git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9143 c06c8d41-db1a-0410-9941-cceddc491573
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int skill = skills[i];
skill_weights[i] = you.skills[skill]
* 100 / species_skills(skill, you.species);
int skill = skills[i];
int weight = you.skills[skill]
* 200 / species_skills(skill, you.species) + 1;
if (spellcount[i] < 5)
weight -= 5 - spellcount[i];
if (best_skill == SK_UNUSED_1
|| best_skill > SK_UNARMED_COMBAT && best_skill < SK_SPELLCASTING
|| best_skill >= NUM_SKILLS)
{
if (is_invalid_skill(best_skill))
if (i == excl_skill
|| i == SK_UNUSED_1
|| i > SK_UNARMED_COMBAT && i < SK_SPELLCASTING)
{
if (i == excl_skill || is_invalid_skill(i))
int max_level = std::min( 9, std::max(1, item_level / 3) );
int spell_level = random_range(1, max_level);
int num_spells = 5 - (spell_level + 1) / 2 + random_range(1, 3);
make_book_level_randart(item, spell_level, num_spells);
int max_level = std::min( 9, std::max(1, item_level / 3) );
int spl_level = random_range(1, max_level);
int max_spells = 5 + spl_level/3;
make_book_level_randart(item, spl_level, max_spells);
book.sub_type = BOOK_RANDART_LEVEL;
int num_spells = 5 - (level + 1) / 2 + random_range(1, 3);
make_book_level_randart(book, level, num_spells, owner);
book.sub_type = BOOK_RANDART_LEVEL;
int max_spells = 5 + level/3;
make_book_level_randart(book, level, max_spells, owner);
work properly, ask for help on the newsgroup rec.games.roguelike.misc.
Please flag queries with '-crawl-', as other roguelikes are discussed
work properly, ask for help on the newsgroup rec.games.roguelike.misc.
Please flag queries with '-crawl-', as other roguelikes are discussed
tile_monster_col, tile_neutral_col, tile_friendly_col,
tile_plant_col, tile_item_col, tile_unseen_col,
tile_floor_col, tile_wall_col, tile_mapped_wall_col,
tile_door_col, tile_downstairs_col, tile_upstairs_col,
tile_feature_col, tile_trap_col, tile_water_col,
tile_monster_col, tile_neutral_col, tile_friendly_col,
tile_plant_col, tile_item_col, tile_unseen_col,
tile_floor_col, tile_wall_col, tile_mapped_wall_col,
tile_door_col, tile_downstairs_col, tile_upstairs_col,
tile_feature_col, tile_trap_col, tile_water_col,
External option files have several uses: They allow quick customisation
of Crawl's general appearance (colouring/suppression of messages, and
External option files have several uses: They allow quick customisation
of Crawl's general appearance (colouring/suppression of messages, and
Note that, in the tutorial, some of your options settings may get
overwritten to facilitate the explanations. This concerns the
Note that, in the tutorial, some of your options settings may get
overwritten to facilitate the explanations. This concerns the
Crawl remembers the options (class, race etc.) you used to
create your last character. You may recycle them in the
starting screen for a new character. If this option is set to
Crawl remembers the options (class, race etc.) you used to
create your last character. You may recycle them in the
starting screen for a new character. If this option is set to
If you use this option and want to enter a name _after_
choosing your race and class, you must enter . at the initial
name prompt - hitting Enter at the name prompt will simply
If you use this option and want to enter a name _after_
choosing your race and class, you must enter . at the initial
name prompt - hitting Enter at the name prompt will simply
Specifying the weapon option allows you to bypass the weapon
selection screen. Note that tridents are restricted to only
merfolk and gladiators, but you'll get the standard query in
Specifying the weapon option allows you to bypass the weapon
selection screen. Note that tridents are restricted to only
merfolk and gladiators, but you'll get the standard query in
up all weapons with the long blade skill. Similarly,
you can use 'altar','portal' etc. Also, you can look
for spellbooks ('book'), artefacts ('artefact'), and
ego items ('ego').
up all weapons with the long blade skill. Similarly,
you can use 'altar','portal' etc. Also, you can look
for spellbooks ('book'), artefacts ('artefact'), and
ego items ('ego').
kills.lua -- improves the Vanquished Creatures list in dump files;
currently gives three lists (Vanquished, Friendly,
kills.lua -- improves the Vanquished Creatures list in dump files;
currently gives three lists (Vanquished, Friendly,
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
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
A set of regexes that force matching items to be picked up (if
prefixed with <), or never picked up (if prefixed with >).
