attr/character [show_piles] |
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Stacks of items on the floor are shown using the "&" symbol. |
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***** <show_flavors> |
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Show flavors in object descriptions [show_flavors] |
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Display "flavors" (color or variety) in object descriptions, even for |
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objects whose type is known. This does not affect objects in stores. |
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***** <show_labels> |
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Show labels in equipment listings [show_labels] |
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Display "labels" (what an object is being used for) for objects in all |
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"equipment" listings. |
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***** <view_yellow_lite> |
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Use special colors for torch-lit grids [view_yellow_lite] |
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This option causes special colors to be used for "torch-lit" grids in |
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certain situations (see "view_granite_lite" and "view_special_lite"). |
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Turning this option off will slightly improve game speed. |
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***** <view_bright_lite> |
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Use special colors for 'viewable' grids [view_bright_lite] |
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This option causes special colors to be used for non "viewable" grids |
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in certain situations (see "view_granite_lite" and "view_special_lite"). |
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When this option is set, floor grids which are normally drawn in "white" |
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but which are not currently "viewable" by the player are instead drawn |
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in "dark gray". This makes the "viewable" grids to appear "brighter" |
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than the others, allowing the player to easily determine which floor |
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grids are in "line of sight". Turning this option off will probably |
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increase the speed of the game. |
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***** <view_granite_lite> |
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Use special colors for wall grids (slow) [view_granite_lite] |
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This option activates a special color scheme for all "wall" grids which |
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are normally drawn in "white" (as walls and rubble normally are). When |
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the player is blind, we use "dark gray", else if the grid is torch-lit, |
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we use "yellow" (or "white") depending on the "view_yellow_lite" option, |
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else if the "view_bright_lite" option is set, and the grid is not in line |
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of sight, or the grid is dark, or the grid is only "partially" lit, then |
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we use "gray", otherwise we use the normal "white". Turning this option |
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off will probably increase the speed of the game. This option may not |
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work well if the attr/char codes for walls/veins have been changed, or |
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if "graphics" are being used. |
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***** <view_special_lite> |
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Use special colors for floor grids (slow) [view_special_lite] |
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This option activates a special color scheme for all "floor" grids which |
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are normally drawn in "white" (as they normally are). When the player is |
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blind, we use "dark gray", else if the grid is torch-lit, we use "yellow" |
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(or "white") depending on the "view_yellow_lite" option, else if the grid |
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is "dark", we use "dark gray", else if the "view_bright_lite" option is |
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set, and the grid is not in line of sight, we use "gray", otherwise we |
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use the normal "white". Turning this option off will probably increase |
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the speed of the game. This option may not work well if the attr/char |
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codes for walls/veins have been changed, or if "graphics" are being used. |
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***** <view_perma_grids> |
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Map remembers all perma-lit grids [view_perma_grids] |
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Memorize all perma-lit floor grids which are seen by the player. |
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This option allows you to keep track of which explored floor grids |
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were perma-lit, but does not distinguish between dark floor grids, |
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unexplored floor grids, and unknown grids. Turning off this option |
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allows the player to always know which lit floor grids are in line |
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of sight, but this is better accomplished by the "view_bright_lite" |
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option. Note that any non-floor grids which is seen by the player |
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are always memorized, and "object" which is seen by the player is |
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memorized independantly from the memorization of the grid itself. |
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***** <view_torch_grids> |
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Map remembers all torch-lit grids [view_torch_grids] |
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Memorize all (torch-lit) floor grids which are seen by the player. |
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This option not only allows you to keep track of which floor grids |
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have been explored, but also which ones are "dark", because the use |
