Guide to Crawl's options ======================== This document explains all of the options in the latest version of Dungeon Crawl Stone Soup. If you get stuck or some things don't seem to work properly, ask for help in ##crawl on freenode, or on the Crawl forums at http://crawl.develz.org/tavern/. The contents of this text are: 0- Generalities. 0-a Standard and additional option files. 0-b Options on the command line. 0-c Options and how to set them. 0-d List options. 0-e Aliases and variables. 1- Starting Screen. name, remember_name, weapon, species, background, random_pick, good_random, restart_after_game, default_manual_training, autopickup_starting_ammo 2- File System and Sound. crawl_dir, morgue_dir, save_dir, macro_dir, sound 3- Interface. 3-a Dropping and Picking up. autopickup, autopickup_exceptions, default_autopickup, pickup_thrown, chunks_autopickup, assign_item_slot, pickup_menu_limit, drop_filter 3-b Targeting. darken_beyond_range 3-c Passive Sightings (detected and remembered entities). detected_monster_colour, detected_item_colour, remembered_monster_colour 3-d Branding (Item and Monster Highlighting). friend_brand, neutral_brand, stab_brand, may_stab_brand, heap_brand, feature_item_brand, trap_item_brand 3-e Level Map Functions. level_map_cursor_step, show_waypoints 3-f Viewport Display Options. view_max_width, view_max_height, view_lock_x, view_lock_y, view_lock, center_on_scroll, symmetric_scroll, scroll_margin_x, scroll_margin_y, scroll_margin 3-g Travel and Exploration. travel_delay, explore_delay, rest_delay, travel_avoid_terrain, explore_greedy, explore_stop, explore_stop_pickup_ignore, explore_wall_bias, explore_improved, auto_sacrifice, travel_key_stop, tc_reachable, tc_dangerous, tc_disconnected, tc_excluded, tc_exclude_circle, runrest_ignore_message, runrest_stop_message, runrest_safe_poison, runrest_ignore_monster, trapwalk_safe_hp, rest_wait_both, auto_exclude 3-h Command Enhancements. auto_switch, easy_open, easy_unequip, equip_unequip, jewellery_prompt, easy_confirm, allow_self_target, confirm_butcher, easy_eat_chunks, auto_drop_chunks, prompt_for_swap, easy_quit_item_prompts, easy_exit_menu, sort_menus, spell_slot, autofight_stop, autofight_throw, autofight_throw_nomove, autofight_fire_stop, autofight_caught, automagic_enable, automagic_slot, automagic_fight, automagic_stop 3-i Message and Display Improvements. hp_warning, mp_warning, hp_colour, mp_colour, stat_colour, status_caption_colour, enemy_hp_colour, clear_messages, show_more, small_more, show_newturn_mark, show_game_turns, item_stack_summary_minimum, mlist_min_height, mlist_allow_alternate_layout, mlist_targeting, msg_min_height, msg_max_height, messages_at_top, skill_focus, msg_condense_repeats, msg_condense_short, show_travel_trail, monster_list_colour, view_delay, force_more_message 3-j Colours (messages and menus) menu_colour, message_colour 3-k Missiles. fire_items_start, fire_order 3-l Message Channels. plain, prompt, god, pray, duration, danger, food, warning, recovery, talk, talk_visual, timed_portal, sound, intrinsic_gain, mutation, monster_spell, monster_enchant, friend_spell, friend_enchant, friend_action, monster_damage, monster_target, banishment, rotten_meat, equipment, floor, multiturn, examine, examine_filter, diagnostics, error, tutorial, orb, hell_effect 3-m Inscriptions. autoinscribe, autoinscribe_cursed 3-n Macro related Options. flush.failure, flush.command, flush.message, additional_macro_file, bindkey 3-o Tiles Options. tile_show_items, tile_skip_title, tile_menu_icons, tile_player_col, tile_monster_col, tile_neutral_col, tile_peaceful_col, tile_friendly_col, tile_plant_col, tile_item_col, tile_unseen_col, tile_floor_col, tile_wall_col, tile_mapped_floor_col, tile_mapped_wall_col, tile_door_col, tile_downstairs_col, tile_upstairs_col, tile_branchstairs_col, tile_feature_col, tile_trap_col, tile_water_col, tile_lava_col, tile_excluded_col, tile_excl_centre_col, tile_update_rate, tile_runrest_rate, tile_key_repeat_delay, tile_tooltip_ms, tile_tag_pref, tile_full_screen, tile_window_width, tile_window_height, tile_map_pixels, tile_cell_pixels, tile_force_overlay, tile_font_crt_file, tile_font_stat_file, tile_font_msg_file, tile_font_tip_file, tile_font_lbl_file, tile_font_crt_family, tile_font_stat_family, tile_font_msg_family, tile_font_lbl_family, tile_font_crt_size, tile_font_stat_size, tile_font_msg_size, tile_font_tip_size, tile_font_lbl_size, tile_font_ft_light, tile_show_minihealthbar, tile_show_minimagicbar, tile_show_demon_tier, tile_water_anim, tile_misc_anim, tile_realtime_anim, tile_show_player_species, tile_layout_priority, tile_display_mode, tile_level_map_hide_messages, tile_level_map_hide_sidebar, tile_player_tile, tile_weapon_offsets, tile_shield_offsets 4- Character Dump. 4-a Saving. dump_on_save 4-b Items and Kills. kill_map, dump_kill_places, dump_kill_breakdowns, dump_item_origins, dump_item_origin_price, dump_message_count, dump_order, dump_book_spells 4-c Notes. user_note_prefix, note_items, note_monsters, note_hp_percent, note_skill_levels, note_all_skill_levels, note_skill_max, note_xom_effects, note_messages, note_chat_messages, note_dgl_messages 5- Miscellaneous. 5-a All OS. mouse_input, wiz_mode, char_set, colour, cset, feature, mon_glyph, item_glyph, use_fake_player_cursor, show_player_species 5-b DOS and Windows. dos_use_background_intensity 5-c Unix. background_colour, use_fake_cursor 6- Lua. 6-a Including lua files. 6-b Executing inline lua. 6-c Conditional options. 6-d Conditional option caveats. ------------------------------------------------------------------------ 0- Generalities on options. ============================ 0-a Standard and additional option files. --------------------------------------------- Crawl uses the first file of the following list as its option file: * settings/init.txt * init.txt (in the Crawl directory) * .crawlrc (in the Unix home directory) Alternatively, you can use the command line option -rc <file> which tells Crawl to use precisely that file. On the starting screen, Crawl tells you which init file it uses, if any. It is possible to include additional files within the options file via include = <file> Note that these are treated as if their content was entered verbatim in the options file. By default, Crawl searches for all these included files in the settings/ directory but you can specify a special folder using the command line option -rcdir <dir> External option files have several uses: They allow quick customisation of Crawl's general appearance (colouring/suppression of messages, and the inventory style). More elaborate option magic (usually containing lua) can also be conveniently hidden this way. Finally, there are some additional option files in the settings/ directory; these allow setting some options and monster glyphs to their defaults from older versions. See the header of the default init.txt for more details. 0-b Options on the command line. ------------------------------------ A quick way to make small changes to the options, without having to switch to a different option file, is to use the command line options -extra-opt-first or -extra-opt-last, which make it as if the given option was (respectively) at the top or bottom of the option file. For example, -extra-opt-last wiz_mode=yes will cause any new game to start in wizard mode. -extra-opt-first and -extra-opt-last can be used multiple times on the same command line. 0-c Options and how to set them. ------------------------------------ There are three broad types of Crawl options: true/false values (booleans), arbitrary values, and lists of values. In this document, options are usually described with their default values (if there is a default); this should also explain which of the above-mentioned types it is. Each option should have some remarks on how it's typically used - but keep in mind that the options you want to use depend on your playing style and sometimes also on your operating system. The standard init.txt distributed with Crawl includes all boolean options, commented out. The commented-out values are always the _non-defaults_, so you can toggle boolean options by uncommenting them. There are two styles you can use to set options. The classic name=value syntax, one option per-line: remember_name = true explore_greedy = false confirm_butcher= never And the NetHack-style combined option line: OPTION = remember_name, !explore_greedy, confirm_butcher:never The second style is useful to specify simple options in a few lines, but it cannot be used for options that take complex lists of values (such as the autopickup_exceptions option). Some options need a path as an argument; here you have to use a filesystem path suitable for your system. Other options accept regular expressions (regexes): here you can simply use ordinary strings, adapt the suggested regexes to your needs or search the internet for regex syntax. Note that in the tutorial and hints modes, some of your options settings may get overwritten to facilitate the explanations. This concerns the following options, and their enforced setting for tutorial games are as follows: clear_messages = true weapon = hand axe, for Berserkers in hints mode and, for Tiles, tile_tag_pref = tutorial 0-d List options. --------------------- A number of options can have a list of values. Most but not all of these options allow setting multiple values in a single line, separated by commas. It is possible to reset, add items to, or remove items from such an option. Add values to the end of the list (append): drop_filter += useless, enchant Add values to the beginning of the list (prepend): drop_filter ^= rotting Remove values from the list (exact match only): drop_filter -= enchant Reset the list: drop_filter = bad_item, dangerous_item Empty the list: drop_filter = The "listopt = value" syntax first clears the list, then adds values. In previous versions of Crawl it was a synonym for +=, and only bare "listopt =" cleared the list. For many options, such as drop_filter, there is effectively no difference between appending and prepending. However, other options, such as message_colour, do care about the order of items; these will be noted as "Ordered list options" in their descriptions. In most cases, earlier items take precedence over later ones, so += defers to existing matches (including defaults) while ^= overrides them. So, for example, with the sequence of options: message_colour = cyan:hits message_colour ^= red:crimson message_colour += yellow:killer the message "The crimson imp hits you!" will be displayed in red, while "The killer bee hits you!" will be displayed in cyan. 0-e Aliases and variables. ------------------------------ For long option names, you can define option aliases by doing: alias := long_option_name For instance, you can use: ae := autopickup_exceptions and thereafter use "ae" instead of "autopickup_exceptions": ae += >uselessness, >inaccuracy You can define shortcuts for option values (variables). For example, $useless := darkgrey could be used in conjunction with menu_colour += $useless:random uselessness To prevent a variable from being changed you can make it a constant: constant = useless This is useful if you wish to prevent an included file from altering a variable. See dat/defaults/standard_colours.txt and dat/defaults/food_colouring.txt for usage of aliases and variables. Note that changing the variables defined in these files will only affect your own configuration file, as the default options will have already been loaded. If you want to change them, you will have to override the options themselves. 