| 92 | | ***** <easy_floor> |
|---|
| 93 | | Display floor stacks in a list [easy_floor] |
|---|
| 94 | | When moving into a stack, if this option is *off*, the character will |
|---|
| 95 | | attempt to pick up items from the stack, from top to bottom, until the |
|---|
| 96 | | stack is gone or the inventory is full. This option allows the player |
|---|
| 97 | | to interact with other items than the one at the top of the stack. |
|---|
| 98 | | |
|---|
| 99 | | |
|---|
| 100 | | === Disturbance options === |
|---|
| 101 | | |
|---|
| 102 | | ***** <run_ignore_stairs> |
|---|
| 103 | | Run past stairs [run_ignore_stairs] |
|---|
| 104 | | Ignore stairs when running. |
|---|
| 105 | | |
|---|
| 106 | | ***** <run_ignore_doors> |
|---|
| 107 | | Run through open doors [run_ignore_doors] |
|---|
| 108 | | Ignore open doors when running. |
|---|
| 109 | | |
|---|
| 110 | | ***** <run_cut_corners> |
|---|
| 111 | | Run past known corners [run_cut_corners] |
|---|
| 112 | | Cut sharply around "known" corners when running. This will result in |
|---|
| 113 | | "faster" running, but may cause you to run into a "lurking" monster. |
|---|
| 114 | | |
|---|
| 115 | | ***** <run_use_corners> |
|---|
| 116 | | Run into potential corners [run_use_corners] |
|---|
| 117 | | Fully explore "potential corners" in hallways. |
|---|
| 118 | | |
|---|
| 119 | | ***** <disturb_move> |
|---|
| 120 | | Disturb whenever any monster moves [disturb_move] |
|---|
| 121 | | Disturb the player when any monster moves, appears, or disappears. |
|---|
| 122 | | This includes monsters which are only visible due to telepathy, so |
|---|
| 123 | | you should probably turn this option off if you want to "rest" near |
|---|
| 124 | | such monsters. |
|---|
| 125 | | |
|---|
| 126 | | ***** <disturb_near> |
|---|
| 127 | | Disturb whenever viewable monster moves [disturb_near] |
|---|
| 128 | | Disturb the player when any viewable monster moves, whenever any |
|---|
| 129 | | monster becomes viewable for the first time, and also whenever any |
|---|
| 130 | | viewable monster becomes no longer viewable. This option ignores |
|---|
| 131 | | the existance of "telepathy" for the purpose of determining whether |
|---|
| 132 | | a monster is "viewable". See also the "view_reduce_view" option. |
|---|
| 133 | | |
|---|
| 134 | | ***** <disturb_panel> |
|---|
| 135 | | Disturb whenever map panel changes [disturb_panel] |
|---|
| 136 | | This option causes you to be disturbed by the screen "scrolling", |
|---|
| 137 | | as it does when you get close to the "edge" of the screen. |
|---|
| 138 | | |
|---|
| 139 | | ***** <disturb_state> |
|---|
| 140 | | Disturb whenever player state changes [disturb_state] |
|---|
| 141 | | This option causes you to be disturbed whenever the player state |
|---|
| 142 | | changes, including changes in hunger, resistance, confusion, etc. |
|---|
| 143 | | |
|---|
| 144 | | ***** <disturb_minor> |
|---|
| 145 | | Disturb whenever boring things happen [disturb_minor] |
|---|
| 146 | | This option causes you to be disturbed by various bring things, |
|---|
| 147 | | including monsters bashing down doors, inventory feelings, and |
|---|
| 148 | | beginning to run out of fuel. |
|---|
| 149 | | |
|---|
| 150 | | ***** <verify_destroy> |
|---|
| 151 | | Verify destruction of objects [verify_destroy] |
|---|
| 152 | | Prompt for verification of the "destroy" command. |
|---|
| 153 | | |
|---|
| 154 | | ***** <verify_special> |
|---|
| 155 | | Verify use of special commands [verify_special] |
|---|
| 156 | | Prompt for verification of the "special" commands (borg and debug). |
|---|
| 157 | | |
|---|
| 158 | | ***** <allow_quantity> |
|---|
| 159 | | Allow quantity specification [allow_quantity] |
|---|
| 160 | | Prompt for a quantity when necessary, instead of defaulting to a |
|---|
| 161 | | single object. |
|---|
| 162 | | |
|---|
| 163 | | ***** <auto_more> |
|---|
| 164 | | Automatically clear -more- prompts [auto_more] |
|---|
| 165 | | The game does not wait for a keypress when it comes to a -more- |
|---|
| 166 | | prompt, but carries on going. |
|---|
| 167 | | |
|---|
| 168 | | |
|---|
| 169 | | === Game-play options === |
|---|
| 170 | | |
|---|
| 171 | | ***** <auto_scum> |
|---|
| 172 | | Auto-scum for good levels [auto_scum] |
|---|
| 173 | | This is a hack but allows you to force the generation of "good" levels |
|---|
| 174 | | in the dungeon. This option may be extremely slow on some machines, |
|---|
| 175 | | especially deep in the dungeon. The minimum "goodness" of the level |
|---|
| 176 | | is based on the dungeon level, so the deeper you go, the better the |
|---|
| 177 | | level will be. A lot of people consider this option to be cheating. |
|---|
| 178 | | |
|---|
| 179 | | ***** <expand_look> |
|---|