Excludes (>) take precedence over includes (<), so if the same
item is matched by both an exclude and an include, it will not
A set of regexes that force matching items to be picked up (if
prefixed with <), or never picked up (if prefixed with >).
Excludes (>) take precedence over includes (<), so if the same
item is matched by both an exclude and an include, it will not
pickup_thrown = true causes autopickup to pick up thrown/fired
missiles, which can make life much easier for hunter types. Be
aware that autopickup uses a turn, though it won't trigger if
pickup_thrown = true causes autopickup to pick up thrown/fired
missiles, which can make life much easier for hunter types. Be
aware that autopickup uses a turn, though it won't trigger if
pickup_dropped lets autopickup affect objects you've dropped.
Set to false to block autopickup for dropped objects. This can
pickup_dropped lets autopickup affect objects you've dropped.
Set to false to block autopickup for dropped objects. This can
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.
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.
Single is the classic behaviour; when you select an inventory
letter, that item will be dropped immediately. Multidrop allows
you to select multiple items to be dropped. (You can also switch
Single is the classic behaviour; when you select an inventory
letter, that item will be dropped immediately. Multidrop allows
you to select multiple items to be dropped. (You can also switch
Multidrop is the default and can be very convenient, but be
aware that every item dropped takes one turn. (This is different
from picking up.)
When selecting multidrops, the top right corner shows the
Multidrop is the default and can be very convenient, but be
aware that every item dropped takes one turn. (This is different
from picking up.)
When selecting multidrops, the top right corner shows the
The order in which items get dropped is from top to bottom in
the inventory listing, but equipped items will be dropped last,
The order in which items get dropped is from top to bottom in
the inventory listing, but equipped items will be dropped last,
Single is the classical behaviour (and default): when picking up
items, you are prompted for them one by one. Multi makes a menu
appear, where you can choose which items to pick up. Note that
no matter how many items you choose, picking up will always take
Single is the classical behaviour (and default): when picking up
items, you are prompted for them one by one. Multi makes a menu
appear, where you can choose which items to pick up. Note that
no matter how many items you choose, picking up will always take
If pickup_mode is auto:X, where X is some number (for example,
auto:5), then pickup will give a menu if there are at least X
If pickup_mode is auto:X, where X is some number (for example,
auto:5), then pickup will give a menu if there are at least X
When selecting items using the global (de)select keys (',' or
'-') in a multidrop menu, you can choose to select only items
When selecting items using the global (de)select keys (',' or
'-') in a multidrop menu, you can choose to select only items
When a drop_filter is set, using the select/deselect keys will
set/clear selection of items that match the filter
When a drop_filter is set, using the select/deselect keys will
set/clear selection of items that match the filter
Note that this only works for intelligent allies (such as you
can get when worshipping Beogh or when summoning intelligent
monsters), and that monsters have their own reasonings for which
items they may need, and when they feel safe enough to pick them
up. Except for "none", these options won't let you override these
Note that this only works for intelligent allies (such as you
can get when worshipping Beogh or when summoning intelligent
monsters), and that monsters have their own reasonings for which
items they may need, and when they feel safe enough to pick them
up. Except for "none", these options won't let you override these
When cycling through items with 'x' look-around, setting
target_oos to true allows you to jump the cursor to dungeon
features (<> for stairs, Tab for shops, ^ for traps) and stashes
(with the '*' and '/' keys) that are outside line-of-sight but
When cycling through items with 'x' look-around, setting
target_oos to true allows you to jump the cursor to dungeon
features (<> for stairs, Tab for shops, ^ for traps) and stashes
(with the '*' and '/' keys) that are outside line-of-sight but
When cycling through items/features with the 'x' look-around
command, setting target_los_first to true will force the cursor
When cycling through items/features with the 'x' look-around
command, setting target_los_first to true will force the cursor
Cleans up out of sight monsters and clouds on the map. This is
like pressing Ctrl-C (clearing both main screen and level map)
Cleans up out of sight monsters and clouds on the map. This is
like pressing Ctrl-C (clearing both main screen and level map)
Some deities object to you stabbing monsters. Certain classes
specialise in stabbing monsters. Still other characters are
happy if they spot a monster before the monster spots them. In