1- Starting Screen. ==================== The following options are a convenience to help you quickly start your game of Crawl. name = Delilah If set, that's the name all your Crawl characters will get. remember_name = true Crawl remembers the options (species, background etc.) you used to create your last character. You may recycle them in the starting screen for a new character. If this option is set to true, Crawl will also remember the last name you used. If you use this option and want to enter a name _after_ choosing your species and background, you must enter . at the initial name prompt - hitting Enter at the name prompt will simply reuse your old name if remember_name is set. weapon = (short sword | falchion | quarterstaff |...| unarmed | random | viable) Specifying the weapon option allows you to bypass the weapon selection screen. Tridents, flails, cutlasses, long swords, and war axes are restricted to fighters and gladiators only, quarterstaves are restricted to gladiators, and unarmed is restricted to races with claws. The standard weapon prompt will be shown if an illegal choice for the selected background is specified. The "viable" option makes a random choice from among the "good" weapons for the chosen character. species = (Human |...| Vampire | random | viable) The usual abbreviations (Hu, HE, etc.) work. Because species and background selections from options are applied before player choices, "viable" is essentially the same as "random" unless the background option is also set. background = (Fighter |...| Wanderer | random | viable) Here again the abbreviations (Fi, Wz, AK, etc.) can be used. The same caveat applies to "viable": it is only really meaningful if the species option is also set. random_pick = false The random_pick option will randomly generate a character. The above options (weapons and species/background options) will override where appropriate. good_random = true Whenever random_pick is used, species or background are set random, or a remembered random choice is executed in the character selection, the game will only pick good (viable) combinations. restart_after_game = true/false When a game ends, Crawl will return to the main menu if restart_after_game is set. This option is enabled by default for tiles builds and disabled by default for other builds. default_manual_training = false When set to true, new characters will start with skill training set to manual mode instead of automatic mode. autopickup_starting_ammo = true When set, at game start, autopickup is forced on (as per the \ menu) for the player's starting ammunition type (including stones for Earth Elementalists and arrows for Transmuters). Even when this option is set, autopickup of those items can be disabled from the \ menu once the game has begun. 2- File System. ================ crawl_dir = <path> The path used for the relative paths when looking for other files. Defaults to the directory that contains the Crawl executable. morgue_dir = morgue Directory where morgue dumps files (morgue*.txt and morgue*.lst) as well as character dumps files are written. save_dir = saves Directory where saves and bones are stored. This option may be ignored depending on the settings used to compile Crawl, but should be honoured for the official Crawl binaries. macro_dir = settings/ Directory for reading macro.txt. For tile games, wininit.txt will also be stored here. It should end with the path delimiter. sound ^= <regex>:<path to sound file>, <regex>:<path>, ... (Ordered list option) 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 3- Interface. ============== 3-a Picking up and Dropping. -------------------------------- autopickup = $?!+"/% The above is the default list. The valid symbols are ) Weapons ( Missiles [ Armour / Wands % Food ? Scrolls " or = Jewellery ! Potions + or : Books | Staves \ Rods 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). If you teleport or blink onto a square with interesting items, these will not be picked up. autopickup_exceptions ^= <pickup-regex, >don't-pickup-regex, ... (Ordered list option) A set of regexes that force matching items to be picked up (if prefixed with <), or never picked up (if prefixed with >). Excludes (>) take precedence over includes (<), so if the same item is matched by both an exclude and an include, it will not be subject to autopickup. An example: autopickup_exceptions += <curare-tipped needle Forces autopickup to grab all curare-tipped needles, even if missiles are not set in the "autopickup" option. Whitespace between <> and the match expression is significant, so the following won't work: autopickup_exceptions += < ebony casket autopickup_exceptions replace the older ban_pickup. Using autopickup_exceptions += >uselessness, >inaccuracy is the same as using ban_pickup += uselessness, inaccuracy If the regexes are not prefixed with < or >, > is implied, so the option setting above can also be written as autopickup_exceptions += uselessness, inaccuracy You can use multiple autopickup_exceptions lines. Some examples: autopickup_exceptions += inaccuracy, scrolls? of paper autopickup_exceptions += immolation, curse (armour|weapon) autopickup_exceptions += uselessness, noise, torment Unless you clear the list of exceptions, you won't need to set autopickup exceptions for potions except maybe for very special cases. default_autopickup = true When set to false, the game starts with autopickup turned off. You can still toggle autopickup in-game with Ctrl-A. pickup_thrown = true pickup_thrown = true causes autopickup to pick up thrown/fired missiles, which can make life much easier for hunter types. Be aware that autopickup uses a turn, though it won't trigger if there are hostile monsters in sight. chunks_autopickup = true If true then butchered flesh will be automatically picked up right after they're generated. Respects all of the autopickup options. Requires '%' to be in the autopickup line. Does not apply to Vampires who will pick up bottled potions of blood regardless of this option, and not pick up chunks. assign_item_slot = (forward | backward) 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. pickup_menu_limit = 1 If there are more items than this on your square, a menu will be displayed when picking up multiple items instead of prompting for each item. If zero, never use the menu. If negative, use the value of item_stack_summary_minimum - 1, instead. Note that no matter the vaulue of the option, picking up will always take one turn. drop_filter += <regex>, <regex>, ... (List option) When selecting items using the global (de)select keys (',' or '-') in a multidrop menu, you can choose to select only items that match a search regex using this option. For instance, to quickly select rotting chunks of meat, you could use: drop_filter += rotting Other choices can come in handy as well, e.g. if you want to regularly sacrifice all weapons except axes, use: drop_filter += axe, broadaxe drop_filter will match against the same keywords menu_colour uses, except that it lacks identification status and chunk information. It defaults to useless_item. When a drop_filter is set, using the select/deselect keys will set/clear selection of items that match the filter expression(s). 3-b Targeting. ------------------- darken_beyond_range = true If set to true, everything beyond range when targeting will be coloured grey. Setting this to false will also suppress the brief flash if there are no visible monsters within range, both for ASCII and the Tiles version. 3-c Passive Sightings (detected or remembered entities). ------------------------------------------------------------ detected_monster_colour = lightred Detected monsters will be given this colour. detected_item_colour = green Detected items will be given this colour. remembered_monster_colour = darkgrey The colour for monsters you have seen before. 3-d Branding (Item and monster highlighting). ------------------------------------------------- Branding refers to displaying particular monsters (e.g. summons) or items in a special way; special as in reversing fore- and background. There are several branding choices (these will not work everywhere; it depends on OS and terminal): standout -- often the same as reverse, might be underline or dim bold -- used by colour curses for brightening foreground colours blink -- used by colour curses for brightening background colours reverse -- this will probably work dim -- probably no effect underline -- this will probably work highlight:colour -- set background colour of branded monsters to "colour" The last can be abbreviated to hi:colour. See part DOS and Windows (5-b) for dos_use_background_intensity. By default, only two of the item brands are active (and set to reverse): heap_brand, feature_item_brand They can be deactivated by setting them to "none". friend_brand = hi:green Brand friends in some way. This is very helpful for summoners. The default setting shows friends with a green background. If the friend is itself green, it'll show up as black on green. neutral_brand = hi:lightgrey Brand neutral monsters in some way. Useful both to get out of a neutral monster's path, and to avoid accidentally killing it. The default setting shows neutrals with a dark grey background. Since there are no darkgrey monster glyphs anymore, this works fine. stab_brand = hi:blue Some deities object to you stabbing monsters. Certain backgrounds 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. may_stab_brand = hi:yellow 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. heap_brand = reverse Brand heaps of items (more than one item or stack). feature_item_brand = reverse Brands features (stairs, shops, altars) that would otherwise be hidden by items. If you use this brand, the items on the square are hidden by the feature symbol and the feature symbol is branded. trap_item_brand = reverse Brands traps that would otherwise be hidden by items. If you use this brand, the items on the square are hidden by the trap symbol (^) and the trap symbol is branded. 3-e Level Map Functions. ---------------------------- level_map_cursor_step = 7 How many squares the cursor moves on the level map when using Shift-direction. show_waypoints = true Whether to display a number on the level map to indicate waypoints (placed with the Ctrl-W command). 