root/trunk/lib/help/option.txt

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1 === Option Descriptions ===
2
3 Most of the "options" are accessible through the '=' command, which provides
4 an interface to the various "sets" of options available to the player.
5
6 In the decriptions below, each option is listed as the textual summary
7 which is shown on the "options" screen, plus the internal name of the
8 option in brackets, followed by a textual description of the option.
9
10 Note that the internal name of the option can be used in user pref files
11 to force the option to a given setting, see "command.txt" for more info.
12
13 Various concepts are mentioned in the descriptions below, including "disturb",
14 (cancel any running, resting, or repeated commands, which are in progress),
15 "flush" (forget any keypresses waiting in the keypress queue, including any
16 macros in progress), "fresh" (dump any pending output to the screen), and
17 "sub-windows" (see below).
18
19
20 === Interface options ===
21
22 **** <use_sound>
23 Use sound    [use_sound]
24     Turns on sound effects, if your system supports them.
25
26 ***** <rogue_like_commands>
27 Rogue-like commands    [rogue_like_commands]
28     Selects the "roguelike" command set (see "command.txt" for info).
29
30 ***** <use_old_target>
31 Use old target by default    [use_old_target]
32     Forces all commands which normally ask for a "direction" to use the
33     current "target" if there is one.  Use of this option can be dangerous
34     if you target locations on the ground, unless you clear them when done.
35
36 ***** <pickup_always>
37 ***** <pickup_inven>
38 Always pickup items                           [pickup_always]
39 Always pickup items matching inventory        [pickup_inven]
40      If pickup_always is on, all items are always picked up, providing it is
41      safe to do so.  If pickup_inven is on, then items matching those in your
42      inventory are always picked up.
43
44 ***** <pickup_detail>
45 Be verbose when picking things up             [pickup_detail]
46      If this is off, you get a one-line description of the objects or piles on
47      the floor after the other pickup options have acted.  If this option is
48      on, you get a full list for more than one item, including weights.
49
50      In either case, you can start picking things up by typing "g".
51      When standing still, you are never charged extra time for picking
52      up objects.  When walking, you always take a second partial turn to
53      pick up objects; each object picked up takes 1/10th of a turn.
54
55 ***** <easy_alter>
56 Open/Disarm doors/traps on movement.    [easy_alter]
57      Moving into a closed door will attempt once to open it, and moving
58      into a trap will attempt once to disarm it. If the player ever wishes
59      to leave a known teleport trap as a guaranteed escape route, this
60      option must therefore be off.
61
62 ***** <easy_open>
63 Open/Disarm/Close without direction    [easy_open]
64     If there is only one closed door next to the character, the game will
65     not bother asking for a direction when the player asks to "o"pen
66     something. The same applies for "c"losing doors and "D"isarming traps.
67
68
69 === Display options ===
70
71 ***** <hp_changes_color>
72 Player color indicates low hit points    [hp_changes_color]
73     This option makes the player @ turn various shades of colour from white
74     to red, depending on percentage of HP remaining.
75
76 ***** <depth_in_feet>
77 Show dungeon level in feet    [depth_in_feet]
78     Display dungeon depths in "feet" instead of "levels".
79
80 ***** <hilite_player>
81 Hilite the player with the cursor    [hilite_player]
82     Place the visible cursor on the player.  This looks fine on some Unix
83     machines, but horrible on most graphics machines.  Note that only some
84     machines are able to *not* show the cursor, but on those machines, hiding
85     the cursor often speeds up the game and looks better.
86
87 ***** <center_player>
88 Center map continuously (very slow)    [center_player]
89      The map always centres on the player with this option on. With it off, it
90      is divided into 25 sections, with coordinates (0,0) to (4,4), and will
91      show one section at a time.
92
93 ***** <show_piles>
94 Show stacks using special attr/character     [show_piles]
95      Stacks of items on the floor are shown using the "&" symbol.
96
97 ***** <show_flavors>
98 Show flavors in object descriptions    [show_flavors]
99     Display "flavors" (color or variety) in object descriptions, even for
100     objects whose type is known.  This does not affect objects in stores.
