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 any of the community discussion resources described at http://crawl.develz.org/. 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, type, remember_name, weapon, species, background, combo, restart_after_game, restart_after_save, newgame_after_quit, name_bypasses_menu, default_manual_training, autopickup_starting_ammo, game_seed, pregen_dungeon, suppress_startup_errors, map, fully_random, arena_teams 2- File System and Sound. crawl_dir, morgue_dir, save_dir, macro_dir, sound, hold_sound, sound_file_path, one_SDL_sound_channel 3- Interface. 3-a Dropping and Picking up. autopickup, autopickup_exceptions, default_autopickup, pickup_thrown, assign_item_slot, pickup_menu_limit, drop_filter, drop_disables_autopickup 3-b Passive Sightings (detected and remembered entities). detected_monster_colour, detected_item_colour, remembered_monster_colour 3-c Dungeon View Item and Monster Highlighting. friend_highlight, neutral_highlight, unusual_highlight, stab_highlight, may_stab_highlight, heap_highlight, feature_item_highlight, trap_item_highlight 3-d Level Map Functions. level_map_cursor_step 3-e Viewport Display Options. view_max_width, view_max_height, view_lock_x, view_lock_y, view_lock, centre_on_scroll, symmetric_scroll, scroll_margin_x, scroll_margin_y, scroll_margin, always_show_exclusions 3-f Travel and Exploration. travel_delay, explore_delay, rest_delay, travel_avoid_terrain, explore_greedy, explore_greedy_visit, explore_item_greed, explore_stop, explore_stop_pickup_ignore, explore_wall_bias, travel_key_stop, travel_one_unsafe_move, tc_reachable, tc_dangerous, tc_disconnected, tc_excluded, tc_exclude_circle, tc_forbidden, runrest_ignore_message, runrest_stop_message, interrupt_, delay_safe_poison, runrest_ignore_monster, rest_wait_both, rest_wait_ancestor, rest_wait_percent, explore_auto_rest, auto_exclude, travel_open_doors 3-g Command Enhancements. auto_switch, easy_unequip, equip_unequip, jewellery_prompt, easy_confirm, simple_targeting, force_spell_targeter, force_ability_targeter, allow_self_target, ability_menu, spell_menu, easy_floor_use, sort_menus, spell_slot, item_slot, ability_slot, autofight_stop, autofight_warning, autofight_fires, autofight_nomove_fires, autofight_fire_stop, autofight_caught, autofight_wait, autofight_prompt_range, automagic_enable, automagic_slot, automagic_fight, automagic_stop, fail_severity_to_confirm, easy_door, warn_hatches, enable_recast_spell, confirm_action, regex_search, autopickup_search, bad_item_prompt, auto_hide_spells, menu_arrow_control, single_column_item_menus 3-h Message and Display Enhancements. 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_time, equip_bar, animate_equip_bar, item_stack_summary_minimum, mlist_min_height, mlist_allow_alternative_layout, monster_item_view_coordinates, monster_item_view_features, msg_min_height, msg_max_height, msg_webtiles_height, messages_at_top, msg_condense_repeats, msg_condense_short, show_travel_trail, skill_focus, default_show_all_skills, monster_list_colour, view_delay, reduce_animations, use_animations, unusual_monster_items, darken_beyond_range, show_blood, force_more_message, flash_screen_message, cloud_status, always_show_zot, always_show_gems, more_gem_info, action_panel, action_panel_filter, action_panel_show_unidentified, action_panel_scale, action_panel_orientation, action_panel_font_family, action_panel_font_size 3-i Colours (messages and menus). menu_colour, message_colour 3-j Quivers, firing, and ammo. fire_items_start, fire_order, fire_order_spell, fire_order_ability, fail_severity_to_quiver, quiver_menu_focus 3-k Message Channels. plain, prompt, god, duration, danger, warning, recovery, talk, talk_visual, timed_portal, sound, intrinsic_gain, mutation, monster_spell, monster_enchant, monster_warning, friend_spell, friend_enchant, friend_action, monster_damage, monster_target, banishment, equipment, floor, multiturn, examine, examine_filter, diagnostic, error, tutorial, orb, hell_effect, dgl_message 3-l Inscriptions. autoinscribe, show_god_gift 3-m Macro related Options. flush.failure, flush.command, flush.message, additional_macro_file, bindkey 3-n 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_explore_horizon_col, tile_door_col, tile_downstairs_col, tile_upstairs_col, tile_branchstairs_col, tile_portal_col, tile_transporter_col, tile_transporter_landing_col, tile_feature_col, tile_trap_col, tile_water_col, tile_deep_water_col, tile_lava_col, tile_excluded_col, tile_excl_centre_col, tile_window_col, tile_update_rate, tile_runrest_rate, tile_key_repeat_delay, tile_tooltip_ms, tile_tag_pref, tile_window_width, tile_window_height, tile_window_ratio, tile_window_limit_size, game_scale, tile_map_pixels, tile_viewport_scale, tile_map_scale, tile_cell_pixels, tile_sidebar_pixels, tile_filter_scaling, tile_force_overlay, tile_overlay_col, tile_overlay_alpha_percent, tile_full_screen, tile_use_small_layout, 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, glyph_mode_font, glyph_mode_font_size, tile_show_minihealthbar, tile_show_minimagicbar, tile_show_demon_tier, tile_water_anim, tile_misc_anim, tile_realtime_anim, tile_show_player_species, tile_show_threat_levels, 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, tile_grinch, tile_web_mouse_control, tile_web_mobile_input_helper 4- Character Dump. 4-a Saving. dump_on_save 4-b Items and Kills. kill_map, dump_kill_places, dump_item_origins, dump_item_origin_price, dump_message_count, dump_order, dump_kill_breakdowns 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, explore_mode, char_set, colour, display_char, feature, mon_glyph, item_glyph, use_fake_player_cursor, show_player_species, use_modifier_prefix_keys, language, fake_lang, messaging read_persist_options 5-b Windows. dos_use_background_intensity 5-c Unix. blink_brightens_background, bold_brightens_foreground, best_effort_brighten_background, best_effort_brighten_foreground, allow_extended_colours, background_colour, foreground_colour, use_default_terminal_colours, use_fake_cursor 6- Lua. lua_max_memory 6-a Including lua files. 6-b Executing inline lua. 6-c Conditional options. 6-d Conditional option caveats. 7- Recommended Options for Blind Players. ------------------------------------------------------------------------ 0- Generalities on options. ============================ The standard way of adjusting an option from the default is to manually set it in your options file; see (0-a) and (0-c) below for details. A small number of options are saved automatically from their current values in the relevant in-game user interface; these are marked with "(persistent)" in their documentation and can be overridden by a manual setting in the options file. 0-a Standard and additional option files. --------------------------------------------- In online play, choose "edit rc" from the webtiles game selection screen, or enter the rc file editor via ssh. In offline play, 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 which tells Crawl to use precisely that file. On the starting screen, Crawl tells you which init file it uses, if any. The Crawl directory location is system-specific. It is possible to include additional files within the options file via include = 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 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. The following files are automatically included with Crawl for easy usage, and can be included without any further setup: * advanced_optioneering.txt * dvorak_command_keys.txt * colemak_command_keys.txt * neo_command_keys.txt * no_vi_command_keys.txt * safe_move_shift.txt 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. 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 And the NetHack-style combined option line: OPTION = remember_name, !explore_greedy 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 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 ^= forbidden 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, variables, and other directives ------------------------------------------------ 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 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. To reset a value to its defaults, you can use: default = option_name This won't work for certain options that have custom parsing. 1- Starting Screen. ==================== The following options are a convenience to help you quickly start your game of Crawl, and/or configure the start of the game from a file or the command line. name = Delilah If set, that's the name all your Crawl characters will get. Setting this will bypass the main menu by default; see `name_bypasses_menu`. type = normal Choose a game type. Valid values are "normal", "seeded", "tutorial", "arena", "sprint", "descent", and "hints". If explicitly set (not just left to the default), this sets the default game type at the main menu. If the main menu is bypassed (e.g. by setting `name`), this option can be used to determine the game type. "descent" is only valid in alpha (development) builds. 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 |...| unarmed | random | viable), , ... (List option) Specifying the weapon option allows you to bypass the weapon selection screen. Tridents, flails, rapiers, long swords, and war axes are restricted to fighters and gladiators, and quarterstaves are restricted to gladiators only. 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. Specifying more than one option causes the game to randomly select a weapon from the given list. The combo option overrides (and is overridden by) this option. species += (Human |...