3-f Viewport Display Options. --------------------------------- The viewport is the portion of the map that is displayed during normal play. The viewport is 33x17 by default, but if you use larger terminal sizes, you can set these options to make the game show a larger viewport. (These options are not fully available on DOS.) None of these options affects gameplay. In particular, your character's line-of-sight is unaffected by these options. view_max_width = 33 (max 81) Sets the maximum width of the viewport (defaults to 33). Making this larger will allow Crawl to show a wider viewport on larger terminals. This is ignored in tiles, the viewport will always use all the available space. view_max_height = 21 (max 71) Similar to view_max_width, but sets the viewport's maximum height. In tiles, this value is used to set when space starts to be affected to the message area instead of the viewport. When the message area reaches msg_max_height, the remaining space goes to the viewport. If for performance reason you need a smaller viewport, either reduce the window size, or increase the message area. * Note that using large viewports can slow the game down. view_lock_x = true Keeps the player character centered horizontally in the viewport, continuously scrolling the viewport to match the PC's movements. If this is not set, the player character can move horizontally within the viewport, and the viewport will scroll only when the character's line-of-sight reaches the left or right edge. view_lock_y = true Keeps the character centered vertically in the viewport. view_lock = true Aliased option that sets both view_lock_x and view_lock_y. center_on_scroll = false If this is set, the viewport centers on the player character whenever it scrolls (this option is irrelevant if view_lock_x and view_lock_y are set). symmetric_scroll = true If this is set, the viewport will scroll in a manner consistent with the character movement that caused the scroll. To illustrate, let's say the PC is at the lower edge of the viewport, but is near the horizontal center. Now the PC moves diagonally down and right, forcing the viewport to scroll up one line. If symmetric_scroll is set, the viewport will also scroll left one column to match the PC's diagonal movement. If symmetric_scroll is not set, the viewport will only scroll up, not horizontally. symmetric_scroll can be less disorienting than free scrolling. This option is not relevant if view_lock or center_on_scroll are set. scroll_margin_x = 2 How far from the left or right edges scrolling starts. By default, if the PC's circle of line-of-sight is closer than two squares from the edge, the viewport scrolls. If set at zero, the viewport scrolls only when the LOS circle reaches the viewport edge. scroll_margin_y = 2 How far from the top or bottom edges scrolling starts. scroll_margin = 2 An aliased option that sets both scroll_margin_x and scroll_margin_y. 3-g Travel and Exploration. ------------------------------- travel_delay = 20 (defaults to -1 for online servers) How long travel waits after each move (milliseconds), and also how long auto-explore waits after each move unless explore_delay is set. Depends on platform. Setting to -1 will jump to end of travel - you will not see the individual moves. explore_delay = -1 How long auto-explore waits after each move (milliseconds). Depends on platform. In particular, setting travel_delay = -1 and explore_delay = 20 means you will see the individual moves of autoexplore, but not the individual moves of other forms of travel. Setting to -1 means the auto-explore delay will be the same as travel_delay. rest_delay = 0 (defaults to -1 for online servers) How long resting waits after each move (milliseconds). Depends on platform. Setting rest_delay = -1 will prevent the display updating during resting. travel_avoid_terrain = (shallow water | deep water) Prevent travel from routing through shallow water. By default, this option is disabled. For merfolk and/or characters with permanent flight, travel_avoid_terrain = shallow water, deep water will prevent travel or explore from going through any water. This option is not a true list option; in particular, it is not possible to reset the option or to remove terrain types. explore_greedy = true Greedy explore travels to items that are eligible for autopickup in addition to exploring the level, but is otherwise identical to regular explore. Explore greed is disabled if autopickup is off (Ctrl-A). explore_stop = items,stairs,shops,altars,portals,branches,runed_doors explore_stop += greedy_pickup_smart,greedy_visited_item_stack explore_stop += greedy_sacrificeable (List option) Explore will stop for one of these conditions. Whatever you set this option to, anything that stops travel will also stop explore. The "branches" condition stops for branch entrances but not for other kinds of stairs or portals. NOTE: runrest_ignore_message has no effect on explore_stop. When using non-greedy explore, items causes explore to stop when any new item comes into view. When using greedy explore, the conditions act as follows: items: stop when items that aren't eligible for autopickup come into view. greedy_items: stop when items that are eligible for autopickup come into view. greedy_pickup: stop after you automatically pick up any item eligible for autopickup, excluding gold, but including items thrown/fired by the player. You can make certain items *not* trigger this with the option explore_stop_pickup_ignore greedy_pickup_gold: stop when automatically picking up gold during greedy explore. greedy_pickup_smart: Similar to greedy_pickup, but tries to be smart about it, meaning only stopping for items which aren't similar to any you already have in your inventory. It doesn't stop for automatically picking up items which were thrown/fired by the player; you can add "greedy_pickup_thrown" if you want to stop for those. greedy_pickup_thrown: Stops after you pick up any item you've thrown/fired. greedy_pickup automatically does this, but greedy_pickup_smart does not. explore_stop_pickup_ignore does not affect this condition. greedy_visited_item_stack: Stop when visiting a stack of items previously unknown to the player, even if the stack contains nothing eligible for autopickup. greedy_sacrificeable: Visit and stop at stacks containing items which can be sacrificed to your god. glowing_items: like items, but only for items which are glowing/runed/embroidered/etc. artefacts: like items, but only for artefacts. runes: like items, but only for runes. explore_stop_pickup_ignore += <regex>, <regex>, ... (List option) If explore_stop has greedy_pickup or greedy_pickup_smart set, then picking up any items matching any of the regexes in the list will *not* stop auto-explore. This option has no effect on items which were thrown by the player. explore_wall_bias = 0 Adjusts how much autoexplore favours attempting to discover room perimeters and corners. At higher values, autoexplore will more heavily favour visiting squares that are next to walls; at 0 it will not favour them at all. explore_improved = false If set to true explore will attempt to reduce zig-zagging during auto-explore. On average it increases the number of turns taken by about 0.9%, sometimes actually speeding it up slightly and sometimes increasing the turns taken by up to 5%, with pathological cases causing a 13% increase. auto_sacrifice = false If set to true, eligible items will be automatically sacrificed during auto-explore. When set to "before_explore", if you are standing on items which can be sacrificed when you start auto-explore, they will be automatically sacrificed. When set to "prompt", you will have a confirmation prompt before the items are sacrificed. When set to "prompt_ignore", items will not be automatically sacrificed, but you will be reminded and asked whether to ignore them if you attempt to continue exploring without sacrificing. This option has no effect when explore_stop doesn't include greedy_sacrificeable. travel_key_stop = true If set to true then travel will stop at any keypress. tc_reachable = blue tc_dangerous = cyan tc_disconnected = darkgrey tc_excluded = lightmagenta tc_exclude_circle = red The above five settle the colouring of the level map ('X'). They are reachable: all squares safely reachable (without leaving the level) dangerous: squares which are only connected to you via traps, etc. disconnected: squares which cannot be reached without leaving the level excluded: the colour for the centre of travel exclusions ('e') excluded_circle: the colour for travel exclusions apart from centre runrest_ignore_message += <regex>, <regex>, ... runrest_stop_message += <regex>, <regex>, ... (List option) Use these to force messages to interrupt travel and resting, or not. These are matched against full message text. To limit a substring match to a message channel, prefix the substring with the channel name and a colon (see section 3-l below on Message Channels). For instance, if you want travel to stop when you're hit by divine retribution, you could use: runrest_stop_message += god:wrath finds you Or to remind yourself to renew expiring spells: runrest_stop_message += Your transformation is almost over runrest_stop_message += You are starting to lose your buoyancy Or you can explicitly ignore some messages: runrest_ignore_message += pleased with you,exalted Note that monster talk and dungeon noises already do not interrupt running or resting, by default. Multiple lines can be used. The earliest match among both ignore and stop messages overrides later lines. The file runrest_messages.txt contains a number of default settings. Resetting either option has the effect of resetting both. Note also that runrest_ignore_message has no effect on what explore_stop stops for. interrupt_<delay> += <activity_interrupt_type>, <activity_interrupt_type>, ... (List option) Use this option to not interrupt a delayed action on a certain trigger. The list of delay types is in delay.cc in the delay_names string array, and the list of interruption types is in activity_interrupt_names. For example, use interrupt_travel -= sense_monster to not interrupt autotravel when a monster is sensed but not seen. runrest_safe_poison = <% of hp>:<% of mhp> Poison damage will be ignored if it is projected to drop your hp by less than x% of your current hp and less than y% of your max hp if you have defined runrest_safe_poison = x:y. Running here means shift-running and resting only. Only one runrest_safe_poison line is considered. Note that for this to work, Crawl needs to know to ignore the "You feel sick" messages as well as the damage. For example, runrest_ignore_message ^= You feel.