101
102 ***** <show_labels>
103 Show labels in equipment listings    [show_labels]
104     Display "labels" (what an object is being used for) for objects in all
105     "equipment" listings.
106
107 ***** <view_yellow_lite>
108 Use special colors for torch-lit grids    [view_yellow_lite]
109     This option causes special colors to be used for "torch-lit" grids in
110     certain situations (see "view_granite_lite" and "view_special_lite").
111     Turning this option off will slightly improve game speed.
112
113 ***** <view_bright_lite>
114 Use special colors for 'viewable' grids    [view_bright_lite]
115     This option causes special colors to be used for non "viewable" grids
116     in certain situations (see "view_granite_lite" and "view_special_lite").
117     When this option is set, floor grids which are normally drawn in "white"
118     but which are not currently "viewable" by the player are instead drawn
119     in "dark gray".  This makes the "viewable" grids to appear "brighter"
120     than the others, allowing the player to easily determine which floor
121     grids are in "line of sight".  Turning this option off will probably
122     increase the speed of the game.
123
124 ***** <view_granite_lite>
125 Use special colors for wall grids (slow)    [view_granite_lite]
126     This option activates a special color scheme for all "wall" grids which
127     are normally drawn in "white" (as walls and rubble normally are).  When
128     the player is blind, we use "dark gray", else if the grid is torch-lit,
129     we use "yellow" (or "white") depending on the "view_yellow_lite" option,
130     else if the "view_bright_lite" option is set, and the grid is not in line
131     of sight, or the grid is dark, or the grid is only "partially" lit, then
132     we use "gray", otherwise we use the normal "white".  Turning this option
133     off will probably increase the speed of the game.  This option may not
134     work well if the attr/char codes for walls/veins have been changed, or
135     if "graphics" are being used.
136
137 ***** <view_special_lite>
138 Use special colors for floor grids (slow)    [view_special_lite]
139     This option activates a special color scheme for all "floor" grids which
140     are normally drawn in "white" (as they normally are).  When the player is
141     blind, we use "dark gray", else if the grid is torch-lit, we use "yellow"
142     (or "white") depending on the "view_yellow_lite" option, else if the grid
143     is "dark", we use "dark gray", else if the "view_bright_lite" option is
144     set, and the grid is not in line of sight, we use "gray", otherwise we
145     use the normal "white".  Turning this option off will probably increase
146     the speed of the game.  This option may not work well if the attr/char
147     codes for walls/veins have been changed, or if "graphics" are being used.
148
149 ***** <view_perma_grids>
150 Map remembers all perma-lit grids    [view_perma_grids]
151     Memorize all perma-lit floor grids which are seen by the player.
152     This option allows you to keep track of which explored floor grids
153     were perma-lit, but does not distinguish between dark floor grids,
154     unexplored floor grids, and unknown grids.  Turning off this option
155     allows the player to always know which lit floor grids are in line
156     of sight, but this is better accomplished by the "view_bright_lite"
157     option.  Note that any non-floor grids which is seen by the player
158     are always memorized, and "object" which is seen by the player is
159     memorized independantly from the memorization of the grid itself.
160
161 ***** <view_torch_grids>
162 Map remembers all torch-lit grids    [view_torch_grids]
163     Memorize all (torch-lit) floor grids which are seen by the player.
164     This option not only allows you to keep track of which floor grids
165     have been explored, but also which ones are "dark", because the use
166     of this option activates a special "color scheme" for the display of
167     floor grids, in which "dark" grids are drawn in "dark gray", "lit"
168     grids are drawn in "white", and (if the "view_bright_lite" option is
169     set) "lit" grids which are also in line of sight are drawn in "orange".
170     Note that grids which are currently "torch-lit" are considered to be
171     "lit", and are thus drawn in "white", unless the "view_yellow_lite"
172     option is set, in which case they are drawn in "yellow".