| Vampire | random | viable), , ... (List option) The usual abbreviations (Hu, HO, etc.) work. "viable" will choose a viable species for a given background if the background is chosen first. Specifying multiple species causes one to be selected at random from the given species. The combo option overrides (and is overridden by) this option. background += (Fighter |...| Wanderer | random | viable), , ... (List option) Here again the abbreviations (Fi, HW, AK, etc.) can be used. The same caveat applies to "viable": it is only really meaningful if the species option is also set. Specifying multiple backgrounds causes one to be selected at random from the given species. The combo option overrides (and is overridden by) this option. combo += (HuFi . short sword | Human Monk | ...), , ... (List option) Specifies a complete set of species, background, and (where applicable) weapon. If a combo requires a weapon choice and one isn't specified, it is prompted for. Combos may be abbreviated or specified in full. If multiple combos are specified, one is selected randomly from the specified combos. The weapon, species, and background options are overridden by (and override) this option. restart_after_game = maybe/true When set to true, at the game end, crawl will return to the main menu. If set to maybe, crawl will return to the main menu only if the startup options don't bypass the main menu, otherwise it will exit. If set to false, it will exit unconditionally. This option is set to true for local tiles builds by default, and maybe by default for other builds. This option is ignored for online games. restart_after_save = true When the game is saved, return to the main menu. This option only has an effect if restart_after_game is set to maybe or true. This option is ignored for online games. newgame_after_quit = false When true, if a name/combo is set, quit will do a fast restart. On this setting, with restart_after_game as non-false, it may be possible to exit crawl only via saving. name_bypasses_menu = true When set to true, having a valid name set via options will skip the main menu and jump right to a game or character selection (if there is no save). default_manual_training = false (persistent) When set to true, new characters will start with skill training set to manual mode instead of automatic mode. This will also set the [!] selection on the skill (m) menu to "cost" by default, instead of "training". autopickup_starting_ammo = true When set, at game start, autopickup is forced on (as per the \ menu) for the player's starting ammunition type. Even when this option is set, autopickup of those items can be disabled from the \ menu once the game has begun. game_seed = none A number indicating the seed to initialize the random number generator from. Within certain limits, the same seed will deterministically lead to the same dungeon. If set to "none" or 0, the seed will be chosen randomly. This can also be set directly via the command line with "-seed", which will override any rc file setting. This value is an unsigned 64 bit integer. pregen_dungeon = incremental This setting determines the level generation mode for new games, which interacts with random seeding (see the "Seeded play" section of the manual). In order to generate a stable dungeon from a seed, levels need to be generated in a consistent order. The recommended setting of `incremental` will generate levels as needed when entering a new level so that the game always generates levels in the same order, potentially catching up when skipping levels in the standard order. When set to `true` or `full`, the game will pregenerate the entire connected dungeon when starting a new character. This leads to deterministic dungeon generation relative to a particular game seed, and no load times when entering levels, but at the cost of a slow game start. Some servers may disallow full pregeneration for online play. When set to `false` or `classic`, the game will generate all levels on level entry, as was the rule before 0.23. Dungeons will not be stable given a seed with this option. suppress_startup_errors = false If this is false, and an error is detected as the game first starts (such as a mistake in a configuration file), bring up a screen before loading to display these. The main menu will contain a warning of errors regardless of this setting, and it does not affect what happens with errors detected as a character is loaded. map = "" This can be used to choose a sprint map. If set in an rc file, this value skips the sprint map selection submenu. Valid options are: dungeon_sprint_1, the_violet_keep_of_menkaure, dungeon_sprint_mu, dungeon_sprint_fedhas, sprint_v, arena_sprint, pitsprint, meatsprint, and linesprint. fully_random = false Set to true to choose a combo randomly. If either species or job is set to `viable`, this will choose a combo from "recommended" characters, otherwise, it will choose combos entirely randomly. When set, the character selection menus are replaced with a prompt that offers you a combo, and allows you to accept or reroll. arena_teams = "" Set to preselect teams in arena mode. When set, arena mode goes directly to the competition. 2- File System. ================ The following directory options may be ignored or overridden on some systems and builds. For example, they cannot be set in an rc file for online play. They can also be set via the command line. crawl_dir = A path to be used for the relative paths when looking for other files. The default for this value is dependent on the system and build type. This option can also be set the `CRAWL_DIR` environment variable. When set, this will override the following three directory options if they have been previously set. save_dir = saves/ Directory where saves and bones are stored. A relative path will be interpreted relative to the value of `crawl_dir`. morgue_dir = morgues/ Directory where morgue dumps files (morgue*.txt and morgue*.lst) as well as character dumps files are written. A relative path will be interpreted relative to the value of `crawl_dir`. macro_dir = Directory for reading macro.txt. It should end with the path delimiter. The default value for this is dependent on system and build type. sounds_on = true (Requires "Sound support"; check your version info) If true, plays sound effects in various situations. sound ^= :, :, (Ordered list option) Plays the sound file if a message contains regex. In case of multiple matching regexes, only the sound of the last regex is played. The regex should not include commas or colons. For example sound += LOW HITPOINT WARNING:sound\sounds2\danger3.wav There are certain pre-defined regexes, as well, which can be used to get a sound to trigger for something that cannot otherwise be matched using a regex string. For example, using FIRE_PROMPT_SOUND for the regex will cause Crawl to play a sound whenever the fire prompt is opened. Check sound.h for a full listing of all these pre-defined regex strings. sound_file_path = When playing sounds (with the option above), the contents of this variable is appended to the start of the path. This is intended to make it easier to take one configuration across several platforms. These two lines are equivalent to the example above: sound_file_path = sound\sounds2\ sound += LOW HITPOINT WARNING:danger3.wav The most recent instance of this option is the one that takes effect, and is not applied retroactively to previous instances of the sound option. one_SDL_sound_channel = false When true, only one sound can play at a time (if using SDL). Is false by default since non-SDL sound backends don't support such control. 3- Interface. ============== 3-a Picking up and Dropping. -------------------------------- autopickup = $?!+"/♦ The above is the default list. The valid symbols are ) Weapons ( Missiles [ Armour / Wands ? Scrolls " or = Jewellery ! Potions + or : Books | Staves 0 Orbs } Misc. items $ Gold ♦ Gems 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 ^= 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 >). The list is order sensitive: the first matching rule will be applied to an item. An example: autopickup_exceptions += and the match expression is significant, so the following won't work: autopickup_exceptions += < box of beasts 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, immolation 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 missiles, Be aware that autopickup uses a turn, though it won't trigger if there are hostile monsters in sight. 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 value of the option, picking up will always take one turn. drop_filter += , , ... (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 items forbidden by your god, you could use: drop_filter += forbidden drop_filter will match against the same keywords menu_colour uses, except that it lacks identification status. 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). drop_disables_autopickup = false drop_disables_autopickup = true automatically removes dropped non-missile items from autopickup. 