*sick runrest_safe_poison = 80:100 are the defaults. runrest_ignore_monster ^= <regex>:<distance>, <regex>:<distance>, ... (Ordered list option) Any monster matching the regular expression will only interrupt your activity if the distance between you and the monster is less than the specified number. E.g. with runrest_ignore_monster ^= fish:3 big fish and giant goldfish will be considered safe for travel, explore and resting as long as the distance is at least 3. If a monster matches multiple expressions, its distance is compared with the first match. trapwalk_safe_hp = <trap_name>:<minimum_hp>, ... Any square containing one of the listed trap types will be considered safe for travel if your hp is greater than or equal to the number connected to the trap in question. Note that this is not a list option: setting this option always overrides any previous setting. All the existing trap types can be used, but in practice only the mechanical traps (bolt, arrow, needle, spear, blade) make sense. Note that travel tries to avoid traps if this is easily possible. Defaults to none. For example, trapwalk_safe_hp = needle:25, spear:50 rest_wait_both = false If rest_wait_both is set to true then resting will only stop when both HP and MP are fully restored, not when either one of them is restored. auto_exclude += <monster name>, <monster name>, ... (List option) Whenever you encounter a sleeping or stationary monster during exploration that is included in this list, a travel exclusion is automatically set centered on this monster, meaning autoexplore won't ever bring you into its line of sight. If the monster dies or wakes up while you are in sight, this exclusion is automatically removed again. 3-h Command Enhancements. ----------------------------- auto_switch = false If you've got a melee weapon in slot a and a ranged weapon in slot b (or the opposite), this option will allow you to automatically switch to the appropriate weapon when firing or attacking in melee. travel_open_doors = true If this is set to false, autoexplore/travel will not open doors, instead stopping in front of them. easy_unequip = true Allows auto removal of armour and jewellery when dropping it. equip_unequip = false If this is true, 'W'ear will also allow you to 'T'ake off worn armour, and vice versa, and the same is true for 'P'utting on/ 'R'emoving jewellery. jewellery_prompt = false If this is true, equipping rings will always prompt for the slot to use, instead of automatically equipping the ring if there is an available empty slot. Unequipping jewellery will also always prompt for an item to remove, instead of skipping the prompt if only one item of jewellery is equipped. easy_confirm = (none | safe | all) Make confirmation questions easier to answer: none = force capitals on Y/N questions safe = force only on dangerous questions (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. allow_self_target = (yes | no | prompt) Allow targeting yourself with risky magic (e.g., the spell Bolt of Fire or a wand of slowing.) When set to 'yes', you are a valid target. When set to 'no', you cannot target yourself with such spells. When set to 'prompt' (the default), you will be required to confirm self-targeting. This option has no effect on area-effect spells, such as Mephitic Cloud, where you are always a valid target. confirm_butcher = (always | never | auto) If auto (default) you will be prompted for which corpses to butcher if there are multiple corpses on the square, and not prompted otherwise. If never, you will automatically butcher the first available corpse, even if there are multiple corpses on the square. If always, you will be prompted before butchering any number of corpses. easy_eat_chunks = false If this is set to true then when using the (e)at command, the game will automatically determine the oldest chunk that is safe to eat, and eat it without prompting. You will always be prompted to eat harmful chunks. auto_eat_chunks = false Setting this option to true will allow you to automatically eat a chunk if you get hungry while you are travelling, auto-exploring or resting. auto_drop_chunks = (never | rotten | yes) If you try to pick something up but cannot due to burden, this option will try dropping useless chunks to make room. Normally, dropping chunks is a waste of time (as the problem will soon rot away) so this is done only at pick up time. If set to "rotten", only spoiled chunks will be considered useless, and only if you are not a saprovore. If fully enabled, chunks that would spoil before you would need them will be dropped as well, ordered by quality and age. prompt_for_swap = true If true then you will be prompted to rewield your weapon when untransforming in sight of a monster, if your transformation caused your weapon to fall away. easy_quit_item_prompts = true 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. easy_exit_menu = false In multidrop (and pickup) menus, paging past the end will drop out of the menu if easy_exit_menu is true. sort_menus = [menu:](true | false | auto:X)[:sort_order] Controls if and how items are sorted in inventory and pickup menus. When sort_menus = false (the default), items are not sorted, and will be ordered by inventory letter (or in the order they're stacked for items on the floor). When sort_menus = true, items are sorted according to the specified sort_order, with the default being: equipped, basename, qualname, curse, qty If sort_menus = auto:X, items are sorted if there are at least X items in the same category. For instance: sort_menus = auto:5 will sort item classes that have at least 5 items. For instance, having 4 kinds of potions would not sort them, but having 5 would. You can explicitly specify sort criteria in the sort_menus option as: sort_menus = true : art, basename, qualname, curse, qty Two items will be compared based on the first sort criteria where they differ. So with the sort_menus line given above, if only one of two different items is a known artefact, it will be listed first, else (if both or neither are artefacts) if their basenames are different they will be alphabetically compared using their basenames; if the basenames are the same but the qualified names are different it will compare their qualified names, and so on. The available sort criteria are: * basename: This is the name of the item type. The basename for all of "a +0 robe", "an embroidered robe" and "the cursed +2 robe of Ponies" is just "robe". The basename for both of "a brass ring" and "a ring of fire resistance" are "ring". * qualname: The name of the item without articles (a/an/the), quantities, enchantments, or curse-status. The qualified names for the robes described above are "robe", "embroidered robe" and "robe of Ponies", respectively. The qualified names for the rings described above are "brass ring" and "ring of fire resistance", respectively. * fullname: This is the name of the item as displayed in menus (including (quantities, curse-status, etc.) * dbname: Sorts based on an item's unqiue internal name which is linked to its description. Items with the same description will be grouped together. * curse: Curse-status of the item (if known). Uncursed items show up first. * equipped: Equipped items show up first. * art: Identified artefacts show up first. * ego: Identified ego items show up first. * glowing: Unidentified glowing/shiny/runed/etc items show up first. * identified: Identified items show up before unidentified ones of the same type. An item is regarded as identified once you know its subtype or ego. * qty: The quantity for stackable items (such as scrolls, potions, etc.) * slot: The inventory letter for items in inventory; irrelevant for items on the floor. * freshness: The freshness of chunks of meat; irrelevant for everything else. It makes the oldest chunks of meat show up first, with rotting chunks listed last for non-Saprovores. If this sort criteria is placed before (or in the absence of) basename and qualname, then non-chunk food items will be sorted between the non-rotting and rotting chunks. * charged: Makes wands known or assumed to have some charges left appear before wands known to be empty; irrelevant for all other item types. You can ask for a descending order sort by prefixing one or more sort criteria with > as: sort_menus = true : basename, >qty You can also request sorting only for specific menus: sort_menus = pickup: true or sort_menus = inv: true (Menu types must be specified as name:, with no space between name and colon.) By default only pickup menus are sorted, and the sort criteria are: "equipped, basename, qualname, curse, qty". All other menus (drop, inv) will be sorted by inventory letter. The menu selectors available are: pickup: All pickup menus, stash-search menus, etc. for items not in your inventory. drop: The item drop menu. inv: Inventory listings for any command (but not for dropping items). any: All menus; this is the default when unspecified. For example, sort_menus = true : equipped, basename, qualname, curse, qty will produce the same inventory and drop menus as by default, with the exception that all worn/wielded items come first. This can be convenient if you use the '.' command to select subsequent items. If you define sort_menus differently for two or more selectors, the last one matching will always take precedence, i.e. "any" as last setting would override any of the others. spell_slot ^= <regex>:<list of spell letters> (Ordered list option, one value per line) When you memorise any spell that matches the regex, it will assign itself to the first available letter in the list. (If all letters in the list are occupied for each regex the spell matches, it will use the default ordering abc...xyzABC..XYZ.) If a spell matches multiple expressions, only the first is considered. Examples: * if you want Haste to be placed on H: spell_slot ^= Haste:H * if you want Deflect Missiles to be placed on r normally or R if r is unavailable: spell_slot ^= Deflect:rR * if you want to change the default spell slot assignment to use capital letters: (place this after all other spell_slot lines): spell_slot += .*:ABCDEFGHIJKLMNOPQRSTUVWXYZ autofight_stop = 30 Autofight will not act if your HP is at or lower than this percentage of your max HP. For example, to remove this stop you would want: autofight_stop = 0 autofight_throw = false If your quiver contains a throwable item, autofight will throw it at enemies out of melee range. Without this option, only a wielded launcher (a bow, crossbow, sling or blowgun) will be considered. autofight_throw_nomove = true This works same as above, except only for ===hit_closest_nomove rather than ===hit_closest; this is usually bound to shift-Tab. autofight_fire_stop = false When firing missiles or throwing objects using autofight, if this option is true, shots will stop at the target (like "f.") rather than continuing past. Note that this setting may be decidedly suboptimal for missiles of penetration. autofight_caught = false If true, autofight will attempt to escape webs or nets that are holding you, even if no enemies are in view. automagic_enable = false If true, the autofight function will resort to casting an assigned spell at a target. Initial spell slot is a. automagic_slot = a Setting this changes the initial spell slot for automagic. Can be changed for games in progress in-game by setting a macro to call ===am_set_spell. automagic_fight = false Setting this to true causes melee combat when trying to cast a spell that you either do not have enough magic points for, or are below the set threshold. If false, a message will appear and no further action is taken. automagic_stop = 0 Similar to autofight_stop, if magic points are below this number (percentage of total), casting is prevented. What happens depends on automagic_fight setting. 