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of this option activates a special "color scheme" for the display of |
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floor grids, in which "dark" grids are drawn in "dark gray", "lit" |
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grids are drawn in "white", and (if the "view_bright_lite" option is |
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set) "lit" grids which are also in line of sight are drawn in "orange". |
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Note that grids which are currently "torch-lit" are considered to be |
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"lit", and are thus drawn in "white", unless the "view_yellow_lite" |
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option is set, in which case they are drawn in "yellow". |
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=== Disturbance options === |
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***** <disturb_move> |
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Disturb whenever any monster moves [disturb_move] |
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Disturb the player when any monster moves, appears, or disappears. |
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This includes monsters which are only visible due to telepathy, so |
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you should probably turn this option off if you want to "rest" near |
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such monsters. |
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***** <disturb_near> |
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Disturb whenever viewable monster moves [disturb_near] |
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Disturb the player when any viewable monster moves, whenever any |
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monster becomes viewable for the first time, and also whenever any |
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viewable monster becomes no longer viewable. This option ignores |
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the existance of "telepathy" for the purpose of determining whether |
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a monster is "viewable". See also the "view_reduce_view" option. |
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***** <disturb_panel> |
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Disturb whenever map panel changes [disturb_panel] |
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This option causes you to be disturbed by the screen "scrolling", |
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as it does when you get close to the "edge" of the screen. |
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***** <disturb_state> |
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Disturb whenever player state changes [disturb_state] |
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This option causes you to be disturbed whenever the player state |
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changes, including changes in hunger, resistance, confusion, etc. |
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***** <disturb_minor> |
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Disturb whenever boring things happen [disturb_minor] |
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This option causes you to be disturbed by various bring things, |
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including monsters bashing down doors, inventory feelings, and |
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beginning to run out of fuel. |
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***** <quick_messages> |
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Activate quick messages [quick_messages] |
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Allows the use of any keypress as a response to the "-more-" prompt |
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(useful for monster farming). Allows most keys to mean "no" to any |
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"[y/n]" prompt. |
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***** <auto_more> |
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Automatically clear -more- prompts [auto_more] |
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The game does not wait for a keypress when it comes to a -more- |
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prompt, but carries on going. |
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***** <ring_bell> |
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Audible bell (on errors, etc) [ring_bell] |
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Attempt to make a "bell" noise when various "errors" occur. |
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***** <flush_failure> |
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Flush input on various failures [flush_failure] |
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This option forces the game to flush all pending input whenever various |
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"failures" occur, such as failure to cast a spell, failure to use a wand, |
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etc. This is very useful if you use macros which include "directional" |
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components with commands that can fail, since it will prevent you from |
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walking towards monsters when your spells fail. |
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***** <flush_disturb> |
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Flush input whenever disturbed [flush_disturb] |
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This option forces the game to flush all pending input whenever the |
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character is "disturbed". This is useful if you use macros which take |
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time, since it will prevent you from continuing your macro while being |
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attacked by a monster. |
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=== Birth options === |
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***** <birth_maximize> |
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Maximize effect of race/class bonuses [birth_maximize] |
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Normally, if a character should find potions that permanently increase |
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his stats, the maximum that can be achieved without equipment bonuses |
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is 18/100. If maximize mode is on (which is the default), then the race |
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and class bonuses and penalties apply to this limit, so your half-troll |
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will have a greater maximum possible strength (unassisted by his |
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equipment) than a hobbit. With maximize mode off, all characters max |
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out at 18/100 for all stats. This also affects the start of the game, |