3-b 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-c Dungeon View Item and monster highlighting ------------------------------------------------- These options allow controlling the way certain monsters and items are shown in console dungeon view, by changing their colour or reversing fore- and background. There are several highlighting choices (these will not work everywhere; it depends on OS and terminal): none -- disable highlighting for the category 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 highlighted monsters to "colour" The last can be abbreviated to hi:colour. See part Windows (5-b) for dos_use_background_intensity. Previously these options were named `..._brand`, and the old names are available for backwards-compatibility. friend_highlight = hi:green Highlight 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_highlight = hi:lightgrey Highlight 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. unusual_highlight = hi:magenta Highlight hostile monsters carrying unusual items. Useful to show if a monster should be handled with care because it has an atypical item, such as a wand or a distortion weapon. This is used in conjunction with the unusual_monster_items option: unusual_monster_items determines which items will cause a monster to be highlighted. stab_highlight = hi:blue This option highlights monsters that are fully unaware of the player and therefore are will not attack, and are guaranteed to take stab damage if attacked appropriately by the player. may_stab_highlight = hi:brown This option highlights monsters that are having trouble paying attention to the player by, for example, being confused or distracted. These monsters may be able to be stabbed, depending on Stealth and weapon skill levels and various other factors, and will (at least) have trouble attacking the player with their current status. heap_highlight = reverse Highlights heaps of items (more than one item or stack). feature_item_highlight = reverse Highlights features (stairs, shops, altars) that would otherwise be hidden by items. If you use this option, the item glyph(s) on the square are hidden by the feature symbol. trap_item_highlight = reverse Highlights traps that would otherwise be hidden by items. If you use this option, the item glyph(s) on the square are hidden by the trap symbol (^). 3-d Level Map Functions. ---------------------------- level_map_cursor_step = 7 How many squares the cursor moves on the level map when using Shift-direction. 3-e 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. 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 centred 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 centred vertically in the viewport. view_lock = true Aliased option that sets both view_lock_x and view_lock_y. centre_on_scroll = false If this is set, the viewport centres 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 centre. 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 centre_on_scroll are set. scroll_margin_x = 2 How far from the left or right edges scrolling starts. By default, if the PC's square 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. always_show_exclusions = true If true, display travel exclusions and their exclusion radius in the viewport. Exclusions are always visible on the level map (access with X) regardless of the value of this option. Exclusions are also visible in terrain-only mode (access with |). This option has no effect in tiles builds, where exclusions are always shown both in the viewport and on the level map. 3-f 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, no terrain is avoided. 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 supports list syntax. 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_greedy_visit = artefacts,glowing_items explore_greedy_visit += stacks (List option) Greedy exploration will visit squares with items based on these conditions. stacks: makes explore_greedy visit all stacks even if they don't necessarily have target auto pickup items glowing_items: makes explore_greedy visit glowing_items, even if not in a stack artefacts: makes explore_greedy visit artefacts, even if not in a stack explore_item_greed = 10 Greedy exploration treats items as if they were this much closer (or further away, if negative) when deciding whether to visit a square with an item or explore a new square. explore_stop = items,stairs,shops,altars,portals,branches,runed_doors explore_stop += greedy_pickup_smart,greedy_visited_item_stack (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. 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 += , , ... (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. At negative values it will prefer to stay away from walls. Note that setting this to a non-0 value generally makes it slower to completely explore a level. travel_key_stop = true If set to true then travel will stop at any keypress. travel_one_unsafe_move = false If set to true then travel will make one move before conducting safety checks for nearby danger. tc_reachable = blue tc_dangerous = cyan tc_disconnected = darkgrey tc_excluded = lightmagenta tc_exclude_circle = red tc_forbidden = lightcyan The above six 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 forbidden: squares which cannot be reached without crossing excluded squares. runrest_ignore_message ^= , , ... runrest_stop_message ^= , , ... (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-k 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. These options accept `^=` to prepend and `+=` to add; the former is necessary in order to override defaults, including overriding defaults for `ignore` matches with `stop` matches and vice versa. 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_ += , , ... (List option) Use this option to not interrupt a delayed action on a certain trigger. For example, use interrupt_travel -= sense_monster to not interrupt autotravel when a monster is sensed but not seen. Possible delay types are: armour_on, armour_off, ascending_stairs, descending_stairs, drop_item, exsanguinate, jewellery_on, macro, macro_process_key, memorise, multidrop, passwall, rest, revivify, run, shaft_self, travel. (These are derived from the `name()` functions in delay.h.) Possible interrupt types are: abyss_exit_spawned, ally_attacked, ancestor_hp, force, full_hp, full_mp, hp_loss, hit_monster, keypress, message, mimic, monster, monster_attack, stat, sense_monster, teleport. (These are derived from the `activity_interrupt_names` array in delay.cc.) delay_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 delay_safe_poison = x:y. This applies to all delays. Only one delay_safe_poison line is considered. Note that for this to work with running and resting, Crawl needs to know to ignore the "You feel sick" messages as well as the damage. For example, runrest_ignore_message ^= You feel.*sick delay_safe_poison = 80:100 are the defaults. runrest_ignore_monster ^= :, :, ... (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 ^= bat:3 bats, vampire bats, fire bats, and battlespheres 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. 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. rest_wait_ancestor = false If rest_wait_ancestor is set to true then resting will only stop when the ancestor's health is fully restored in addition to player HP or MP (or both, if rest_wait_both is set). rest_wait_percent = 100 When resting, if your HP or MP is below this percentage of being full, it will stop resting when this percent of maximum HP or MP is refilled. Resting after this point will still rest up to 100%. explore_auto_rest = true If true, auto-explore waits until your HP and MP are both at rest_wait_percent before moving. auto_exclude += , , ... (List option) Whenever you encounter a sleeping or stationary monster during exploration that is included in this list, a travel exclusion is automatically set centred 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. travel_open_doors = (avoid | approach | open) Configure how autoexplore/travel interacts with doors. avoid = Autoexplore/travel will treat closed doors like walls. If the only way for exploration or travel to continue is through a closed door, it will stop by a closed door. approach = Autoexplore/travel will not open doors, instead stopping in front of any door in its path. open = Autoexplore/travel will open doors. (default) This does not affect runed doors, which are always avoided. 3-g Command Enhancements. ----------------------------- auto_switch = false This option will allow you to automatically switch to an appropriate weapon when attacking in melee, as long as the one you are wielding and the one you switch to are both in slot 'a' or 'b'. An "appropriate" weapon is one that is intended for melee, not inscribed with a non-attack inscription (`!a`), and not hated by the player's god. easy_unequip = true Allows auto removal of armour and jewellery when dropping it. equip_unequip = false If this is true, selecting an already-equipped piece of equipment via the 'w', 'W' or 'P' menus (for weapons, armour or jewellery respectively) will unequip that item. 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 and stat increases safe = force only on dangerous questions and stat increases (default) all = never force capitals WARNING TO PUTTY USERS: If your Putty configuration sets the numeric keypad to "NetHack mode", the keypad '7' will be mapped to the letter 'y', which can result in accidentally answering yes to questions. simple_targeting = false If set to true, disables smart targeting for explosion and bouncing bolt spells, making them automatically target the closest monster in range rather than trying to find a spot that affects multiple monsters while avoiding the player. This applies to target selection when zapping as well as autotarget selection for quivered spells. force_spell_targeter = hailstorm, starburst, frozen ramparts, ignition, eringya's noxious bog, cause fear, alistair's intoxication, discord, dispersal, metabolic englaciation, dazzling flash, flame wave, anguish, plasma beam Force showing a targeter for the listed spells when casting normally, even if the spell isn't targeted. This for practical purposes only has an effect on statically targeted spells, such as the ones in the default value; it is particularly useful for spells with an unusual targeting pattern. If "all" appears in the options list, the rest of the list (however constructed) will be ignored, and targeters will be shown with every spell. force_ability_targeter = sanctuary, cleansing flame, word of chaos, recite, elemental force, oozemancy, breathe lightning, torment, drain life, slouch, disaster area, apocalypse, corrupt, foxfire swarm Force showing a targeter for the listed abilities when activating them normally, even if the ability isn't targeted. This for practical purposes only has an effect on statically targeted abilities, such as the ones in the default value; it is particularly useful for abilities with an unusual targeting pattern. If "all" appears in the options list, the rest of the list (however constructed) will be ignored, and targeters will be shown with every ability. allow_self_target = prompt Allow targeting yourself with risky magic (e.g., the spell Stone Arrow or a wand of paralysis.) Values: (yes | no | prompt). 