| 180 | | Expand the power of the look command [expand_look] |
|---|
| 181 | | Expand the "look" command to allow the user to "look" at grids which |
|---|
| 182 | | are not actually in view of the player, allowing the examination of |
|---|
| 183 | | objects/monsters which have only been detected by spells, or sensed |
|---|
| 184 | | via telepathy. |
|---|
| 185 | | |
|---|
| 186 | | ***** <expand_list> |
|---|
| 187 | | Expand the power of the list commands [expand_list] |
|---|
| 188 | | Expand the "listing" commands so that they "wrap" at the "edges" of |
|---|
| 189 | | the appropriate list. This allows the "look" and "target" commands |
|---|
| 190 | | to "cycle" through all appropriate grids forever, and the "identify |
|---|
| 191 | | symbol" to browse through all of the monsters of a given type. |
|---|
| | 61 | ***** <easy_open> |
|---|
| | 62 | Open/Disarm/Close without direction [easy_open] |
|---|
| | 63 | If there is only one closed door next to the character, the game will |
|---|
| | 64 | not bother asking for a direction when the player asks to "o"pen |
|---|
| | 65 | something. The same applies for "c"losing doors and "D"isarming traps. |
|---|
| | 66 | |
|---|
| | 67 | |
|---|
| | 68 | === Display options === |
|---|
| | 69 | |
|---|
| | 70 | ***** <hp_changes_color> |
|---|
| | 71 | Player color indicates low hit points [hp_changes_color] |
|---|
| | 72 | This option makes the player @ turn various shades of colour from white |
|---|
| | 73 | to red, depending on percentage of HP remaining. |
|---|
| | 74 | |
|---|
| | 75 | ***** <depth_in_feet> |
|---|
| | 76 | Show dungeon level in feet [depth_in_feet] |
|---|
| | 77 | Display dungeon depths in "feet" instead of "levels". |
|---|
| | 78 | |
|---|
| | 79 | ***** <hilite_player> |
|---|
| | 80 | Hilite the player with the cursor [hilite_player] |
|---|
| | 81 | Place the visible cursor on the player. This looks fine on some Unix |
|---|
| | 82 | machines, but horrible on most graphics machines. Note that only some |
|---|
| | 83 | machines are able to *not* show the cursor, but on those machines, hiding |
|---|
| | 84 | the cursor often speeds up the game and looks better. |
|---|
| | 85 | |
|---|
| | 86 | ***** <center_player> |
|---|
| | 87 | Center map continuously (very slow) [center_player] |
|---|
| | 88 | The map always centres on the player with this option on. With it off, it |
|---|
| | 89 | is divided into 25 sections, with coordinates (0,0) to (4,4), and will |
|---|
| | 90 | show one section at a time. |
|---|
| | 91 | |
|---|
| | 92 | ***** <show_piles> |
|---|
| | 93 | Show stacks using special attr/character [show_piles] |
|---|
| | 94 | Stacks of items on the floor are shown using the "&" symbol. |
|---|
| | 95 | |
|---|
| | 96 | ***** <show_flavors> |
|---|
| | 97 | Show flavors in object descriptions [show_flavors] |
|---|
| | 98 | Display "flavors" (color or variety) in object descriptions, even for |
|---|
| | 99 | objects whose type is known. This does not affect objects in stores. |
|---|
| | 100 | |
|---|
| | 101 | ***** <show_labels> |
|---|
| | 102 | Show labels in equipment listings [show_labels] |
|---|
| | 103 | Display "labels" (what an object is being used for) for objects in all |
|---|
| | 104 | "equipment" listings. |
|---|
| | 105 | |
|---|
| | 106 | ***** <view_yellow_lite> |
|---|
| | 107 | Use special colors for torch-lit grids [view_yellow_lite] |
|---|
| | 108 | This option causes special colors to be used for "torch-lit" grids in |
|---|
| | 109 | certain situations (see "view_granite_lite" and "view_special_lite"). |
|---|
| | 110 | Turning this option off will slightly improve game speed. |
|---|
| | 111 | |
|---|
| | 112 | ***** <view_bright_lite> |
|---|
| | 113 | Use special colors for 'viewable' grids [view_bright_lite] |
|---|
| | 114 | This option causes special colors to be used for non "viewable" grids |
|---|
| | 115 | in certain situations (see "view_granite_lite" and "view_special_lite"). |
|---|
| | 116 | When this option is set, floor grids which are normally drawn in "white" |
|---|
| | 117 | but which are not currently "viewable" by the player are instead drawn |
|---|
| | 118 | in "dark gray". This makes the "viewable" grids to appear "brighter" |
|---|
| | 119 | than the others, allowing the player to easily determine which floor |
|---|
| | 120 | grids are in "line of sight". Turning this option off will probably |
|---|
| | 121 | increase the speed of the game. |
|---|
| | 122 | |
|---|
| | 123 | ***** <view_granite_lite> |
|---|
| | 124 | Use special colors for wall grids (slow) [view_granite_lite] |
|---|
| | 125 | This option activates a special color scheme for all "wall" grids which |
|---|
| | 126 | are normally drawn in "white" (as walls and rubble normally are). When |
|---|
| | 127 | the player is blind, we use "dark gray", else if the grid is torch-lit, |