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because race and class bonuses are applied as if they were "rings" in |
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maximize mode (at an exact rate of 0/10 percentile points equals 1 point |
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for stats over 18), and as "potions" in non-maximize mode (drinking six |
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potions of [stat] will probably increase your stat by more than 0/60 if |
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it was at 18 to start with.) To cut a long story short and a confusing |
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explanation simple, you get better starting stats in non-maximize mode, |
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but can't get as good at what you're supposed to be best at in the later |
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stages of the game. |
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***** <birth_randarts> |
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Randomize some of the artifacts [birth_randarts] |
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A different set of artifacts will be created, in place of the standard |
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ones. This is intended primarily for people who have played enough to |
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know what most of the standard artifacts do and have got bored with |
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them. Note that savefiles with random artifacts are not guaranteed |
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to be compatible between different Angband versions! |
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***** <birth_autoscum> |
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Auto-scum for good levels [birth_autoscum] |
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This allows you to force the generation of "good" levels in the dungeon. |
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This option may be extremely slow on some machines, especially deep in |
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the dungeon. The minimum "goodness" of the level is based on the dungeon |
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level, so the deeper you go, the better the level will be. A lot of |
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people consider this option to be cheating. |
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--- Ironman --- |
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***** <birth_ironman> |
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Restrict the use of stairs/recall [birth_ironman] |
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This option, not recommended for non-advanced players, prevents the |
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generation of up staircases, and makes the scroll and effect of Word |
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of Recall not function: and teleport-level always goes down, as does |
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the spell of stair-creation, except on the quest levels of Sauron and |
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Morgoth. |
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***** <birth_no_stores> |
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Restrict the use of stores/home [birth_no_stores] |
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The stores are all closed. The home is someone else's, and locked. You |
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can keep nothing but what you carry with you, and get nothing but what |
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you find in the dungeon. No selling items, or buying potions of |
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restore stat... Not recommended for new players, or indeed for |
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sane players. |
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|
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***** <birth_no_artifacts> |
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Restrict the creation of artifacts [birth_no_artifacts] |
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No artifacts will be created. Ever. Just *how* masochistic are you? |
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***** <birth_no_preserve> |
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Don't preserve artifacts on leaving level [birth_no_preserve] |
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Normally artifacts can be generated more than once in the game - so |
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if you leave a level with an unidentified artifact on it you may |
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still find it later. With this option on, they can only be created |
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once - if you leave a level with an artifact on it's gone for the |
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rest of the game whether you knew it was there or not. |
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|
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***** <birth_no_stacking> |
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Don't stack objects on the floor [birth_no_stacking] |
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Items dropped on the floor will spread out instead of stacking. |
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Normal items will disappear if there is no empty grid within a radius |
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of three squares. |
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***** <birth_no_stairs> |
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Don't generate connected stairs [birth_no_stairs] |
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Never generate a staircase back to the level you came from, if you used |
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a staircase to get to the level. |
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|
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--- Monster Intelligence --- |
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|
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***** <birth_ai_sound> |
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Monsters chase current location [birth_ai_sound] |
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Allow monsters to make paths to the player when they are nearby. This |
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option is extremely slow, but can produce viciously smart monsters. |
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|
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***** <birth_ai_smell> |
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Monsters chase recent locations [birth_ai_smell] |
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Allow monsters to take advantage of "old" trails that you may have left |
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in the dungeon. This has no effect unless "flow_by_sound" is also set. |