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. prompt_menu = true (tiles default), false (console default) Always show prompt menus as popups if possible, rather than in the message pane. This currently applies to Y/N prompts, and to the `G`o menu. ability_menu = true Always show the full-screen 'a'bility menu. If false, 'a' prompts in the message area, and the menu can be seen with '?' or '*'. spell_menu = false If set to true, the full-screen spell selection menu will always be shown when using 'z'. If false, 'z' prompts in the message area, and the menu can be seen with '?' or '*'. easy_floor_use = true If set to true, item interaction menus that allow using items from the ground will respond to switching from inventory items to floor items by pressing ',' whenever there is only one floor item, by selecting that item rather than toggling the menu. For example, 'r,' will read the scroll on the ground, if there is only one. This will work even if there are no matching items in your inventory. 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 unique 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. * 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 ^= : (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. A + in the list of letters turns on "overwrite mode": all letters up to the next "-" are considered available even if already assigned; in that case, any spell already assigned to that slot, as long as it does not also match the same , will be moved. 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 regexes, only the first is considered. Examples: * if you want Apportation to be placed on A: spell_slot ^= Apportation:A * if you want Ozocubu's Armour to be placed on r normally or R if r is unavailable: spell_slot ^= Ozocubu's Armour:rR * if you want the first "Bolt" spell to be placed on a, even if there is already a non-bolt spell there: spell_slot ^= Bolt:+a * 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 item_slot ^= : (Ordered list option, one value per line) Uses the same interface as spell_slot, except that overwrite mode is on by default; overwrite mode can be disabled with a - in the list of letters. Additionally, the item_slot option is applied on an item when it is identified, so it can be moved to the right place even if it was picked up unidentified. ability_slot ^= : (Ordered list option, one value per line) Uses the same interface as spell_slot, but applies to abilities in the 'a' menu. autofight_stop = 50 Autofight will not act if your HP is at or lower than this percentage of your max HP. Disabled when set to 0. This setting applies both to autofight and to autofire. autofight_warning = 0 Enforce a minimum time (in milliseconds) between autofight commands. If you issue two consecutive autofight commands within this amount of time (for example, by holding down the tab key), the subsequent commands will be ignored, and the message "You should not fight recklessly!" printed to the danger channel. Any value less than or equal to zero disables this check. autofight_fires = false If your quiver contains contains a fireable action that does direct damage to the enemy, regular CMD_AUTOFIGHT (tab on the default binding) will trigger it at enemies out of melee range. Without this option, only a wielded launcher (a bow, crossbow or sling) will be triggered by CMD_AUTOFIGHT. If an action that does direct damage is quivered but out of range, you will move towards the enemy. If an action is quivered that does not do direct damage, CMD_AUTOFIGHT will ignore it entirely. To prevent moving altogether, rebind with CMD_AUTOFIGHT_NOMOVE instead of CMD_AUTOFIGHT. (Legacy name: `autofight_throw`.) autofight_nomove_fires = true This option modifies the behavior of CMD_AUTOFIGHT_NOMOVE (unbound by default) in a similar way to how `autofight_fires`, above, modifies CMD_AUTOFIGHT. (Legacy name: `autofight_throw_nomove`.) 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. autofight_wait = false If true, ===hit_closest_nomove while not in range of an enemy will wait for a turn instead of aborting autofight. autofight_prompt_range = true When wielding a weapon that would normally cause a prompt on attacking (such as a weapon with a !a inscription, or one disliked by your god), if this option is true then the prompt will be displayed when autofight tries to walk towards an enemy, instead of only when actually trying to attack. automagic_enable = false Option to enable the old automagic system; new players are recommended to just use quivered spells. If true, autofight (i.e. tab on the default bindings) will cast a spell in a designated slot at a target. Initial spell slot is a. (deprecated) automagic_slot = a Setting this changes the initial spell slot for the old automagic system. Can be changed for games in progress in-game by setting a macro to call ===am_set_spell. automagic_fight = false With the old automagic system enabled, setting this to true causes a fallback to regular autofight (e.g. melee) 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 via autofight/autofire is prevented. Disabled when set to 0. fail_severity_to_confirm = 3 Ask for confirmation when attempting to cast a spell where a miscast would cause severe penalties. Prompt if the miscast severity of the spell (the colour shown in the spellcasting menu) is greater than or equal to the number specified: 5: magenta (miscasting may deal greater damage than max HP) 4: dark red (up to 70% damage) 3: light red (up to 50% damage) 2: yellow (up to 30% damage) 1: white (up to 10% damage) If the value 0 or -1 is given, never prompt about miscasts. easy_door = true When (O)pening or (C)losing doors, do not prompt for a direction if there is only one adjacent door. This option does not affect opening doors by walking into them. warn_hatches = false Ask for confirmation before using a one-way escape hatch or shaft. enable_recast_spell = true If enabled, allows recasting the previously cast spell by pressing Enter or '.' at the spellcasting prompt. confirm_action += , , ... (List option) Casting a spell or ability with a name matching any of the given regular expressions will prompt before use. regex_search = false If enabled, searching for items with ^F uses regular expression syntax by default, instead of substring searching. Note that regardless of this setting, queries prefixed with / will be performed as a regular expression search and queries prefixed with = will be performed as a substring search. autopickup_search = false If enabled, items are annotated with {autopickup} while searching with ^F if they would be picked up by autopickup. This means that searching for "autopickup" will list all such items. Note that this option may slow down your game if you have a complicated custom autopickup function. bad_item_prompt = true Ask for confirmation before using bad or dangerous scrolls and potions. auto_hide_spells = false When set to true, spells added to the library will automatically be hidden. menu_arrow_control = true If set to false, disable using arrow keys to control menu selection. This has no effect on mouse interactions with menus, and only affects menus that use hotkeys for selection. (E.g. the main menu for local play is not affected.) single_column_item_menus = true If set to false, certain item menus will list items in two columns, as long as the menu is too long to fit in the current screen. If set to true, all menus will use a single column under any circumstances. This option is only available on local tiles and console; on WebTiles all menus are single-column regardless of the value of this option. 3-h Message 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 = 70:yellow, 40: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 -= 3:red 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 Colours enemy health appropriately in the monster pane. The colourings correspond to full health, lightly wounded, moderately wounded, heavily wounded, severely wounded, and almost dead. In addition to colour names, "default" can be used in this list, and omitted colour slots will be set to the default. 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. Additionally, it has no effect on whether force_more_message triggers. 