|---|
| | 128 | we use "yellow" (or "white") depending on the "view_yellow_lite" option, |
|---|
| | 129 | else if the "view_bright_lite" option is set, and the grid is not in line |
|---|
| | 130 | of sight, or the grid is dark, or the grid is only "partially" lit, then |
|---|
| | 131 | we use "gray", otherwise we use the normal "white". Turning this option |
|---|
| | 132 | off will probably increase the speed of the game. This option may not |
|---|
| | 133 | work well if the attr/char codes for walls/veins have been changed, or |
|---|
| | 134 | if "graphics" are being used. |
|---|
| | 135 | |
|---|
| | 136 | ***** <view_special_lite> |
|---|
| | 137 | Use special colors for floor grids (slow) [view_special_lite] |
|---|
| | 138 | This option activates a special color scheme for all "floor" grids which |
|---|
| | 139 | are normally drawn in "white" (as they normally are). When the player is |
|---|
| | 140 | blind, we use "dark gray", else if the grid is torch-lit, we use "yellow" |
|---|
| | 141 | (or "white") depending on the "view_yellow_lite" option, else if the grid |
|---|
| | 142 | is "dark", we use "dark gray", else if the "view_bright_lite" option is |
|---|
| | 143 | set, and the grid is not in line of sight, we use "gray", otherwise we |
|---|
| | 144 | use the normal "white". Turning this option off will probably increase |
|---|
| | 145 | the speed of the game. This option may not work well if the attr/char |
|---|
| | 146 | codes for walls/veins have been changed, or if "graphics" are being used. |
|---|
| 218 | | ***** <dungeon_align> |
|---|
| 219 | | Generate dungeons with aligned rooms [dungeon_align] |
|---|
| 220 | | Force all rooms to be "aligned" with the "panel" divisions. This results |
|---|
| 221 | | in a much "prettier" dungeon, but may result in fewer greater vaults. |
|---|
| 222 | | |
|---|
| 223 | | ***** <dungeon_stair> |
|---|
| 224 | | Generate dungeons with connected stairs [dungeon_stair] |
|---|
| 225 | | Always generate a staircase back to the level you came from, if you used |
|---|
| 226 | | a staircase to get to the level. This is more "realistic", and "safer", |
|---|
| 227 | | but less of a "challenge" for some people. |
|---|
| 228 | | |
|---|
| 229 | | ***** <flow_by_sound> |
|---|
| 230 | | Monsters chase current location (v.slow) [flow_by_sound] |
|---|
| 231 | | Allow monsters to make paths to the player when they are nearby. This |
|---|
| 232 | | option is extremely slow, but can produce viciously smart monsters. |
|---|
| 233 | | |
|---|
| 234 | | ***** <flow_by_smell> |
|---|
| 235 | | Monsters chase recent locations (v.slow) [flow_by_smell] |
|---|
| 236 | | Allow monsters to take advantage of "old" trails that you may have left |
|---|
| 237 | | in the dungeon. This has no effect unless "flow_by_sound" is also set. |
|---|
| 238 | | |
|---|
| 239 | | ***** <smart_monsters> |
|---|
| 240 | | Monsters behave more intelligently [smart_monsters] |
|---|
| 241 | | Monsters have a certain amount of intelligence and will use it - |
|---|
| 242 | | teleporting away when low on hit points, using their more powerful |
|---|
| 243 | | spells in preference to the less powerful spells, etc. Not all |
|---|
| 244 | | monsters are, of course, intelligent. |
|---|
| 245 | | |
|---|
| 246 | | ***** <smart_packs> |
|---|
| 247 | | Monsters act smarter in groups [smart_packs] |
|---|
| 248 | | "group" monsters will use tactics that groups of monsters might |
|---|
| 249 | | reasonably employ - such as hiding out of sight around a corner, |
|---|
| 250 | | trying to draw the character out into the middle of a room so they |
|---|
| 251 | | can surround him and all attack at once, rather than chasing one |
|---|
| 252 | | by one down a corridor. |
|---|
| 253 | | |
|---|
| 254 | | ***** <smart_learn> |
|---|
| 255 | | Monsters learn from their mistakes [smart_learn] |
|---|
| 256 | | Allow monsters to learn what spell attacks you are resistant to, |
|---|
| 257 | | and to use this information to choose the best attacks. |
|---|
| 258 | | |
|---|
| 259 | | ***** <smart_cheat> |
|---|
| 260 | | Monsters exploit players weaknesses [smart_cheat] |
|---|
| 261 | | Allow monsters to know what spell attacks you are resistant to, |
|---|
| 262 | | and to use this information to choose the best attacks. |
|---|
| 263 | | |
|---|
| 264 | | |
|---|
| 265 | | === Efficiency options === |
|---|
| 266 | | |
|---|
| 267 | | ***** <view_reduce_lite> |
|---|
| 268 | | Reduce lite-radius when running [view_reduce_lite] |
|---|
| 269 | | Reduce the "radius" of the player's "lite" to that of a "torch" |
|---|
| 270 | | when the player is "running", which makes running more "efficient", |
|---|
| 271 | | but is extremely annoying. |
|---|
| 272 | | |
|---|
| 273 | | ***** <hidden_player> |