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***** <birth_ai_packs> |
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Monsters act smarter in groups [birth_ai_packs] |
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"Group" monsters will use tactics that groups of monsters might |
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reasonably employ - such as hiding out of sight around a corner, |
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trying to draw the character out into the middle of a room so they |
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can surround him and all attack at once, rather than chasing one |
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by one down a corridor. |
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|
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***** <birth_ai_learn> |
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Monsters learn from their mistakes [birth_ai_learn] |
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Allow monsters to learn what spell attacks you are resistant to, |
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and to use this information to choose the best attacks. |
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***** <birth_ai_cheat> |
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Monsters exploit players weaknesses [birth_ai_cheat] |
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Allow monsters to know what spell attacks you are resistant to, |
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and to use this information to choose the best attacks. |
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|
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***** <birth_ai_smart> |
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Monsters behave more intelligently (broken) [birth_ai_smart] |
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Monsters have a certain amount of intelligence and will use it - |
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teleporting away when low on hit points, using their more powerful |
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spells in preference to the less powerful spells, etc. Not all |
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monsters are, of course, intelligent. |
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|
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=== Cheating options === |
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|
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***** <cheat_peek> |
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Peek into object creation [cheat_peek] |
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Cheaters never win. But they can peek at object creation. |
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|
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***** <cheat_hear> |
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Peek into monster creation [cheat_hear] |
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Cheaters never win. But they can peek at monster creation. |
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| 363 |
|
|---|
| 364 |
***** <cheat_room> |
|---|
| 365 |
Peek into dungeon creation [cheat_room] |
|---|
| 366 |
Cheaters never win. But they can peek at room creation. |
|---|
| 367 |
|
|---|
| 368 |
***** <cheat_xtra> |
|---|
| 369 |
Peek into something else [cheat_xtra] |
|---|
| 370 |
Cheaters never win. But they can see debugging messages. |
|---|
| 371 |
|
|---|
| 372 |
***** <cheat_know> |
|---|
| 373 |
Know complete monster info [cheat_know] |
|---|
| 374 |
Cheaters never win. But they can know all about monsters. |
|---|
| 375 |
|
|---|
| 376 |
***** <cheat_live> |
|---|
| 377 |
Allow player to avoid death [cheat_live] |
|---|
| 378 |
Cheaters never win. But they can cheat death. |
|---|
| 379 |
|
|---|
| 380 |
|
|---|
| 381 |
=== Window flags === |
|---|
| 382 |
|
|---|
| 383 |
Some platforms support "sub-windows", which are windows which can be used to |
|---|
| 384 |
display useful information generally available through other means. The best |
|---|
| 385 |
thing about these windows is that they are updated automatically (usually) to |
|---|
| 386 |
reflect the current state of the world. The "window options" can be used to |
|---|
| 387 |
specify what should be displayed in each window. The possible choices should |
|---|
| 388 |
be pretty obvious. |
|---|
| 389 |
|
|---|
| 390 |
Display inven/equip |
|---|
| 391 |
Display the player inventory (and sometimes the equipment). |
|---|
| 392 |
|
|---|
| 393 |
Display equip/inven |
|---|
| 394 |
Display the player equipment (and sometimes the inventory). |
|---|
| 395 |
|
|---|
| 396 |
Display player flags |
|---|
| 397 |
Display a special description of the character, including some of the |
|---|
| 398 |
"flags" which pertain to a character, broken down by equipment item. |
|---|
| 399 |
|
|---|
| 400 |
Display player screen |
|---|
| 401 |
Display a brief description of the character, including a breakdown |
|---|
| 402 |
of the current player "skills" (including attacks/shots per round). |
|---|
| 403 |
|
|---|
| 404 |
Display player flags |
|---|
| 405 |
Display a brief description of the character, including a breakdown |
|---|
| 406 |
of the contributions of each equipment item to various resistances |
|---|
| 407 |
and stats. |
|---|
| 408 |
|
|---|
| 409 |
Display map view |
|---|
| 410 |
Display the area around the player or around the target while |
|---|
| 411 |
targetting. This allows using graphical tiles in their original |
|---|
| 412 |
size. |
|---|
| 413 |
|
|---|
| 414 |
Display messages |
|---|
| 415 |
Display the most recently generated "messages". |
|---|
| 416 |
|
|---|
| 417 |
Display overhead view |
|---|
| 418 |
Display an overhead view of the entire dungeon. This is very slow |
|---|
| 419 |
and does not even look very good. |
|---|
| 420 |
|
|---|
| 421 |
Display monster recall |
|---|
| 422 |
Display a description of the most monster which has been most recently |
|---|
| 423 |
attacked, targetted, or examined in some way. |
|---|
| 424 |
|
|---|
| 425 |
Display object recall |
|---|
| 426 |
Display a description of the most recently selected object. Currently |
|---|
| 427 |
this only affects spellbooks and prayerbooks. This window flag may be |
|---|
| 428 |
usefully combined with others, such as "monster recall". |
|---|
| 429 |
|
|---|
| 430 |
Display borg messages |
|---|
| 431 |
This window flag is currently used only by the Borg. |
|---|
| 432 |
|
|---|
| 433 |
Display borg status |
|---|
| 434 |
This window flag is currently used only by the Borg. |
|---|
| 435 |
|
|---|
| 436 |
|
|---|
| 437 |
=== Left Over Information === |
|---|
| 438 |
|
|---|
| 439 |
The "hitpoint_warn" value, if non-zero, is the percentage of maximal hitpoints |
|---|
| 440 |
at which the player is warned that he may die. It is also used as the cut-off |
|---|
| 441 |
for using the color red to display both hitpoints and mana. |
|---|
| 442 |
|
|---|
| 443 |
The "delay_factor" value, if non-zero, will slow down the visual effects used |
|---|
| 444 |
for missile, bolt, beam, and ball attacks. The actual time delay is equal to |
|---|
| 445 |
"delay_factor" squared, in milliseconds. |
|---|
| 446 |
|
|---|