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. Note: This will overwrite the first letter of the last message line if clear_messages is 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_time = true By default, the counter in the stat area displays elapsed game time. Most actions take one unit of time, but some are quicker (putting on a ring, wielding a weapon, ...) and others are slower (swinging a weapon with low skill, changing armour, ...). When set to false, the counter will display player turns instead, which is the number of actions taken 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). The duration of the last action is displayed in parenthesis, after the time/player turns display. equip_bar = false When set to true, this option replaces the noise bar with an "equipment bar" showing the glyphs of all currently equipped items, with gaps for available but currently unfilled equipment slots. animate_equip_bar = false When set to true, any items displayed in the equipment bar that have a variable colour will be animated. 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_alternative_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. monster_item_view_coordinates = false Display player-centred coordinates in the ^x view description. monster_item_view_features += , (List option) Display features matching the in the ^x view description. Each 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 listed. Two special keywords are active here, if any pattern matches the string "stair" all features that can be interacted with using the stair commands are shown; if any pattern matches "trap" all trap features (including webs) are shown. msg_min_height = 7 You can reduce this to give more space to the map display. The minimum value is 5. In console, if this value is large enough that the map won't fit, crawl will not start. 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. msg_webtiles_height = -1 This will set the height of the messages pane in (only) WebTiles, scaling the map accordingly. Values less than `msg_min_height` will have no impact; in this case the height of the message pane is inherited from console (and so will typically be 7). One of these lines may be reserved for `more` messages depending on other settings. messages_at_top = false Put the message window at the top of the screen. This moves the last message close to the centre 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. The console colour and glyph of the travel trail can be further configured using the feature option to override the "travel trail" feature. 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. default_show_all_skills = false When set to true, the skill (m) menu defaults to showing all skills, even untrained and untrainable ones. As usual, '*' toggles back to trainable mode. This option does not affect hints and tutorial games. monster_list_colour = friendly:green, neutral:brown, good_neutral:brown monster_list_colour += trivial:darkgrey, easy:lightgrey, tough:yellow, nasty:lightred, unusual:lightmagenta (List option) Change the colours used to display monster names in the monster list. Valid keys, and their initial colours, are: Monster attitudes: friendly - green neutral - brown ("indifferent") good_neutral - brown ("peaceful") Threat levels for hostile monsters: trivial - darkgrey easy - lightgrey tough - yellow nasty - lightred unusual - lightmagenta If a category is unset or has a missing colour, its colour defaults to lightgrey. For removal with `-=`, the category name can be used alone, and will clear any mapping for that category (setting it to lightgrey). view_delay = 600 Controls the speed of animations from, e.g., ranged and magical attacks and invocations with visual effects. reduce_animations = false If set to true, simplify some animations so that incremental steps are not drawn. For example, for casting a beam spell or firing a ranged weapon, only the final beam path is shown. Defaults to `true` for webtiles games. use_animations = beam, range, hp, monster_in_sight, pickup, monster, player use_animations += branch_entry Controls whether or not to run special animations, such as when being banished. All animations are enabled by default, and the categories that can be enabled/disabled independently are: beam - Animation for casting a beam spell or firing a ranged weapon. range - Flashes the screen with an overlay indicating the actual range of an attempted spell, if there are no monsters within the spell's range. hp - Flashes the screen red whenever you take damage below the level indicated by the hp_warning option. monster_in_sight - When attempting to rest, run, travel, or explore with dangerous monsters in view, flashes the parts of the screen where monsters aren't, in order to help make the monsters themselves more visible. pickup - Various animations that occur when picking up items. Currently only runes and the orb have animations. monster - Animations that run when a monster uses an ability or casts a spell. player - Animations that run when the player uses an ability or casts a spell. branch_entry - Animations that run when you enter a new branch. Currently only the Abyss and Zot have animations. unusual_monster_items += , , ... (List option) Monsters whose inventory items match a regex in this comma-separated list will display with unusual threat level. E.g. unusual_monster_items = wand unusual_monster_items += disto,chaos unusual_monster_items += curare,atropa,datura,dispersal unusual_monster_items += throwing net The item descriptions matched against are the short item names that ordinarily display when a monster is examined with 'xv'. This option determines which monsters will be regarded as "unusual" for the options tile_show_threat_levels (tiles only), monster_list_colour, and unusual_highlight (console only). darken_beyond_range = true If set to true, everything beyond range when targeting will be coloured grey. Setting this to false will also disable the "range" category of the use_animations option. show_blood = true Setting this option to false will hide blood splatters in the floor and on the walls. In tiles, corpses will be displayed as skeletons. force_more_message += , (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. This option ignores the show_more option. This option will not interrupt travel delays by default; use runrest_stop_message for that instead. The syntax is identical to that of runrest_ignore_message (3-f). flash_screen_message += , (List option) Any message that contains a regex specified here will flash the screen yellow, so it can be used to highlight very important events indeed. The syntax is identical to that of force_more_message. cloud_status = true Whether to show the "Cloud" status light; defaults to true, except if playing with tiles, where you can see the cloud on top of you, where it defaults to false. always_show_zot = false Whether to show the "Zot" status light at all times, even when you've got plenty of time left. always_show_gems = false Whether to show the "Gem" status light, indicating how long until the gem in the current branch shatters (if applicable). more_gem_info = false Whether to show held gem time limits and sfx for shattering. action_panel_show = true Whether to show or hide the action panel. This option is automatically saved between games, and is only available on Webtiles. action_panel = /?!} The above is the default list of items to show on the action panel. The valid symbols are ? Scrolls ! Potions } Misc. items / Wands If set to an empty string, the panel will be hidden entirely. The order of item types in this option determines the order of item types in the action panel; sub-order is determined by inventory letter. This option is only available on Webtiles. action_panel_filter += , , ... (List option) Any item matching the filter expression(s) will not be shown on the action panel. This option is only available on Webtiles. The file dat/defaults/misc.txt contains default settings. action_panel_show_unidentified = false When set to true, the action panel will show unidentified scrolls and potions. This option is only available on Webtiles. action_panel_scale = 100 (persistent) A percentage scale factor to apply to the action panel. This option is automatically saved between games, and only available on Webtiles. action_panel_orientation = horizontal (persistent) (values: horizontal | vertical) When set to 'horizontal', the action panel will be placed along the top edge of the screen. When set to 'vertical', the panel will be placed along the left edge. This option is automatically saved between games, and is only available on Webtiles. action_panel_font_family = monospace (persistent) action_panel_font_size = 16 (persistent) Font used for displaying quantities of items in the action panel. The size option is automatically saved between games, and both are only available on Webtiles. action_panel_glyphs = false If set to true, show glyphs instead of tiles in the action panel. This option is only available on webtiles. 3-i Colours (messages and menus) ----------------- menu_colour ^= ::, :, ... (Ordered list option) For menus and other screens that print items (and a few other cases; see list below) this option allows you to control the colour that is used to display a line by using a regular expression. For example, the default options use the following line: menu_colour += lightmagenta:.*orb.*Zot to highlight the orb of Zot as purple in the item pickup menu. For items, the regular expression is also checked against various item annotations as described below. For example, the following line: menu_colour += yellow:.*emergency_item.* causes items that get the `emergency_item` annotation (such as scrolls of teleportation) to be highlighted in yellow in inventory and other item menus. 