|---|
| 274 | | Hide player symbol when running [hidden_player] |
|---|
| 275 | | Hide the player symbol when the player is "running", which makes the |
|---|
| 276 | | game somewhat faster. |
|---|
| 277 | | |
|---|
| 278 | | ***** <avoid_abort> |
|---|
| 279 | | Avoid checking for user abort [avoid_abort] |
|---|
| 280 | | Avoid checking to see if the user has pressed a key during resting |
|---|
| 281 | | or running or repeated commands. This not only makes the game much |
|---|
| 282 | | more efficient (on many systems), but also allows the use of certain |
|---|
| 283 | | obscure macro sequences, such as turning this option on, resting until |
|---|
| 284 | | done, turning this option off, and casting a spell. Note that the use |
|---|
| 285 | | of this option may be dangerous on certain "graphic" machines. Resting |
|---|
| 286 | | for long periods of time with this option set is dangerous since the |
|---|
| 287 | | resting may not stop until the user takes damage from starvation. |
|---|
| 288 | | |
|---|
| 289 | | ***** <avoid_other> |
|---|
| 290 | | Avoid processing special colors [avoid_other] |
|---|
| 291 | | Avoid processing the "multi-hued" or "clear" attributes of monsters. |
|---|
| 292 | | This will cause all "multi-hued" monsters to appear "violet" and all |
|---|
| 293 | | "clear" monsters to appear "white", and will cause "trappers" and |
|---|
| 294 | | "lurkers" to be visible on some machines, but it may greatly increase |
|---|
| 295 | | efficiency especially when telepathy is active. Certain systems may |
|---|
| 296 | | choose to set this option if they are unable to support the special |
|---|
| 297 | | "color" processing, but if they handle graphics "correctly", by using |
|---|
| 298 | | attr/char pairs with the "high bits" set, then not only will the game |
|---|
| 299 | | correctly avoid using any "dangerous" color processing, but it will |
|---|
| 300 | | allow such processing to occur when it is not dangerous. So if you |
|---|
| 301 | | are using graphics, and you use a "normal" attr/char for the "floor" |
|---|
| 302 | | grids, then you can use the "special lighting effects" for floors. |
|---|
| | 173 | |
|---|
| | 174 | === Disturbance options === |
|---|
| | 175 | |
|---|
| | 176 | ***** <disturb_move> |
|---|
| | 177 | Disturb whenever any monster moves [disturb_move] |
|---|
| | 178 | Disturb the player when any monster moves, appears, or disappears. |
|---|
| | 179 | This includes monsters which are only visible due to telepathy, so |
|---|
| | 180 | you should probably turn this option off if you want to "rest" near |
|---|
| | 181 | such monsters. |
|---|
| | 182 | |
|---|
| | 183 | ***** <disturb_near> |
|---|
| | 184 | Disturb whenever viewable monster moves [disturb_near] |
|---|
| | 185 | Disturb the player when any viewable monster moves, whenever any |
|---|
| | 186 | monster becomes viewable for the first time, and also whenever any |
|---|
| | 187 | viewable monster becomes no longer viewable. This option ignores |
|---|
| | 188 | the existance of "telepathy" for the purpose of determining whether |
|---|
| | 189 | a monster is "viewable". See also the "view_reduce_view" option. |
|---|
| | 190 | |
|---|
| | 191 | ***** <disturb_panel> |
|---|
| | 192 | Disturb whenever map panel changes [disturb_panel] |
|---|
| | 193 | This option causes you to be disturbed by the screen "scrolling", |
|---|
| | 194 | as it does when you get close to the "edge" of the screen. |
|---|
| | 195 | |
|---|
| | 196 | ***** <disturb_state> |
|---|
| | 197 | Disturb whenever player state changes [disturb_state] |
|---|
| | 198 | This option causes you to be disturbed whenever the player state |
|---|
| | 199 | changes, including changes in hunger, resistance, confusion, etc. |
|---|
| | 200 | |
|---|
| | 201 | ***** <disturb_minor> |
|---|
| | 202 | Disturb whenever boring things happen [disturb_minor] |
|---|
| | 203 | This option causes you to be disturbed by various bring things, |
|---|
| | 204 | including monsters bashing down doors, inventory feelings, and |
|---|
| | 205 | beginning to run out of fuel. |
|---|
| | 206 | |
|---|
| | 207 | ***** <quick_messages> |
|---|
| | 208 | Activate quick messages [quick_messages] |
|---|
| | 209 | Allows the use of any keypress as a response to the "-more-" prompt |
|---|
| | 210 | (useful for monster farming). Allows most keys to mean "no" to any |
|---|
| | 211 | "[y/n]" prompt. |
|---|
| | 212 | |
|---|
| | 213 | ***** <auto_more> |
|---|
| | 214 | Automatically clear -more- prompts [auto_more] |
|---|
| | 215 | The game does not wait for a keypress when it comes to a -more- |
|---|
| | 216 | prompt, but carries on going. |
|---|
| | 217 | |
|---|
| | 218 | ***** <ring_bell> |
|---|
| | 219 | Audible bell (on errors, etc) [ring_bell] |
|---|