173
174
175 === Disturbance options ===
176
177 ***** <disturb_move>
178 Disturb whenever any monster moves    [disturb_move]
179     Disturb the player when any monster moves, appears, or disappears.
180     This includes monsters which are only visible due to telepathy, so
181     you should probably turn this option off if you want to "rest" near
182     such monsters.
183
184 ***** <disturb_near>
185 Disturb whenever viewable monster moves    [disturb_near]
186     Disturb the player when any viewable monster moves, whenever any
187     monster becomes viewable for the first time, and also whenever any
188     viewable monster becomes no longer viewable.  This option ignores
189     the existance of "telepathy" for the purpose of determining whether
190     a monster is "viewable".  See also the "view_reduce_view" option.
191
192 ***** <disturb_panel>
193 Disturb whenever map panel changes    [disturb_panel]
194     This option causes you to be disturbed by the screen "scrolling",
195     as it does when you get close to the "edge" of the screen.
196
197 ***** <disturb_state>
198 Disturb whenever player state changes    [disturb_state]
199     This option causes you to be disturbed whenever the player state
200     changes, including changes in hunger, resistance, confusion, etc.
201
202 ***** <disturb_minor>
203 Disturb whenever boring things happen    [disturb_minor]
204     This option causes you to be disturbed by various bring things,
205     including monsters bashing down doors, inventory feelings, and
206     beginning to run out of fuel.
207
208 ***** <quick_messages>
209 Activate quick messages    [quick_messages]
210     Allows the use of any keypress as a response to the "-more-" prompt
211     (useful for monster farming).  Allows most keys to mean "no" to any
212     "[y/n]" prompt.
213
214 ***** <auto_more>
215 Automatically clear -more- prompts    [auto_more]
216     The game does not wait for a keypress when it comes to a -more-
217     prompt, but carries on going.
218
219 ***** <ring_bell>
220 Audible bell (on errors, etc)    [ring_bell]
221     Attempt to make a "bell" noise when various "errors" occur.
222
223 ***** <flush_failure>
224 Flush input on various failures    [flush_failure]
225     This option forces the game to flush all pending input whenever various
226     "failures" occur, such as failure to cast a spell, failure to use a wand,
227     etc.  This is very useful if you use macros which include "directional"
228     components with commands that can fail, since it will prevent you from
229     walking towards monsters when your spells fail.
230
231 ***** <flush_disturb>
232 Flush input whenever disturbed    [flush_disturb]
233     This option forces the game to flush all pending input whenever the
234     character is "disturbed".  This is useful if you use macros which take
235     time, since it will prevent you from continuing your macro while being
236     attacked by a monster.
237
238
239 === Birth options ===
240
241 ***** <birth_maximize>
242 Maximize effect of race/class bonuses    [birth_maximize]
243      Normally, if a character should find potions that permanently increase
244      his stats, the maximum that can be achieved without equipment bonuses
245      is 18/100. If maximize mode is on (which is the default), then the race
246      and class bonuses and penalties apply to this limit, so your half-troll
247      will have a greater maximum possible strength (unassisted by his
248      equipment) than a hobbit. With maximize mode off, all characters max
249      out at 18/100 for all stats. This also affects the start of the game,
250      because race and class bonuses are applied as if they were "rings" in
251      maximize mode (at an exact rate of 0/10 percentile points equals 1 point
252      for stats over 18), and as "potions" in non-maximize mode (drinking six
253      potions of [stat] will probably increase your stat by more than 0/60 if
254      it was at 18 to start with.) To cut a long story short and a confusing
255      explanation simple, you get better starting stats in non-maximize mode,
256      but can't get as good at what you're supposed to be best at in the later
257      stages of the game.
258
259 ***** <birth_randarts>
260 Randomize some of the artifacts    [birth_randarts]
261      A different set of artifacts will be created, in place of the standard
262      ones. This is intended primarily for people who have played enough to
263      know what most of the standard artifacts do and have got bored with
264      them.  Note that savefiles with random artifacts are not guaranteed
265      to be compatible between different Angband versions!