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; the option supports `^=`, which is useful for overriding default settings without building the list from scratch. For a list of colours, check the colour option in 5-a. The `match` part specifies which listings are affected by the colouring. If you specify 'item', or completely skip the : part, then the pattern will apply to all item-related categories. Possible item-related values for match are: inventory (inventory and pickup/drop menus) pickup (pickup menus, and items on the floor) equip (the [ and " screens) use_item (equip, unequip, read, quaff, etc) shop (shop menus) stash (the results from Ctrl-F) description (the \ screen) stats (wielded/quivered items on the main screen stats panel) resists (items on the % screen) Possible non-item-related values are as follows; these require an explicit `match`: help (the manual) notes (the ?: screen) Items are annotated with many useful tags that make controlling colour easier. Items are annotated with their base type (armour, weapon, wand, etc.) They are also annotated with certain tags indicating usefulness: 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.) as well as a range of other properties: equipped (Equipped items.) ego (Items with an offensive/defensive magical brand.) artefact (For artefacts, whether identified or not.) unrand (For non-random artefacts.) melee (Melee weapons, including magical staves.) ranged (Ranged weapons.) evoker (Elemental evokers.) identified (The item is fully identified.) known (You recognize the item's subtype.) unidentified (You don't recognize the item's subtype.) god gift (an item gifted to you by a god.) cursed (Cursed by Ashenzari.) (Of course, some of these will only apply to some menus inherently: only carried items can be equipped, only non-carried items can be unidentified, etc.) When looking for menu_colour matches, these prefixes are treated as if they are prepended to the actual item name, for example: identified evil_item forbidden misc a piece from Xom's chessboard (15/15) The same prefixes can also be used for highlighting prompts pertaining to items matching the description, or to define autopickup_exceptions. For more examples, see the default settings in `dat/defaults/menu_colours.txt`. menu_colour can also be used to colour in-game morgue notes (readable in colour with `?:`), by using the `notes` match. For example, the following line will show level-ups in green: menu_colour ^= notes:green:Reached XP level message_colour ^= ::, :, ... (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-j Quivers, firing, and ammo. ---------------------------------- fire_items_start = a Sets the first inventory item to consider when cycling through missiles to fire via the quiver. The default is a. fire_order = launcher, throwing, inscribed, spell, evokable, ability (Ordered list option) Controls the order of items when cycling the quiver. Types should be separated by commas and items that appear first get higher priority. Absent action types are not used when cycling the quiver. This option also affects autoquivering on game start. 'launcher' refers to firing a wielded ranged weapon (i.e. crossbow, bow, sling). 'throwing' refers to all throwing ammo. Specific throwing ammo types can be referred to by name ('javelin', 'boomerang', 'stone', 'rock', 'net', 'dart'), but order of these only affects order internal to throwing ammo types; 'inscribed' can also be used to control the order of ammo that has been inscribed with "+f". See the "Inscriptions" section of Crawl's manual for more information about inscriptions. Ammo types can be separated with a "/" to indicate that inventory order should determine cycle order. Order within types is determined by letter order in the relevant submenu (e.g. inventory for throwing, etc). fire_order_spell = all (list option) This allows you to exclude or include spells from the fire order by name. Order within spells is determined by letter assignment, this only controls what is in the list. This can be a comma separated list of spells by name, and supports += and -=. It allows two special values: 'all' is shorthand for all spells, and 'attack' is shorthand for the list of spells that are considered damage spells for autofight purposes; see autofight_fires for more information. fire_order_ability = all fire_order_ability -= berserk (list option) This allows you to exclude or include abilities from the fire order by name. Order within abilities is determined by letter assignment, this only controls what is in the list. This can be a comma separated list of abilities by name, and supports += and -=. It allows two special values: 'all' is shorthand for all spells, and 'attack' is shorthand for the list of abilities that are considered damage spells for autofight purposes; see autofight_fires for more information. fail_severity_to_quiver = 2 Exclude spells with this miscast level or higher from quiver cycling and automatic quivering. -1 can be used to exclude spells entirely from automatic quivering. See fail_severity_to_confirm for a breakdown of miscast values. launcher_autoquiver = true If set to true, change the quiver to the launcher on wielding it; if set to false, the quiver is unchanged on wielding a launcher. (Firing via tab or `v` will still work.). quiver_menu_focus = false (persistent) If set to true, start the quiver menu in "focused" mode where action lettering is drawn from item/spell/ability lettering and only one of these can be selected at a time. Otherwise, any action can be selected from the menu, but lettering is not stable in this menu. This option is persistent so that the current value in the quiver menu is saved across games and automatically reloaded unless set explicitly. 3-k 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 duration = messages about character spells/effects wearing off danger = serious threats to the character's existence 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 monster_warning = monsters coming into view 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 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 diagnostic = 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 dgl_message = messages from watchers (online console games only) The channel options are mute = show no messages from channel (dangerous, be careful!) default = turn channel on to its default scheme alternative = turn channel on to its alternative "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-l Inscriptions. --------------------- See the "Inscriptions" section of the crawl manual for more information about inscriptions. autoinscribe += : (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 potentially dangerous wands, as in autoinscribe += wand of polymorph:!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. 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-m Macro related Options. ------------------------------ macros += M \{9} za This options adds a macro or keymap. Each definition consists of exactly three arguments separated by spaces. The first one describes whether it is a macro or a keymap. Keymaps are generally most useful for renaming keys entirely and are processed before macros. If you don't know which to use, you probably want a macro. "M" macros (processed when entering game commands) Specialized keymap contexts: "K1" level-map context keymap (during the `X` view only) "K2" targeting context keymap (during targeting and `x` view) "K3" confirmation context keymap (when responding to a y/n prompt) "K4" menu context keymap (all menus, except the skill menu) Default keymap context: "K" default context keymap (any other context) The second argument describes the trigger key and consists the character or keycode of that key (for example 'a', 'A' or \{9} for the A, Shift-A or Tab keys). The third argument describes the macro or keymap action and consists the command sequence to be associated with the second argument. (for example "zap" for zapping the spell in slot a at the previous target). Function keys, numpad keys, and navigation keys can be entered via text keycodes (examples: \{F2}, \{NP-}, \{PgUp}, \{Down}, etc). If you have any macros/keymaps in your rc file, they will automatically be saved to your macro.txt file on load, silently overriding any macros/keymaps already saved to your macro.txt file. This syntax is based on but not identical to the format used in the macro.txt file. 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_CHARACTER_DUMP 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. You can use the \{} syntax from macro binds to write keycodes, and keycodes like "F1", "NP+", and "Down" can appear directly in []. For a full list of possible commands, see keybind.txt. 3-n Tiles Options. ---------------------- In non-tile games the tile options are ignored. tile_show_items = This option controls the order of items in the tiles inventory. By default, its value is: !?