| | 220 | Attempt to make a "bell" noise when various "errors" occur. |
|---|
| 319 | | ***** <fresh_before> |
|---|
| 320 | | Flush output before every command [fresh_before] |
|---|
| 321 | | This option forces the game to flush all output before every command. |
|---|
| 322 | | This will give you maximal information, but may slow down the game |
|---|
| 323 | | somewhat. Note that this option is only useful when using macros, |
|---|
| 324 | | resting, running, or repeating commands, since the outout is always |
|---|
| 325 | | flushed when the game is waiting for a keypress from the user. |
|---|
| 326 | | |
|---|
| 327 | | ***** <fresh_after> |
|---|
| 328 | | Flush output after certain things [fresh_after] |
|---|
| 329 | | This option forces the game to flush all output after not only every |
|---|
| 330 | | player command, but also after every round of processing monsters and |
|---|
| 331 | | objects, and after every message, which will maximize your information, |
|---|
| 332 | | but may slow down the game a lot, especially on slower machines, and on |
|---|
| 333 | | faster machines you cannot see the results anyway. |
|---|
| 334 | | |
|---|
| 335 | | ***** <compress_savefile> |
|---|
| 336 | | Compress messages in savefiles [compress_savefile] |
|---|
| 337 | | Compress the savefile, by only saving the most recent "messages" that |
|---|
| 338 | | the player has received. This can cut the size of the savefile by a |
|---|
| 339 | | drastic amount, but will result in the loss of message information. |
|---|
| 340 | | |
|---|
| 341 | | |
|---|
| 342 | | === Display options === |
|---|
| 343 | | |
|---|
| 344 | | ***** <depth_in_feet> |
|---|
| 345 | | Show dungeon level in feet [depth_in_feet] |
|---|
| 346 | | Display dungeon depths in "feet" instead of "levels". |
|---|
| 347 | | |
|---|
| 348 | | ***** <show_labels> |
|---|
| 349 | | Show labels in equipment listings [show_labels] |
|---|
| 350 | | Display "labels" (what an object is being used for) for objects in all |
|---|
| 351 | | "equipment" listings. |
|---|
| 352 | | |
|---|
| 353 | | ***** <show_weights> |
|---|
| 354 | | Show weights in all object listings [show_weights] |
|---|
| 355 | | Display "weights" (in pounds) of objects in all "inventory", "equipment", |
|---|
| 356 | | "store items", and "home items" listings. |
|---|
| 357 | | |
|---|
| 358 | | ***** <show_choices> |
|---|
| 359 | | Show choices in inven/equip listings [show_choices] |
|---|
| 360 | | Display "choices" (legal responses) in any sub-windows which are being |
|---|
| 361 | | used to display your inventory or equipment. Also, if one sub-window |
|---|
| 362 | | is being used to display your inventory or equipment, then this option |
|---|
| 363 | | will cause it to be (temporarily) toggled as needed to always show the |
|---|
| 364 | | "appropriate" set of objects (inventory or equipment). |
|---|
| 365 | | |
|---|
| 366 | | ***** <show_details> |
|---|
| 367 | | Show details in monster descriptions [show_details] |
|---|
| 368 | | Display "details" (including number of monsters killed, and textual |
|---|
| 369 | | descriptions) in monster descriptions. |
|---|
| 370 | | are displaying the monster. |
|---|
| 371 | | |
|---|
| 372 | | ***** <show_flavors> |
|---|
| 373 | | Show flavors in object descriptions [show_flavors] |
|---|
| 374 | | Display "flavors" (color or variety) in object descriptions, even for |
|---|
| 375 | | objects whose type is known. This does not affect objects in stores. |
|---|
| 376 | | |
|---|
| 377 | | ***** <hilite_player> |
|---|
| 378 | | Hilite the player with the cursor [hilite_player] |
|---|
| 379 | | Place the visible cursor on the player. This looks fine on some Unix |
|---|
| 380 | | machines, but horrible on most graphics machines. Note that only some |
|---|
| 381 | | machines are able to *not* show the cursor, but on those machines, hiding |
|---|
| 382 | | the cursor often speeds up the game and looks better. |
|---|
| 383 | | |
|---|
| 384 | | ***** <view_yellow_lite> |
|---|
| 385 | | Use special colors for torch-lit grids [view_yellow_lite] |
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| 386 | | This option causes special colors to be used for "torch-lit" grids in |
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| 387 | | certain situations (see "view_granite_lite" and "view_special_lite"). |
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| 388 | | Turning this option off will slightly improve game speed. |
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| 389 | | |
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| 390 | | ***** <view_bright_lite> |
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| 391 | | Use special colors for 'viewable' grids [view_bright_lite] |