all these cases, it helps to identify monsters that are unaware
of the character (and hence susceptible to being stabbed) without
using the 'x' command. All the normal 'brand' options apply. For
Some deities object to you stabbing monsters. Certain classes
specialise in stabbing monsters. Still other characters are
happy if they spot a monster before the monster spots them. In
all these cases, it helps to identify monsters that are unaware
of the character (and hence susceptible to being stabbed) without
using the 'x' command. All the normal 'brand' options apply. For
Brands features (stairs, shops, altars) that would otherwise be
hidden by items. If you use this brand, the items on the square
are hidden by the feature symbol and the feature symbol is
Brands features (stairs, shops, altars) that would otherwise be
hidden by items. If you use this brand, the items on the square
are hidden by the feature symbol and the feature symbol is
Prevent travel from routing through shallow water. By default,
this option is commented out. For merfolk and/or characters with
permanent levitation,
Prevent travel from routing through shallow water. By default,
this option is commented out. For merfolk and/or characters with
permanent levitation,
Travel will always stop upon hitpoint loss, confusion, stat
drain, getting encumbered, catching sight of a non-friendly
monster, and teleporting. In addition, a message containing one
of the expressions in travel_stop_message will stop travel. For
example,
Travel will always stop upon hitpoint loss, confusion, stat
drain, getting encumbered, catching sight of a non-friendly
monster, and teleporting. In addition, a message containing one
of the expressions in travel_stop_message will stop travel. For
example,
stops travel if Xom grants us a gift suddenly. To limit a
substring match to a message channel, prefix the substring with
the channel name and a colon (see section 4-k below on Message
Channels). For instance, if you want travel to stop when you're
stops travel if Xom grants us a gift suddenly. To limit a
substring match to a message channel, prefix the substring with
the channel name and a colon (see section 4-k below on Message
Channels). For instance, if you want travel to stop when you're
If you'd like to stop travel for any message sent to a
particular channel, use a travel_stop_message line with that
message channel name and a colon alone. For example, if you're
If you'd like to stop travel for any message sent to a
particular channel, use a travel_stop_message line with that
message channel name and a colon alone. For example, if you're
This only works if runrest.lua has already been sourced in
init.txt. Any message containing the string will *not* stop your
This only works if runrest.lua has already been sourced in
init.txt. Any message containing the string will *not* stop your
This only works if runrest.lua has already been sourced in
init.txt. Poison damage of x will be ignored if you have at
least y hp if you've defined a runrest_ignore_poison = x:y
option. Running here means shift-running and resting only. Only
one runrest_ignore_poison line is considered. Note that for
this work, you should also tell Crawl to ignore the
This only works if runrest.lua has already been sourced in
init.txt. Poison damage of x will be ignored if you have at
least y hp if you've defined a runrest_ignore_poison = x:y
option. Running here means shift-running and resting only. Only
one runrest_ignore_poison line is considered. Note that for
this work, you should also tell Crawl to ignore the
all of big fish, jellyfish, giant goldfish and lavafish will be
considered safe for travel, explore and resting as long as the
all of big fish, jellyfish, giant goldfish and lavafish will be
considered safe for travel, explore and resting as long as the
This only works if trapwalk.lua has already been sourced in
init.txt. Any square containing one of the listed trap types
will be considered safe for travel if your hp is greater than or
This only works if trapwalk.lua has already been sourced in
init.txt. Any square containing one of the listed trap types
will be considered safe for travel if your hp is greater than or
All the existing trap types can be used, but in practice only
the mechanical traps (dart, bolt, arrow, needle, spear, axe,
blade) make sense. Note that travel tries to avoid traps if this
All the existing trap types can be used, but in practice only
the mechanical traps (dart, bolt, arrow, needle, spear, axe,
blade) make sense. Note that travel tries to avoid traps if this
travel exclusion is set centered on this monster, meaning
autoexplore won't ever bring you in its line of sight. If the
monster dies or wakes up while you are in sight, this exclusion
travel exclusion is set centered on this monster, meaning
autoexplore won't ever bring you in its line of sight. If the
monster dies or wakes up while you are in sight, this exclusion
automatically listed for commands like eat and read. This is
like immediately hitting '?', and can be confusing to beginners
because they won't get to see the prompts. This option does not
apply to spell casting... Conjurers would probably find that
really annoying.