266
267 ***** <birth_autoscum>
268 Auto-scum for good levels    [birth_autoscum]
269     This allows you to force the generation of "good" levels in the dungeon.
270     This option may be extremely slow on some machines, especially deep in
271     the dungeon.  The minimum "goodness" of the level is based on the dungeon
272     level, so the deeper you go, the better the level will be.  A lot of
273     people consider this option to be cheating.
274
275 --- Ironman ---
276
277 ***** <birth_ironman>
278 Restrict the use of stairs/recall    [birth_ironman]
279      This option, not recommended for non-advanced players, prevents the
280      generation of up staircases, and makes the scroll and effect of Word
281      of Recall not function: and teleport-level always goes down, as does
282      the spell of stair-creation, except on the quest levels of Sauron and
283      Morgoth.
284
285 ***** <birth_no_stores>
286 Restrict the use of stores/home    [birth_no_stores]
287      The stores are all closed. The home is someone else's, and locked. You
288      can keep nothing but what you carry with you, and get nothing but what
289      you find in the dungeon. No selling items, or buying potions of
290      restore stat... Not recommended for new players, or indeed for
291      sane players.
292
293 ***** <birth_no_artifacts>
294 Restrict the creation of artifacts    [birth_no_artifacts]
295      No artifacts will be created. Ever. Just *how* masochistic are you?
296
297 ***** <birth_no_preserve>
298 Don't preserve artifacts on leaving level    [birth_no_preserve]
299      Normally artifacts can be generated more than once in the game - so
300      if you leave a level with an unidentified artifact on it you may
301      still find it later.  With this option on, they can only be created
302      once - if you leave a level with an artifact on it's gone for the
303      rest of the game whether you knew it was there or not.
304
305 ***** <birth_no_stacking>
306 Don't stack objects on the floor   [birth_no_stacking]
307      Items dropped on the floor will spread out instead of stacking.
308      Normal items will disappear if there is no empty grid within a radius
309      of three squares.
310
311 ***** <birth_no_stairs>
312 Don't generate connected stairs    [birth_no_stairs]
313     Never generate a staircase back to the level you came from, if you used
314     a staircase to get to the level.
315
316 --- Monster Intelligence ---
317
318 ***** <birth_ai_sound>
319 Monsters chase current location    [birth_ai_sound]
320     Allow monsters to make paths to the player when they are nearby.  This
321     option is extremely slow, but can produce viciously smart monsters.
322
323 ***** <birth_ai_smell>
324 Monsters chase recent locations    [birth_ai_smell]
325     Allow monsters to take advantage of "old" trails that you may have left
326     in the dungeon.  This has no effect unless "flow_by_sound" is also set.
327
328 ***** <birth_ai_packs>
329 Monsters act smarter in groups    [birth_ai_packs]
330      "Group" monsters will use tactics that groups of monsters might
331      reasonably employ - such as hiding out of sight around a corner,
332      trying to draw the character out into the middle of a room so they
333      can surround him and all attack at once, rather than chasing one
334      by one down a corridor.
335
336 ***** <birth_ai_learn>
337 Monsters learn from their mistakes    [birth_ai_learn]
338     Allow monsters to learn what spell attacks you are resistant to,
339     and to use this information to choose the best attacks.
340
341 ***** <birth_ai_cheat>
342 Monsters exploit players weaknesses    [birth_ai_cheat]
343     Allow monsters to know what spell attacks you are resistant to,
344     and to use this information to choose the best attacks.
345
346 ***** <birth_ai_smart>
347 Monsters behave more intelligently (broken)    [birth_ai_smart]
348      Monsters have a certain amount of intelligence and will use it -
349      teleporting away when low on hit points, using their more powerful
350      spells in preference to the less powerful spells, etc. Not all
351      monsters are, of course, intelligent.
352
353
354 === Cheating options ===
355
356 ***** <cheat_peek>
357 Peek into object creation    [cheat_peek]
358     Cheaters never win.  But they can peek at object creation.
359
360 ***** <cheat_hear>
361 Peek into monster creation    [cheat_hear]
362     Cheaters never win.  But they can peek at monster creation.
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
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