3-i Messages and Display Enhancements. ------------------------------------------ hp_warning = 10 hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel when the player takes damage and their hitpoints are less than this percentage of their maximum (use 0 to turn off these messages). 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). hp_colour = 50:yellow, 25:red (List option) hp_colour colours your Health appropriately in the status display. In the default setting, your health will appear in red if at less than 25%, yellow if at less than 50%, and in the default colour otherwise. mp_colour = 50:yellow, 25:red (List option) mp_colour does to Magic what hp_colour does to Health. stat_colour = 1:lightred, 3:red (List option) stat_colour colours your stats if they drop below a given value, in the order of their definition. This check takes place before the ones for e.g. Might or degeneration. For normal grey colouring, set it to stat_colour = 7 status_caption_colour = brown Sets the colour that is used to display the captions in the status area (for instance the "Health:" in "Health: 10/10"). enemy_hp_colour = green green brown brown magenta red lightgrey Colours enemy health appropriately in the monster pane. The colourings correspond to full health, lightly wounded, moderately wounded, heavily wounded, severely wounded, almost dead, and undead (or otherwise unable to be determined). clear_messages = false Setting this option to true will cause messages to cleared between player actions (default is false which will delay the clearing of messages until the message space is full). show_more = true Setting this option to false will cause the game not to prompt if more than a window-full of messages are output at once. This option has no effect if clear_messages is set. small_more = false With small_more = false (default), the --more-- prompt is on a separate line at the bottom of the message window. With small_more = true, it is just the bottom left character if clear_messages is not set. show_newturn_mark = true When set to false, this option disables the underscore (_) displayed in front of the first line of a turn. show_game_turns = true By default, the turn counter in the stat area displays game turns, which means absolute turns of constant duration. Most actions take one turn, but some are quicker (putting a ring, wielding a weapon, ...) and others are slower (ending a transformation, changing armour,...). The duration of the last action is displayed in parenthesis, after the turn count. When set to false, the turn counter will display player turns instead, which is the number of actions done, regardless of their duration. It is this turn count which is used for scoring (and this turn count is always visible on the % overview screen). item_stack_summary_minimum = 4 If you step over a stack with this number or more of items in it, the first description line will contain a summary of all the items in the stack (up to 50 items), in a format which looks like this: Items here: !! """ % ( )))))) [[[ Known artefacts will be coloured in yellow; glowing or runed items will be in white, unless you already know that they are not ego items. mlist_min_height = 4 If there is extra space available for the message area and monster list, the monster list will expand to this height before letting the message area get more. (Note that the monster list is only available for ASCII.) mlist_allow_alternate_layout = false Display the monster list wherever Crawl may find space on your console display, usually to the left of the map, rather than using the fixed position below the stat area. This option is not supported in the tiles build. mlist_targeting = false Using the monster list you can directly target monsters in targeting mode. This can be toggled during a game with Ctrl-L while in targeting mode, and this option controls the initial setting at game start or reload. msg_min_height = 7 You can reduce this to give more space to the map display. The minimum value is 5. msg_max_height = 10 In console, if there is extra space available after the monster list has expanded, the message area will expand up to this height. The monster list will get the rest. In tiles, control the maximum size of the message area. The viewport will get the rest. messages_at_top = false Put the message window at the top of the screen. This moves the last message close to the center of the view when not using clear_messages=true. msg_condense_repeats = true If the same message is repeated multiple times during the same turn, then it will be output in a condensed format indicating how many times it was repeated. If the same output (including the counter) is repeated over several turns, the Show Previous Message command (Ctrl-P) will likewise condense them into one. For example: The killer bee misses you. x5 msg_condense_short = true If set, short messages on the same channel don't all start a new line. show_travel_trail = false (defaults to true for online servers) When set to true, the path taken during autoexplore or travel will be highlighted. If a travel trail is currently being displayed, the Clear Map command (Ctrl-C) clears the trail instead of the map (pressing it a second time then clears the map as usual). skill_focus = true When set to true, skills cycle between disabled, enabled and focus in the skill screen. When set to false, they only toggle between enabled and disabled. Setting the option to "toggle" adds a toggle to the skill screen to change the behaviour in-game. monster_list_colour += <key>:<colour>, <key>:<colour> monster_list_colour -= <key> (List option) Change the colours used to display monster names in the monster list. Valid keys, and their default colours, are: Monster attitudes: friendly - green neutral - brown ("indifferent") good_neutral - brown ("peaceful") strict_neutral - brown ("fellow slime") Threat levels for hostile monsters: trivial - darkgrey easy - lightgrey tough - yellow nasty - lightred Removing a key with -= currently has the same effect as setting its colour to lightgrey. Note that, for TSO worshippers, monsters whom it is forbidden to attack will appear in the "evil colour" (magenta by default) regardless of this option. view_delay = 600 Controls the speed of animations from, e.g., ranged and magical attacks and invocations with visual effects. force_more_message += <regex>, <regex> (List option) Any message that contains a regex specified here, will enforce a -More- prompt, so it can be used to highlight really important events. The syntax is identical to that of runrest_ignore_message (3-g). 3-j Colours (messages and menus) ----------------- menu_colour ^= <match>:<colour>:<regex>, <colour>:<regex>, ... (Ordered list option) 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, and also several menu_colour lines. When using several menu_colour lines, the colour of the _first_ matching regex is applied. For a list of colours, check the colour option in 5-a. The match specifies which listings are affected by the colouring. If you specify 'any', or completely skip the <match>: part, then all listings are used. Possible values for match are: ability (the A screen) description (the \ screen) equip (the [, (, ), " screens) help (the manual) inventory (inventory and pickup menus) pickup (specific to pickup menus) shop (shop menus) notes (the ?: screen) resists (the % screen) spell (the Z and I screens) stash (the results from Ctrl-F) stats (the player stats panel) Crawl has a couple of prefixes defined to make inventory colouring easier. These are, in order of definition: identified (The item is fully identified.) known (You recognize the item's subtype.) unidentified (You don't recognize the item's subtype.) Items are also prefixed with their base type (armour, weapon, wand, etc.) The following only apply to items whose subtype is known. forbidden (Your god would hate it if you used this item.) emergency_item (This item is invaluable in emergencies.) good_item (This item is generally a good item.) dangerous_item (Using this item can be dangerous.) bad_item (This item is generally a bad item.) useless_item (This item is of no use to you.) The following apply only to items of certain base types, whether identified or not: inedible (You cannot eat this, or get no nutrition from it.) preferred (The food type your character prefers, for example for herbivores/carnivores.) poisonous (Chunks/corpses that are poisonous.) mutagenic (Chunks/corpses that are mutagenic.) contaminated (Chunks/corpses that give reduced nutrition.) rot-inducing (Chunks/corpses that cause rotting.) equipped (Equipped items.) artefact (For artefacts, whether identified or not.) melee (Melee weapons, including rods and magical staves.) ranged (Ranged weapons.) When looking for menu_colour matches, these prefixes are prepended to the actual item name, e.g. in the form of identified forbidden wand of draining (4) unidentified equipped artefact sparkling ring (left hand) The same prefixes can also be used for highlighting prompts pertaining to items matching the description, or to define autopickup_exceptions. If you want to colour all items that contain a certain prefix, use menu_colour ^= lightgreen:poisonous To colour worn stuff and highlight cursed items (except where other, presumably more important, message colours match), use menu_colour += inventory:lightred:equipped.* cursed menu_colour += inventory:green:equipped menu_colour += inventory:red: cursed To colour identified artefacts, try menu_colour ^= inventory:white:( [-+] the) or menu_colour ^= inventory:white:identified.*artefact If you frequently die because you forget to use emergency items, try menu_colour ^= inventory:cyan:emergency_item menu_colour ^= inventory:lightcyan:wand of (fire|cold|draining) If you'd like to see rotting chunks at a glance, use menu_colour ^= inventory:red: rotting menu_colour can also be applied to colour the in-game notes (to be read with '?:'). The following line will show level ups in white: menu_colour ^= notes:white:Reached XP level message_colour ^= <colour>:<channel>:<regex>, <colour>:<regex>, ... (Ordered list option) message_colour allows you to override colours for individual messages. For instance, if you find the low hp warning to be insufficiently attention grabbing, you could do something like message_colour += yellow:LOW HITPOINT WARNING You can also narrow the message match to a specific channel: message_colour += lightred:god:xom If you don't want to see a message at all, you can mute it: message_colour += mute:You start resting 3-k Missiles. ----------------- fire_items_start = a Sets the first inventory item to consider when selecting missiles to fire. The default is a. fire_order = launcher, return fire_order += javelin / tomahawk / stone / rock / net fire_order += inscribed (Ordered list option) Controls the order of items autoselected for firing. Items should be separated by commas and items that appear first get higher priority. Items in any position may be slash-separated to indicate that these are of equal priority. If this is the case, the first item in your inventory that fits one of these will be picked for firing. 