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| 392 | | This option causes special colors to be used for non "viewable" grids |
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| 393 | | in certain situations (see "view_granite_lite" and "view_special_lite"). |
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| 394 | | When this option is set, floor grids which are normally drawn in "white" |
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| 395 | | but which are not currently "viewable" by the player are instead drawn |
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| 396 | | in "dark gray". This makes the "viewable" grids to appear "brighter" |
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| 397 | | than the others, allowing the player to easily determine which floor |
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| 398 | | grids are in "line of sight". Turning this option off will probably |
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| 399 | | increase the speed of the game. |
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| 400 | | |
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| 401 | | ***** <view_granite_lite> |
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| 402 | | Use special colors for wall grids (slow) [view_granite_lite] |
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| 403 | | This option activates a special color scheme for all "wall" grids which |
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| 404 | | are normally drawn in "white" (as walls and rubble normally are). When |
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| 405 | | the player is blind, we use "dark gray", else if the grid is torch-lit, |
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| 406 | | we use "yellow" (or "white") depending on the "view_yellow_lite" option, |
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| 407 | | else if the "view_bright_lite" option is set, and the grid is not in line |
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| 408 | | of sight, or the grid is dark, or the grid is only "partially" lit, then |
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| 409 | | we use "gray", otherwise we use the normal "white". Turning this option |
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| 410 | | off will probably increase the speed of the game. This option may not |
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| 411 | | work well if the attr/char codes for walls/veins have been changed, or |
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| 412 | | if "graphics" are being used. |
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| 413 | | |
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| 414 | | ***** <view_special_lite> |
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| 415 | | Use special colors for floor grids (slow) [view_special_lite] |
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| 416 | | This option activates a special color scheme for all "floor" grids which |
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| 417 | | are normally drawn in "white" (as they normally are). When the player is |
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| 418 | | blind, we use "dark gray", else if the grid is torch-lit, we use "yellow" |
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| 419 | | (or "white") depending on the "view_yellow_lite" option, else if the grid |
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| 420 | | is "dark", we use "dark gray", else if the "view_bright_lite" option is |
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| 421 | | set, and the grid is not in line of sight, we use "gray", otherwise we |
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| 422 | | use the normal "white". Turning this option off will probably increase |
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| 423 | | the speed of the game. This option may not work well if the attr/char |
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| 424 | | codes for walls/veins have been changed, or if "graphics" are being used. |
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| 425 | | |
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| 426 | | ***** <center_player> |
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| 427 | | Center map continuously (very slow) [center_player] |
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| 428 | | The map always centres on the player with this option on. With it off, it |
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| 429 | | is divided into 25 sections, with coordinates (0,0) to (4,4), and will |
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| 430 | | show one section at a time. |
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| 431 | | |