automatically listed for commands like eat and read. This is
like immediately hitting '?', and can be confusing to beginners
because they won't get to see the prompts. This option does not
apply to spell casting... Conjurers would probably find that
really annoying.
Open doors by moving on to them. Highly convenient. Note that
travel and exploration will automatically open doors depending
Open doors by moving on to them. Highly convenient. Note that
travel and exploration will automatically open doors depending
If true, always request confirmation before butchering. If
false, butchering will proceed automatically if there is exactly
one corpse on the square. If there are multiple corpses on a
If true, always request confirmation before butchering. If
false, butchering will proceed automatically if there is exactly
one corpse on the square. If there are multiple corpses on a
If this is set to true then when using the (e)at command, the
game will automatically determine the oldest chunk that is safe
If this is set to true then when using the (e)at command, the
game will automatically determine the oldest chunk that is safe
Setting this option to true allows the quitting of item listing
with Space (as well as Escape, which always works). These lists
are essentially all of those that are requesting an inventory
item and accept '?' and '*'. The identify list will never easy
quit.
Setting this option to true allows the quitting of item listing
with Space (as well as Escape, which always works). These lists
are essentially all of those that are requesting an inventory
item and accept '?' and '*'. The identify list will never easy
quit.
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
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
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
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
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
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
Setting this option to true will delay the clearing of messages
until the message space is full (default is false which results
Setting this option to true will delay the clearing of messages
until the message space is full (default is false which results
When performing actions such as throwing or zapping, you can
toggle whether to show the beam path or not. This option
controls the initial status of this toggle. When set to true,
When performing actions such as throwing or zapping, you can
toggle whether to show the beam path or not. This option
controls the initial status of this toggle. When set to true,
screen) containing regex in the stated colour. There can be
several statements in a list, and also several menu_colour
lines. When using several menu_colour lines, the colour of the
_first_ matching regex is applied. For a list of colours, check
screen) containing regex in the stated colour. There can be
several statements in a list, and also several menu_colour
lines. When using several menu_colour lines, the colour of the
_first_ matching regex is applied. For a list of colours, check
menu_colour can also be applied to colour the in-game notes (to
be read with '?:'). The following line will show level ups in
menu_colour can also be applied to colour the in-game notes (to
be read with '?:'). The following line will show level ups in
Controls the order of items autoselected for firing. Items
should be separated by commas and items that appear first get
higher priority. You can use multiple fire_order lines - all
Controls the order of items autoselected for firing. Items
should be separated by commas and items that appear first get
higher priority. You can use multiple fire_order lines - all
Items in any position may be slash-separated to indicate that
these are of equal priority. If this is the case, the first item
in your inventory that fits one of these will be picked for
Items in any position may be slash-separated to indicate that
these are of equal priority. If this is the case, the first item
in your inventory that fits one of these will be picked for
'launcher' refers to firing the appropriate missile for the
wielded weapon (i.e. crossbow, bow, sling, blowgun). You'll almost
certainly want it first, as it'll be ignored when you're not
wielding a ranged weapon. 'return' refers to (identified)
'launcher' refers to firing the appropriate missile for the
wielded weapon (i.e. crossbow, bow, sling, blowgun). You'll almost
certainly want it first, as it'll be ignored when you're not
wielding a ranged weapon. 'return' refers to (identified)
The only multi-colour channels currently are monster_damage and god. All
other channels are defaulted to on, except for multiturn, which defaults
The only multi-colour channels currently are monster_damage and god. All
other channels are defaulted to on, except for multiturn, which defaults
Any item whose description contains the regex will be
automatically inscribed (if autopickup is toggled on). For
example, marking all royal jellies and honeycombs eases the Hive
Any item whose description contains the regex will be
automatically inscribed (if autopickup is toggled on). For
example, marking all royal jellies and honeycombs eases the Hive
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
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
macro_meta_entry lets you specify non-printable keycodes like
\{3} when creating a macro. For instance, if you want to keymap
macro_meta_entry lets you specify non-printable keycodes like
\{3} when creating a macro. For instance, if you want to keymap