/=([)}:| 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_explore_horizon_col = #6b301b tile_door_col = #775544 tile_downstairs_col = #ff00ff tile_upstairs_col = cyan tile_branchstairs_col = #ff7788 tile_portal_col = #ffdd00 tile_transporter_col = #0000ff tile_transporter_landing_col = #5200aa 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_wall_col - colour of any wall type tile_mapped_floor_col - colour of floor detected via magic mapping tile_mapped_wall_col - colour of walls detected via magic mapping tile_explore_horizon_col - colour of the edge of explored territory 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_transporter_col - colour of transporters tile_transporter_landing_col - colour of transporter destinations 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 setting determines which monsters receive a text tag in the local tiles dungeon view. auto - choses depending on game mode none - turns off all tags all - shows tags for all enemies 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 of "named monsters" are uniques and ghosts. In auto mode, regular games use "enemy", arena mode uses "named", and tutorial/hints modes use "tutorial". tile_window_width = -90 tile_window_height = -90 Options for setting the width and height of the window, in pixels. When positive, these set the window size directly. When set to 0, the window is auto-sized. When set to a negative number, these values will be interpreted as the screen's resolution minus the given value. The width may be overridden by `tile_window_ratio`, below, in which case `tile_window_width` is used as a maximum width. On some window managers, the position of OS user interface elements may enforce smaller values for these. For example, on MacOS the window will not overlap with the dock or menu bar. tile_window_ratio = 1618 When set to a positive value, tiles will use this value to determine the window width as a ratio of the window height, scaled by 1000. In particular: w = h * tile_window_ratio / 1000. If this value is set, `tile_window_width` is used as a maximum width. The minimum width is determined by UI layout. This value is ignored in full screen mode. Set to a value <= 0 to disable. tile_window_limit_size = true Limits the minimum window size. It should only be disabled for testing purposes. game_scale = 1 An integer scale value between 1 and 8 that will increase the size of all UI elements. This can be used to simulate high-dpi rendering on high resolution displays that don't directly support high-dpi, or adjust scaling for very large displays. For a 4k display, we recommend a value of 3 or 4, and a 2k display will typically look best with a value of 2. Local tiles only. 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_viewport_scale = 1.0 A scale factor to apply to the dungeon view. The minimum value is 0.2 and the maximum value is determined by resolution; zoom will be capped so that at a minimum, your line of sight is always visible. This can also be adjusted in-game in local tiles with ctrl-'-' and ctrl-'=' (or ctrl-'+' on some keyboards). tile_map_scale = 0.6 A scale factor to apply to the dungeon view in map mode (X). This can also be adjusted in map mode in tiles with '{' and '}', as well as in local tiles with ctrl-'-' and ctrl-'=' (or ctrl-'+' on some keyboards). tile_cell_pixels = 32 The width and height of tiles in the dungeon view at 1.0 scale, in (logical) pixels. This is a legacy option, and it is recommended that you adjust scaling via tile_viewport_scale instead. tile_sidebar_pixels = 32 The width and height of tiles in the local tiles sidebar view, in (logical) pixels. tile_filter_scaling = false Used in conjunction with tile_cell_pixels or tile_sidebar_pixels. Setting it to true filters 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_overlay_col = #646464 Background color of the message window overlay, as when tile_force_overlay is set to true. Used in conjunction with tile_overlay_alpha_percent. tile_overlay_alpha_percent = 40 Transparency value for the message window overlay background, as when tile_force_overlay is set to true. Setting this option to 0 will cause the message window to only display text without any background. And setting this option to 100 will force an opaque background to the message window. tile_full_screen = auto Setting this option to true or false will force full screen mode to be on or off. Setting it to anything else will put it in auto mode, which enables full screen mode only if the screen resolution is smaller than width 1200, or height 800. tile_use_small_layout = auto Alternative layout designed for very small screens. It is enabled by default on Android. 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. glyph_mode_font = monospace Font used to render the dungeon in glyph mode for WebTiles. If set to monospace (default) or the font is not available, the browser's default monospaced font will be used. This option is only available on WebTiles. glyph_mode_font_size = 24 Font size (in points) for the dungeon view in glyph mode for WebTiles. This option is only available on WebTiles. 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 = false Will overlay demon tiles with an icon intended to represent their tier (or difficulty rank) among demons, reflecting the glyph (&, 1, 2, 3, 4, 5) used in 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_show_threat_levels = nasty, unusual This option controls which monsters will be highlighted with their threat level. Valid levels include: trivial, easy, tough, nasty, unusual. You can specify multiple levels at once, or 'none'. When 'unusual' is specified, the option unusual_monster_items will determine which items cause a monster to highlight as unusual. tile_layout_priority = minimap, inventory, 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. The possible options are: abilities, commands, inventory, memorisation, minimap, monsters, navigation, skills, spells, system commands 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 and uses a square tile aspect ratio. This option is only available on local tiles and 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: | 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:, where is the name of a monster, use the base tile of 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: where 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_, but other tiles like transformations are named differently, e.g. tran_tree for the tree transformation tile. tile_weapon_offsets = (, | reset) tile_shield_offsets = (, | 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 useful for in-game tile changes via lua. tile_grinch = false When set, disables custom holiday tiles (e.g. Santa hats). tile_web_mouse_control = true Whether to enable mouse control for tooltips/cursor interaction on WebTiles. Regardless of the value of the setting, the minimap will respond to mouse control. tile_web_mobile_input_helper = auto This option controls an optional auxiliary input field in the WebTiles interface that can be focused to enable the virtual keyboard on mobile devices. When set to true or false, the field is manually enabled or disabled. When set to auto, the field is only shown on devices with a touch screen. 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, and 'single' to use the default of showing kill places only for single kills. dump_item_origins = artefacts 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, 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,inventory,skills,spells, dump_order += overview,mutations,messages,screenshot,monlist,kills, dump_order += notes,screenshots,vaults,skill_gains,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 The "turns_by_place" section is enabled by default in trunk builds of Crawl (not releases or pre-release betas), appearing at the end of the dump. For making your chardump prettier, you can add dump_order += - to place a separator between sections. You can also add arbitrary section names; ones not mentioned here will be interpreted as custom user-defined Lua functions with no arguments. 4-c Notes. -------------- Crawl can automatically log certain events during play. You can read these in the dump or morgue files. Below are the options for tweaking this behaviour. The following events are logged: - Gaining or losing a level - Entering a dungeon level for the first time - Memorising 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 = 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 ' ' instead. note_items += , , ... (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 += 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 += , , ... (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 += , , ... (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 , 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 explore_mode = (no | never | yes) Explore mode options (available only in WIZARD compiles): yes -- start games in explore mode (game will not be scored) no -- still allows player to enter explore mode after start of game never -- never allow explore mode to be entered char_set = (default | ascii) 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. You can also include ibm_glyphs.txt, dec_glyphs.txt, or old_unicode_ glyphs.txt to bring back some older character sets that are no longer built-in. 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 display_char = 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_scroll, item_ring, item_potion, item_missile, item_book, item_staff, item_rod, item_miscellany, item_corpse, item_skeleton, item_gold, item_gem, item_amulet, cloud, cloud_weak, cloud_fading, cloud_terminal, tree, transporter, transporter_landing, space, fired_bolt, fired_zap, fired_burst, fired_debug, fired_missile, fired_missile, explosion, frame_horiz, frame_vert, frame_top_left, frame_top_right, frame_bottom_left, frame_bottom_right, draw_horiz, draw_vert, draw_slash, draw_backslash, draw_top_left, draw_top_right, draw_bottom_left, draw_bottom_right, draw_down, draw_up, draw_right, draw_left 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. "cloud", "cloud_weak", "cloud_fading", and "cloud_terminal" distinguish clouds by remaining duration, listed from furthest to nearest expiry; cloud types that do not visually reveal their remaining duration always use the "cloud" glyph. Symbols can be specified using a letter, or by its ASCII/Unicode code: a decimal number or a hexadecimal one (prefixed with x). feature += { , , , , , , } ; { ... } feature -= , (List-like option) where 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 set of possible features in a given version of crawl can be found by searching for `.*` in the lookup feature menu (`?/f`). The list in {...