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| 432 | | ***** <run_avoid_center> |
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| 433 | | Avoid centering while running [run_avoid_center] |
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| 434 | | The map does not centre on the player if the player moves with the "run" |
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| 435 | | command, only when the running finishes. |
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| 436 | | |
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| 437 | | ***** <show_piles> |
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| 438 | | Show stacks using special attr/character [show_piles] |
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| 439 | | Stacks of items on the floor are shown using the "&" symbol. |
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| 440 | | |
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| 475 | | ***** <birth_preserve> |
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| 476 | | Preserve artifacts on leaving level [birth_preserve] |
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| 477 | | If preserve mode is "off", you can get a level feeling that you *NEVER* |
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| 478 | | get with preserve mode "on": a "special" feeling. This means that there |
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| 479 | | is an artifact, a pit or a vault on the level: and while a pit or vault |
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| 480 | | may not necessarily cause a special feeling, an artifact CERTAINLY will. |
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| 481 | | This is principally of use in finding out which levels are *not* |
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| 482 | | "special", i.e. which ones can be left in a hurry without worrying |
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| 483 | | about leaving something behind - if it's not "special", there is no |
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| 484 | | artifact unless a monster has dropped one when you killed it. This is |
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| 485 | | particularly important because, with preserve mode off, no artifact can |
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| 486 | | be generated more than once in the game. If it's on a level and you miss |
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| 487 | | it, it's gone forever. With preserve mode "on", if you miss an artifact, |
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| 488 | | it can turn up later provided you didn't pick it up and identify it |
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| 489 | | the first time (in which case there is no excuse for losing it.) But |
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| 490 | | you don't get the "special" feeling. (Chances are that a vault will |
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| 491 | | provide a good level feeling anyway, and quite possibly a couple of |
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| 492 | | good items which may or may not include an artifact.) |
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| | 258 | ***** <birth_randarts> |
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| | 259 | Randomize some of the artifacts [birth_randarts] |
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| | 260 | A different set of artifacts will be created, in place of the standard |
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| | 261 | ones. This is intended primarily for people who have played enough to |
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| | 262 | know what most of the standard artifacts do and have got bored with |
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| | 263 | them. Note that savefiles with random artifacts are not guaranteed |
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| | 264 | to be compatible between different Angband versions! |
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| | 265 | |
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| | 266 | ***** <birth_autoscum> |
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| | 267 | Auto-scum for good levels [birth_autoscum] |
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| | 268 | This allows you to force the generation of "good" levels in the dungeon. |
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| | 269 | This option may be extremely slow on some machines, especially deep in |
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| | 270 | the dungeon. The minimum "goodness" of the level is based on the dungeon |