'launcher' refers to firing the appropriate missile for the wielded weapon (i.e. crossbow, bow, sling, blowgun). You'll almost certainly want it first, as it'll be ignored when you're not wielding a ranged weapon. 'return' refers to (identified) weapons of returning. 'inscribed' refers to any item with the "+f" inscription. See the "Inscriptions" section of Crawl's manual for more information about inscriptions. (See also pickup_thrown in 3-a.) 3-l Message Channels. ------------------------- Crawl communicates to the players with its message window. Every message belongs to one of the so-called channels. The behaviour of each channel can be changed with the option channel.CHANNEL_NAME = (COLOUR | mute | default | on | off | plain) CHANNEL_NAME can currently be one of these: plain = regular text (and things "uncoloured") prompt = input prompts to the player god = messages from the gods pray = standard praying messages duration = messages about character spells/effects wearing off danger = serious threats to the character's existence food = warnings about food warning = various other warnings recovery = recovery from disease/stat loss/poison conditions talk = monsters talking talk_visual = monster performing some action that the player sees timed_portal = portal timeout messages sound = other sounds intrinsic_gain = level/stat/species power gains mutation = gain/lose mutations monster_spell = messages about monsters gesturing or casting spells monster_enchant = messages pertaining to monster enchantments friend_spell = as monster_spell, but only for friendly monsters friend_enchant = as monster_enchant, but only for friendly monsters friend_action = other actions by friendly monsters monster_damage = messages telling how damaged a monster is monster_target = messages marking the monster as a target (unused) banishment = messages about banishing and being banished to the Abyss rotten_meat = messages about chunks/corpses becoming rotten equipment = messages indicating worn/wielded equipment floor = messages when looking at or walking over a floor item multiturn = indicates long actions (wearing armour, dissecting etc.) examine = messages from examining your surroundings examine_filter = boring messages from examining your surroundings diagnostics = debugging messages error = error messages tutorial = messages from the tutorial orb = messages about the Orb of Zot hell_effect = messages about environmental effects of the Hells The channel options are mute = show no messages from channel (dangerous, be careful!) default = turn channel on to its default scheme alternate = turn channel on to its alternate "colourful" scheme on = same as default plain = make channel the same colour as the "plain" channel (won't do anything silly like "mute" if plain == mute, though) off = same as plain COLOUR can be any of the colours described in section 5-a (colour option). The only multi-colour channels currently are monster_damage and god. All other channels are defaulted to on. 3-m Inscriptions. --------------------- See the "Inscriptions" section of the crawl manual for more information about inscriptions. autoinscribe += <regex>:<inscription> (Ordered list option, one value per line) Any item whose description contains the regex will be automatically inscribed (if autopickup is toggled on). For example, it can be used to avoid accidentally using charges of important wands, as in autoinscribe += wand of heal wounds:!V The menu colour prefixes (forbidden etc.) can also be used here. For example: autoinscribe += (bad|dangerous)_item.*scroll:!r will prevent accidentally reading any identified bad or potentially dangerous scrolls. Unlike most ordered list options, multiple matching entries all have an effect: the order only determines the order of the inscriptions. autoinscribe_cursed = true Automatically inscribes items with "was cursed" when using a scroll of remove curse. show_god_gift = unident|yes|no Appends {god gift} to items that originated as one. If set to "unident", items will lose this tag once their properties are fully known. Regardless of this setting, you can see the item's origin in its description. 3-n Macro related Options. ------------------------------ flush.failure = true flush.command = false flush.message = false 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 additional_macro_file = path/to/filename Add an additional macro file to be loaded after macro.txt. You can have multiple additional_macro_file lines. bindkey = [^D] CMD_BUTCHER Change which key invokes which command at a lower level of operation than macros. Useful in that macros cannot (yet) invoke each other, but a macro can invoke a command whose key has changed. The syntax is always the same: [key] command First, in square brackets, list the key you want to use, with ^X meaning Ctrl-X. After that name the command to be bound to that key. You can bind several commands to the same key, as long as they take effect in different areas of the game, i.e. one targeting command and one for the main game. Likewise, you can bind the same command to different keys. For a full list of possible commands, see keybind.txt. 3-o Tiles Options. ---------------------- In non-tile games the tile options are ignored. tile_show_items = <glyphs> This option controls the order of items in the tiles inventory. By default, its value is: !?/%=([)X}:|\ Items with glyphs not in the list will be shown last. tile_skip_title = false When this is set to true, you won't be prompted for a key at the title screen when the game has finished loading and will be taken directly to the starting menu. tile_menu_icons = true Causes inventory menus and a few other ones to include tiled icons and the menus to be displayed in up to two columns to make up for the reduction of space. If you would rather have the plain menus set this option to false. tile_player_col = white tile_monster_col = #660000 tile_neutral_col = #660000 tile_peaceful_col = #664400 tile_friendly_col = #664400 tile_plant_col = #446633 tile_item_col = #005544 tile_unseen_col = black tile_floor_col = #333333 tile_wall_col = #666666 tile_mapped_floor_col = #222266 tile_mapped_wall_col = #444499 tile_door_col = #775544 tile_downstairs_col = #ff00ff tile_upstairs_col = cyan tile_branchstairs_col = #ff7788 tile_portal_col = #ffdd00 tile_feature_col = #997700 tile_trap_col = #aa6644 tile_water_col = #114455 tile_deep_water_col = #001122 tile_lava_col = #552211 tile_excluded_col = #552266 tile_excl_centre_col = #552266 tile_window_col = #558855 These options allow configuring the colours used for the minimap of the dungeon level. Using RGB hex codes is also allowed, such as #00ff00 for green. tile_player_col - colour of player position, as well as of map centre during level map mode ('X') tile_monster_col - colour of hostile monsters tile_neutral_col - colour of neutral monsters tile_peaceful_col - colour of peaceful monsters tile_friendly_col - colour of friendly monsters tile_plant_col - colour of zero xp monsters (plant and fungus) tile_item_col - colour of known or detected items tile_unseen_col - colour of unseen areas (usually stone) tile_floor_col - colour of floor tile_mapped_floor_col - colour of floor detected via magic mapping tile_wall_col - colour of any wall type tile_mapped_wall_col - colour of walls detected via magic mapping tile_door_col - colour of known doors, open or closed tile_downstairs_col - colour of downstairs tile_upstairs_col - colour of upstairs, including branch exits tile_branchstairs_col - colour of branch entrances tile_portal_col - colour of any portal tile_feature_col - colour of any non-stair, non-portal feature (altar, shop, fountain, ...) tile_trap_col - colour of known traps of any type tile_water_col - colour of shallow water tile_deep_water_col - colour of deep water tile_lava_col - colour of lava tile_excluded_col - colour of squares excluded for autotravel (will only override tile_floor_col colour) tile_excl_centre_col - colour of exclusion centre (overrides tile_floor_col and tile_item_col, only) tile_window_col - colour of the rectangular view window tile_update_rate = 1000 The number of milliseconds that tick by before the screen is redrawn without any input. If game response is slow, try increasing this number. If, on the other hand, response time is fine but it takes too long for redrawings to happen, set it to a lower value. tile_runrest_rate = 100 The number of milliseconds that tick by before the screen is redrawn when running or resting. If Crawl is slow while running or resting, increase this number. tile_key_repeat_delay = 200 If you hold down a key, there's a delay until the pressed key will take action. This option controls this delay, in milliseconds. If it is set to 0 key presses will never repeat. tile_tooltip_ms = 500 The number of milliseconds before a tooltip appears when hovering the mouse over part of the screen. Setting this option to 0 will deactivate the tooltips entirely. tile_tag_pref = (none| named | enemy | tutorial ) This option defaults to "enemy" normally and "tutorial" in tutorial modes. This setting determines which monsters receive text tag none - turns off all tags. named - shows names of all named monsters, ally or enemy enemy - shows names of named enemy monsters tutorial - shows names of all monsters not yet killed this game and of named enemy monsters Examples for named monsters are uniques and ghosts. tile_window_width = 0 tile_window_height = 0 The width and height of the window, in pixels. If set to zero, it will auto-size the window. tile_map_pixels = 0 The maximum number of pixels each minimap square should take up. If you have a low resolution, and feel like the inventory is too small, you can try setting this to 1 to get more space for the inventory. The downside is that travelling by clicking on the minimap becomes much harder. If set to zero, it will auto-size the minimap. tile_cell_pixels = 32 The width and height of tiles in the dungeon view. If you want to see the tiles in all their glory and have a large resolution, set this to 48 or even 64; but note that tiles will be automatically scaled down to fit the visible area on the screen. tile_filter_scaling = false Used in conjunction with tile_cell_pixels. Setting it to true filter the textures resulting in a smoother but blurrier image. tile_force_overlay = false Setting this option to true will force the message window to appear as an overlay on top of the screen. If you use this option, making your tile_font_msg_size smaller will make the overlay smaller while retaining the same number of lines. Increase the view_max_height option if you find yourself with unused screen estate. tile_full_screen = false Setting this option to true will start Crawl in full screen mode. tile_font_crt_file = VeraMono.ttf tile_font_stat_file = VeraMono.ttf tile_font_msg_file = VeraMono.ttf tile_font_tip_file = VeraMono.ttf tile_font_lbl_file = Vera.ttf Fonts used in various sections of the screen for local tiles. For WebTiles use tile_font_*_family instead. If you want to use another font, you'll have to place the corresponding *.ttf file into the dat/tiles/ folder. Screen regions are as follows: crt - non-map screens (menus, message history, etc.) stat - stat area (hit points, AC, etc.) msg - message area tip - tooltips (mouseover information) lbl - item/monster names in inventory/main map tile_font_crt_family = monospace tile_font_stat_family = monospace tile_font_msg_family = monospace tile_font_lbl_family = monospace Fonts used in various sections of the screen for WebTiles. For local tiles use tile_font_*_file instead. tile_font_crt_size = 15 tile_font_stat_size = 16 tile_font_msg_size = 14 tile_font_tip_size = 15 tile_font_lbl_size = 14 Font size for the screen regions listed above. If set to zero (default), size will be based on screen size. tile_font_ft_light = false Selects 'light' font hinting. tile_show_minihealthbar = true tile_show_minimagicbar = true Will show health and magic bars on top of the player tile when the player gets hurt or spends magic. tile_show_demon_tier = true Will overlay demon tiles with an icon intended to represent their tier (or difficulty rank) among demons, as is the case for non-Tiles builds. tile_water_anim = true If disabled, animation of liquids will be suppressed. Defaults to false on WebTiles. tile_misc_anim = true If disabled, animation of miscellaneous things such as altars and torches will be suppressed. tile_realtime_anim = false If enabled, tile animations will run in real time and will not be tied to player actions. This option is only available on WebTiles. tile_show_player_species = false If enabled, displays the player using the monster tile for her species, instead of using the normal doll and showing equipment. tile_layout_priority = minimap, inventory, gold_turn, command, spell, monster (Ordered list option) This option allows you to control the order in which elements are placed on the right of the screen, below the stat area. On small resolution, there won't be enough room for everything, so only the first items will be placed. You can also remove items you don't want to be permanently displayed. The inventory tab will always be placed at the bottom but is initialised at a minimum size (4 lines). If you put a tab before it on the option line, the tab will still be placed above it, but it will have priority over it so the inventory might not be able to expand to its maximum size (6 lines). The minimap is always placed between the stat area and the tabs. The memorisation and skill tabs can be added to the list too, but are not by default. tile_display_mode = (tiles | glyphs | hybrid) Controls how the dungeon is rendered. You can use normal tiles (default) or make it look like the console version by using glyphs. Hybrid overlays icons on top of the glyph view. This option is only available on WebTiles. tile_level_map_hide_messages = true tile_level_map_hide_sidebar = false Controls what screen elements are hidden when using the level map. These options are only available on WebTiles. tile_player_tile = (normal | playermons | mons:<monster> | tile:<monster-tile>) If set to playermons, displays the player using the monster tile for her species, instead of using the normal doll. If set to a value of the form mons:<monster>, where <monster> is the name of a monster, use the base tile of <monster> as the player tile. For example a value of mons:ijyb will cause Ijyb's tile to be used. Any spaces in the monster name should be included. For instance: a value of mons:the royal jelly is valid. If set to a value of the form tile:<player-tile> where <player-tile> is the name of a tile in the player tile sheet, use this tile as the player tile. This form is most useful for using specific variant tiles of monster with multiple tiles, such as hydra and large abominations, or special tiles like Cigotuvi's Monster or player transformations that don't have their own base monster. The tile name must be the full name, e.g. mons_hydra_7. For example, to use the hydra tile with many heads, use a value of tile:mons_hydra_7. The tile names can be found in the source tree folder source/rltiles in the files dc-mon.txt, dc-demon.txt, and dc-player.txt. In these files, the tile name is in the second word in each entry after the file name of the image, and case is ignored for matching. Monster tile names are usually of the form mons_<monster-name>, but other tiles like transformations are named differently, e.g. tran_tree for the tree transformation tile. tile_weapon_offsets = (<x>,<y> | reset) tile_shield_offsets = (<x>,<y> | reset) When using a custom tile with tile_player_tile, these option set the pixel x (horizontal) and y (vertical) offsets for the location where the weapon or shield will be drawn in the tile. The x and y offsets must be integers between -32 and 32, inclusive. Negative x values will adjust left, and Negative y values will adjust up. At 0,0, the weapon is drawn on the left side of the tile, and at 0,0 the shield is drawn on the right side. A weapon x offset of e.g. 10 to 20 (depending on the tile) together with a shield x offset of -10 to -20 can therefore be used to swap locations of weapon and shield. Using the value "reset" will clear any previously defined offset, which is using for in-game tile changes via lua. 4- Character Dump. =================== 4-a Saving. --------------- dump_on_save = true If set to true, a character dump will automatically be created or updated when the game is saved. 4-b Items and Kills. ------------------------ The character dump or morgue files end with a list of all monsters that perished while the character was active. By default, dead monsters are grouped in three parts: Vanquished Creatures -- monsters killed by the character Collateral Kills -- kills of friendly monsters Others -- all other casualties (e.g. traps, hostile monsters) kill_map = friend:you, other:you will merge friendly and other kills into the main vanquished creatures list. Note that the merging is only for display (the game still maintains three separate lists internally) and that kill places (see below) may be in the wrong order for merged entries. The default is an empty list. dump_kill_places = (none | all | single) 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, anything else to the default of showing kill places only for single kills dump_item_origins = artefacts, rods The game remembers where you find items. If you want this item origin memory listed in your dumps, use this option to select which items get annotated. Available selectors are: artefacts, ego_arm, ego_weap, jewellery, runes, rods, staves, books, all, none. If you use multiple dump_item_origins lines, the last line takes effect; all preceding lines are ignored. If you don't want any items to be annotated, set dump_item_origins to none, and set dump_item_origin_price to -1. dump_item_origin_price = -1 Item origins are dumped if the price of the item is greater than or equal to this amount. Set this to -1 to prevent selection by price. dump_message_count = 20 The number of last messages to be displayed in character dump files. dump_order = header,hiscore,stats,misc,notes,inventory, dump_order += skills,spells,overview,mutations,messages,screenshot, dump_order += monlist,kills,action_counts (Ordered list option) Controls the order of sections in the dump. Two optional dump sections are "turns_by_place" and "kills_by_place", which add detailed statistics to where turns were spent and monsters were killed. You can add them to your dump as: dump_order += turns_by_place, kills_by_place Another optional dump section is "vaults", which will list the locations and names of all the vaults that have been generated in the game. This will only be included in the final dump which happens when you die, quit or win (or in ordinary dumps while in wizard mode). dump_book_spells = true By default all randart spellbooks in inventory will have all their spells listed in the dump. If this option is set to true, spells will also be dumped for non-randart spellbooks. 4-c Notes. -------------- Crawl can automatically log certain events during play. You can read these in the dump or morgue files. Below are options for tweaking this behaviour. 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 - Being put under penance and being forgiven - Receiving a gift from a god (except Xom) - Death of a named orcish ally (when worshipping Beogh) - Being able to invoke a godly power for the first time - Picking up a rune, the Orb of Zot, or an artefact for the first time. - Identifying items. - 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) - Dying You can use the command ':' for manually adding notes. user_note_prefix = <string> Prefixes manually added notes with the given string, to make them easier to find. It is not currently possible to add a space at the end of this or any option, but you can use the Unicode non-breaking space character 'Â ' instead. note_items += <regex>, <regex>, ... (List option) When an item is identified for the first time, it will be noted if its short description matches a regex. E.g. note_items += rod,book,acquirement Artefacts (fixed, unrand, or random) will always be noted when identified, regardless of note_items. The description matched against has the same prefixes as notes for the menu_colour option (e.g., "emergency_item"). note_monsters += <regex>, <regex>, ... (List option) Monsters whose name matches an item in this comma-separated list are considered interesting. You can have multiple note_monsters lines. E.g. note_monsters += Klown,orb of fire note_hp_percent = 5 If your HP falls below a certain note_hp_percentage of your max hit points, a note will be taken. There is some code to avoid repetitions of notes based on the same incident. note_skill_levels = 1,5,10,15,27 This sets which skill levels are noteworthy. It's a single line, although you can use += as a continuation. note_all_skill_levels = false This is a shortcut for note_skill_levels = 1,2,..,27. If you set this to true, all skill levels are considered noteworthy. note_skill_max = true Setting this option will cause a note whenever a new maximum in skill levels is reached. If note_skill_max is true and note_skill_levels is nonempty, notes will be taken whenever either of the criteria are met. note_xom_effects = true This will add a note whenever Xom does something. note_messages += <regex>, <regex>, ... (List option) 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 note_chat_messages = false If set to false, this will disable logging of webtiles chat messages from other players. (This setting only applies on the online servers). note_dgl_messages = true If set to false, this will disable logging of DGL messages sent by other players. (This setting only applies on the online servers). 