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
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
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
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
In the Vanquished Creatures list, this option controls how the
locations of each kill are displayed. Use 'none' to suppress
place display altogether, 'all' to display all known (up to 5)
kill places, anything else to the default of showing kill places
In the Vanquished Creatures list, this option controls how the
locations of each kill are displayed. Use 'none' to suppress
place display altogether, 'all' to display all known (up to 5)
kill places, anything else to the default of showing kill places
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,
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,
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
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
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
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
Monsters whose name matches an item in this comma-separated list
are considered interesting. You can have multiple note_monsters
Monsters whose name matches an item in this comma-separated list
are considered interesting. You can have multiple note_monsters
Monsters which are out of depth (OOD for short) for their
current level, e.g. a dragon on level 2, will be noted if they
are out of depth by at least ood_interesting levels. To disable
Monsters which are out of depth (OOD for short) for their
current level, e.g. a dragon on level 2, will be noted if they
are out of depth by at least ood_interesting levels. To disable
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
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
Messages which match an item in this comma-separated list are
considered interesting. You can have multiple note_messages
Messages which match an item in this comma-separated list are
considered interesting. You can have multiple note_messages
Chooses different character sets for the game play screen. DOS
and Windows users will want to use the IBM character set, Unix
Chooses different character sets for the game play screen. DOS
and Windows users will want to use the IBM character set, Unix
On Unix, Crawl may be built with Unicode support, in which case
you can use char_set = unicode to use unicode characters in the
On Unix, Crawl may be built with Unicode support, in which case
you can use char_set = unicode to use unicode characters in the
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
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
Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take
precedence and the NEWCOLOUR is always literal (ie. it won't
Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take
precedence and the NEWCOLOUR is always literal (ie. it won't
Can be used to change individual characters in a specific
character set (the character set used for display is determined
by the char_set option). The syntax is the same for all of
Can be used to change individual characters in a specific
character set (the character set used for display is determined
by the char_set option). The syntax is the same for all of
magic-mapped squares on the level map. "invis_exposed" is the
character for water creatures submerged in shallow water, or
magic-mapped squares on the level map. "invis_exposed" is the
character for water creatures submerged in shallow water, or
where <regex> is a regular expression describing a dungeon
feature. This regex should match the description when using the
'x' command. In case the regex matches several descriptions, all
where <regex> is a regular expression describing a dungeon
feature. This regex should match the description when using the
'x' command. In case the regex matches several descriptions, all
The list in {...} specifies the appearance of the dungeon
feature(s), and should be self-explanatory. <symbol> can be used
The list in {...} specifies the appearance of the dungeon
feature(s), and should be self-explanatory. <symbol> can be used
'magic' always refers to magic mapping. So the <magicmap symbol>
entry determines what symbol will be used for features only
'magic' always refers to magic mapping. So the <magicmap symbol>
entry determines what symbol will be used for features only
Leading parameters in the {...} list can be omitted by leaving
them blank and using placeholder commas. Trailing parameters can
Leading parameters in the {...} list can be omitted by leaving
them blank and using placeholder commas. Trailing parameters can
Multiple feature option lines can be used, as can multiple
feature descriptions strung together on the same line separated
Multiple feature option lines can be used, as can multiple
feature descriptions strung together on the same line separated
high-intensity background colours, set this option to true for
superior friend-branding. If your console doesn't like this
option, some friendly monsters will appear as blinking
high-intensity background colours, set this option to true for
superior friend-branding. If your console doesn't like this
option, some friendly monsters will appear as blinking
Sets the default background colour by name (defaults to BLACK).
This may be useful if you're using a terminal with a background
colour other than black (such as an xterm), but this option is
Sets the default background colour by name (defaults to BLACK).
This may be useful if you're using a terminal with a background
colour other than black (such as an xterm), but this option is