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| | 271 | level, so the deeper you go, the better the level will be. A lot of |
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| | 272 | people consider this option to be cheating. |
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| | 273 | |
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| | 274 | --- Ironman --- |
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| | 306 | |
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| | 307 | ***** <birth_no_stairs> |
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| | 308 | Don't generate connected stairs [birth_no_stairs] |
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| | 309 | Never generate a staircase back to the level you came from, if you used |
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| | 310 | a staircase to get to the level. |
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| | 311 | |
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| | 312 | --- Monster Intelligence --- |
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| | 313 | |
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| | 314 | ***** <birth_ai_sound> |
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| | 315 | Monsters chase current location [birth_ai_sound] |
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| | 316 | Allow monsters to make paths to the player when they are nearby. This |
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| | 317 | option is extremely slow, but can produce viciously smart monsters. |
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| | 318 | |
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| | 319 | ***** <birth_ai_smell> |
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| | 320 | Monsters chase recent locations [birth_ai_smell] |
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| | 321 | Allow monsters to take advantage of "old" trails that you may have left |
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| | 322 | in the dungeon. This has no effect unless "flow_by_sound" is also set. |
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| | 323 | |
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| | 324 | ***** <birth_ai_packs> |
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| | 325 | Monsters act smarter in groups [birth_ai_packs] |
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| | 326 | "Group" monsters will use tactics that groups of monsters might |
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| | 327 | reasonably employ - such as hiding out of sight around a corner, |
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| | 328 | trying to draw the character out into the middle of a room so they |
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| | 329 | can surround him and all attack at once, rather than chasing one |
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| | 330 | by one down a corridor. |
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| | 331 | |
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| | 332 | ***** <birth_ai_learn> |
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| | 333 | Monsters learn from their mistakes [birth_ai_learn] |
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| | 334 | Allow monsters to learn what spell attacks you are resistant to, |
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| | 335 | and to use this information to choose the best attacks. |
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| | 336 | |
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| | 337 | ***** <birth_ai_cheat> |
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| | 338 | Monsters exploit players weaknesses [birth_ai_cheat] |
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| | 339 | Allow monsters to know what spell attacks you are resistant to, |
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| | 340 | and to use this information to choose the best attacks. |
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| | 341 | |
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| | 342 | ***** <birth_ai_smart> |
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| | 343 | Monsters behave more intelligently (broken) [birth_ai_smart] |
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| | 344 | Monsters have a certain amount of intelligence and will use it - |
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| | 345 | teleporting away when low on hit points, using their more powerful |
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| | 346 | spells in preference to the less powerful spells, etc. Not all |
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| | 347 | monsters are, of course, intelligent. |
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