} specifies the appearance of the dungeon feature(s), and should be self-explanatory. can be used to override the above display_char options, or also to distinguish among subtypes of a character. 'magic' refers to magic mapping. So the entry determines what symbol will be used for features detected via magic mapping. The will also be used for stone stairs with unknown destination and unvisited transporters. 'emphasised_colour' refers to the colour used to highlight stone stairs and transporters with unknown destination; 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. Feature overrides can be cleared using -=, providing a regex only (and not an appearance). This will restore all features whose descriptions match the regex to their default appearances. 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 display_char: feature += metal wall {#} feature += metal wall {35} feature += metal wall {x23} all do the same thing. mon_glyph += : ( | ) , : mon_glyph -= (List option) The mon_glyph option allows you to customise the symbol and colour used to display a monster. The full list of default glyphs can be most reliably found by looking at the source code (mon-data.h), but glyph information can be checked in the lookup monster menu (`?/m`), as can the list of monsters. 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. You can also 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. Monster glyph overrides can be cleared using -=, which restores the named monster (or all monsters of the given glyph) to its default appearance. Specify only the monster name or glyph for -=, not the replacement being removed. item_glyph ^= : item_glyph -= (Ordered list option) 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 += inedible.* corpse : lightgreen Rules are applied in order, so later rules are higher priority. Removing a rule with -= removes all rules using the exact regexp provided; do not specify a colour or glyph in that case. 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. use_modifier_prefix_keys = true When true, '*' behaves as a CTRL keypress, and '/' as SHIFT. language = Displays some text in the given language. Not all text in Dungeon Crawl has translations in every supported language, but volunteer translators have offered translations of particularly wordy text such as god and monster descriptions. Text with no known translation will be displayed in English. Some languages may require changing the font. Partially supported language codes: cs: Czech da: Danish de: German el: Greek es: Spanish fi: Finnish fr: French hu: Hungarian it: Italian ja: Japanese ko: Korean lt: Lithuanian lv: Latvian nl: Dutch pl: Polish pt: Portuguese ru: Russian sv: Swedish zh: Chinese fake_lang = [,[,...]] Set one or more fake languages, applied in the order provided (order does matter!) The same language can be set more than once, though it may not end up making much sense... At most 3 fake langs can be set at a time. Options are: (dwarven|jagerkin|kraut|runes|wide|grunt|butt:) Experiment to find out what they do! messaging = true If set to true, this allows you to receive DGL messages sent by other players. (This setting only applies on the online servers). read_persist_options = false When set to true, the game will read additional options from the lua variable c_persist.options if it contains a string. This option has no effect unless explicitly used in scripting. This option is persistent so that the current value as set in the skill menu is saved across games and automatically reloaded, unless set explicitly. 5-b Windows. ------------------------ dos_use_background_intensity = false On Windows, if you're using a console that can do high-intensity background colours, set this option to true for superior friend-highlighting. 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. ------------- allow_extended_colours = true Attempt to use more than the eight basic terminal colours for crawl's bright colours. Most modern terminals should use this setting. If successful, this puts console into 16-color mode. If this option is enabled and there are enough colours available in the terminal, use the terminal's extended colour palette directly for internal colours. An appropriate TERM environment variable must be set for this option to function as expected for capable terminals. For example: * XTerm, MacOS Terminal, or iTerm: xterm-256color * gnome-terminal: vte-256color * PuTTY: putty-256color (set in 'Connection->Data->Terminal-type string') If these conditions are not met, crawl will fall back to 8-colour mode and use character attributes to render bright colours, with dark blue as a "fallback" color for rendering dark grey on black. In 8-colour mode, one of the following options may be better. bold_brightens_foreground = false For 8-colour mode, assume that a bold text attribute will end up brightening the foreground colour. If set to `force` instead of `true`, bright colours will be bolded even in 16-colour mode. Otherwise, this option is ignored when running in 16-colour mode via allow_extended_colours. If enabled in 8 color mode on a terminal where the assumption that bold changes the color does not hold, this will result in invisible glyphs for normal/bright colour combos of the same base colour. For example, in the dungeon display, if squares that are out of line of sight appear black, you should not set this to `true`. blink_brightens_background = false For 8-colour mode, assume that a blink text attribute will end up brightening the background colour. If enabled on a terminal where this assumption does not hold, this will result in invisible glyphs for normal/bright colour combos of the same base colour. This option is ignored when running in 16-colour mode via allow_extended_colours. best_effort_brighten_background = false If set to true, try to brighten a background colour using blink even if it is not assumed to be successful. This option only affects colours which are safe to brighten. If the blink_brightens_background option is set to true, this option is effectively ignored. This option is ignored when running in 16-colour mode via allow_extended_colours. best_effort_brighten_foreground = true If set to true, try to brighten a foreground colour using bold even if it is not assumed to be successful. This option only affects colours which are safe to brighten. If the bold_brightens_foreground option is set to true, this option is effectively ignored. This option is ignored when running in 16-colour mode via allow_extended_colours. 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 and wish to retain the colour scheme for crawl. Internally, black is mapped to the the passed background colour and vice-versa. This option requires extended support by the terminal library as well as the terminal itself. Additionally, bright default colours are not available unless extended colour support is present and explicitly enabled via allow_extended_colours. If support is not present, either outright or for the selected colour, this option will have an effective value of black. See the allow_extended_colours option for more information on enabling use of bright default colours. Beware of buggy or misleading terminfo files. foreground_colour = lightgrey Sets the default foreground colour by name (defaults to LIGHTGREY). Internally, lightgrey is mapped to the passed foreground colour and vice-versa. This option comes with the same baggage as the background_colour option. See its documentation for more details. use_terminal_default_colours = false Use the terminal's default foreground and background colors. This can be used to enable a transparent background. 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, and setting it to to true may have unpredictable results. 6- Lua. ======== lua_max_memory = 16 Max memory in MB allowed for user Lua scripts. 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 = 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 = 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. 7- Recommended Options for Blind Players. ========================================== The following settings are recommended to facilitate using crawl in console with a screenreader. Disable animations and view delays so the screen updates immediately after each command: view_delay = 0 travel_delay = -1 rest_delay = -1 use_animations = 0 Place messages at the top of the screen and remove message condensing for easier screen reading: messages_at_top = true clear_messages = true msg_condense_short = false Make the player cursor easier to track with screen reading, by setting a custom symbol for the player: use_fake_player_cursor = false show_player_species = false mon_glyph += player:x263A Use mouse input clicks for automove (see the discussion of the mouse_input option for terminal configuration specifics): mouse_input = true Allow auto-travel/move to advance one step even when monsters are present: travel_one_unsafe_move = true List player-relative coordinates in the ^x display: monster_item_view_coordinates = true The ^x display can list a customizable set of features controlled with regular expressions. For example, to include all water in ^x set: monster_item_view_features += water Mark the path taken by auto-travel and the exploration horizon with special characters: show_travel_trail = true feature += travel trail {x25AA} feature += explore horizon {x25AB} Set a separate glyph for unvisited stairs and transporters: feature += stone staircase leading up {<,x25C2} feature += stone staircase leading down {>,x25B8} feature += transporter {xA9, x25CE} Visit squares with stacks of items when exploring to print all newly encountered items: explore_greedy_visit += stacks