5- Miscellaneous. ================== 5-a All OS. --------------- mouse_input = false When enabled, the mouse_input option allows the game to use mouse input events on certain platforms (Windows and Unix). Note that the extent of mouse support varies greatly across platforms and is strongly influenced by your terminal settings. On Unixes, you're only likely to get mouse support working with ncurses in xterms (specifically your $TERM probably needs to contain "xterm" for ncurses to activate its mouse events; if you're running Crawl in GNU screen in an xterm, the mouse will probably not work). On Windows, you'll need to disable QuickEdit Mode on your console for Crawl to use the mouse (QuickEdit is disabled by default, so you shouldn't need to change anything if you're using a stock console). You can disable QuickEdit by right-clicking the titlebar of your command-prompt, selecting Properties and disabling QuickEdit in the Options tab. wiz_mode = (no | never | yes) Wizard mode options (available only in WIZARD compiles): yes -- start games in wizard mode (game will not be scored) no -- still allows player to enter wizard mode after start of game never -- never allow a wizard command to be used char_set = (default | ascii | ibm | dec | unicode) Chooses different pre-set character sets for the game play screen. Unlike previous versions of Crawl, this does not select the I/O encoding anymore. Setting char_set = ibm or dec has a side effect of making numeric codes inside cset, feature and mon_glyph lines interpreted as, respectively, CP437 codes or VT100 line-drawing characters + 128. Has negligible effect in the Tiles build. colour.OLDCOLOUR = NEWCOLOUR 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 precedence 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.lightgrey = black colour.lightcyan = cyan colour.yellow = brown cset = <dungeon_character_name : symbol> a list of these is allowed, as well. The possible entries for dungeon_character_name are: wall, permawall, wall_magic, floor, floor_magic, door_open, door_closed, trap, stairs_down, stairs_up, grate, altar, arch, fountain, wavy, statue, invis_exposed, item_detected, item_orb, item_rune, item_weapon, item_armour, item_wand, item_food, item_scroll, item_ring, item_potion, item_missile, item_book, item_stave, item_miscellany, item_corpse, item_gold, item_amulet, cloud, tree, fired_flask, fired_bolt, fired_chunk, fired_book, fired_weapon, fired_zap, fired_burst, fired_stick, fired_trinket, fired_scroll, fired_debug, fired_armour, fired_missile, explosion Most of these are self-explanatory. "arch" is used for shops and portals. "floor_magic" and "wall_magic" are used to display magic-mapped squares on the level map. "invis_exposed" is the character for water creatures submerged in shallow water, or invisible creatures wading in shallow water. "wavy" is water and lava. Symbols can be specified using a letter, or by its ASCII/Unicode code: a decimal number or a hexadecimal one (prefixed with x). For compatibility with old config files, you can use cset_ibm or cset_dec to use IBM code page 437 or vt100 graphic characters. For an example on IBM displays, cset_ibm = wall:219, arch:0, wavy:x7E shows walls as solid blocks, shops and portals as '0', and water as '~'. feature = <regex> { <symbol>, <magicmap symbol>, <view colour>, <levelmap_magic_colour>, <levelmap_seen_colour>, <emphasised_colour>, <levelmap_emphasised_colour> } where <regex> is a regular expression describing a dungeon feature. This regex should match the description when using the 'x' command. In case the regex matches several descriptions, all such features are affected. The list in {...} specifies the appearance of the dungeon feature(s), and should be self-explanatory. <symbol> can be used to override the above cset options, or also to distinguish among subtypes of a character. 'magic' always refers to magic mapping. So the <magicmap symbol> entry determines what symbol will be used for features only detected via magic mapping. 'emphasised_colour' refers to the colour used to highlight unvisited stone stairs; for non-stair features, setting emphasis colours does nothing useful. Leading parameters in the {...} list can be omitted by leaving them blank and using placeholder commas. Trailing parameters can be omitted without placeholder commas. Multiple feature option lines can be used, as can multiple feature descriptions strung together on the same line separated by semicolons. Examples: * Colour rock walls red: feature = rock wall { , , red } * Use # for metal walls in all character sets: feature = metal wall {#} * Colour upstairs green and downstairs red: feature = stone staircase leading up {,,,,green} feature = stone staircase leading down {,,,,red} Symbols can be specified as with cset: feature = metal wall {#} feature = metal wall {35} feature = metal wall {x23} all do the same thing. mon_glyph = <monster name or symbol> : <colour> <glyph> <monster name or symbol> : <monster name> The mon_glyph option allows you to customise the symbol and colour used to display a monster. You can customise symbols based on monster names or their existing symbols. For instance, if you want to put elves on E and elementals on e, you can do this: mon_glyph = e : E mon_glyph = E : e You can specify a different symbol, or a colour, or both, in any order. Here are more examples: mon_glyph = deep elf annihilator : E lightmagenta mon_glyph = Xtahua : lightmagenta D mon_glyph = large zombie : darkgrey mon_glyph = small simulacrum : x (The left hand side of the : is case-sensitive.) You can also specify another monster, so that it copies the base symbol and colour of that monster (this is not transitive). For example, if you think that slime creature colours are backwards: mon_glyph = slime creature : merged slime creature mon_glyph = merged slime creature : slime creature You can specify symbols using their code points using the syntax as shown in the "feature" option. If you're using char_set=unicode, you can use unicode code points: mon_glyph = draconian scorcher : x6e9 A single _ is treated as a space; if you want a real underscore, put a \ in front of it like this: mon_glyph = player ghost : \_ You can also redefine several "pseudo" monsters, them being: player sensed monster {trivial,easy,tough,nasty,friendly} sensed monster merged slime creature Playable species that normally have no monster of the same name can also be redefined, for use with show_player_species = true. item_glyph = <regexp> : <colour> <glyph> Customizes the symbol and/or colour of all items matching the regexp. Unlike mon_glyph, this is a partial name match. Items are prefixed by tags, both those from stash tracking and from menu colouring. Thus, you can colour {artefact} or useless_item. Multiple rules can modify a single item, which is useful if you want to change the colour and glyph separately: item_glyph += corpse : x625 item_glyph += poisonous.* corpse : lightgreen use_fake_player_cursor = true Makes the main view highlight the player without using the terminal cursor. This means it won't flicker when the cursor is turned off to move elsewhere for drawing, and allows turning the cursor off by default. Has no effect in the Tiles build. show_player_species = false Displays your character as a member of its species. For example, if you're a Hill Orc, you will be shown as an 'o' rather than '@'. Has no effect in Tiles. 5-b DOS and Windows. ------------------------ dos_use_background_intensity = false On DOS and Windows, if you're using a console that can do high-intensity background colours, set this option to true for superior friend-branding. If your console doesn't like this option, some friendly monsters will appear as blinking characters (and setting this option to false may be advisable to preserve your sanity in such cases). 5-c Unix. ------------- background_colour = black Sets the default background colour by name (defaults to BLACK). This may be useful if you're using a terminal with a background colour other than black (such as an xterm), but this option is still experimental and the results may not be very good. use_fake_cursor = true If true, Crawl draws the cursor explicitly on the level-map and targeting screens instead of relying on the term to draw the cursor. Use this if your term cannot show a cursor over darkgrey/black squares. On non-Unix builds this option defaults to false. 6- Lua. ======== 6-a Including lua files. ------------------------- Lua files are scripts which can provide existing commands with a new meaning or create new commands (to be used in macros). To use Lua files, Crawl needs to be compiled with support for user Lua scripts. You can if your Crawl has Lua support by hitting ?V in-game. The list of features Crawl displays should include "Lua user scripts". Lua files are included using the lua_file option (one file per line): lua_file = <path/name.lua> Lua functions can be macroed in-game by setting the macro action to "===", followed by the function name. The wizard-mode Lua interpreter (&^T) will, the first time it's invoked, load all of the files that are specified with the terp_file option: terp_file = <path/name.lua> The Lua in these files will have access to all of the Crawl Lua internals (that is, will be run in the context of dlua, not clua). 6-b Executing inline lua. ----------------------------- Lua code can be used directly in your init.txt/.crawlrc. You can execute Lua code using the following syntax. : Single line of lua code < Possibly multi-line Lua code > { Possibly multi-line Lua code } In the second and third cases, the restriction is that the delimiter characters appear at the beginning and end of a line, respectively. The difference between the <> and {} is when the code gets executed. Code {}, it is executed right away. Other Lua code is executed only after the entire init file is read in. Examples: # Print a welcome message : crawl.mpr("Hello " .. you.name()) < -- Another welcome message (lua code uses lua comments) crawl.mpr("Hi there") > { function ch_autopickup(it) [ ... body omitted ... ] end } 6-c Conditional options. ---------------------------- You can use Lua to selectively include parts of your init.txt (based on character type, for instance) using the same syntax. Example: : if you.race() == "Mummy" then autopickup = $?+"/ : else autopickup = $?+"/!% : end Options can be referenced by lua via "options.option_name". For example: :if string.find(options.autopickup, "!") then # Do something here if potions are included in autopickup :end "options.option_name" can even be used for options that crawl itself doesn't recognize. This can be combined with setting options on the command line (see section 0-b) to use the command line to control conditionalization of options in the options files. For example, on the command line you could set the option "foobar" with "-extra-opt-first foobar=true", and then do: :if options.foobar then # Do things here :end 6-d Conditional option caveats. ----------------------------------- Note that none of the options listed under "Starting Screen" (section 1) can be set conditionally. This is because the options files are actually read in twice: once before character creation with Lua turned off, and a second time after character creation with Lua turned on. If you attempt to set a starting-screen option conditionally then the value furthest down in the options file will be used regardless of what conditions you set. The above caveat applies to the "wiz_mode" option as well. Instead of conditionalized wiz_mode, you can add to the command line "-extra-opt-last wiz_mode=yes" to make any new game start in wizard mode.