Changeset 160

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Timestamp:
06/06/07 15:41:26 (1 year ago)
Author:
takkaria
Message:

Fix #124, with a brief update on what's changed this version.

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  • trunk/lib/help/help.hlp

    r1 r160  
    22 
    33Please choose one of the following online help files: 
     4    (1) README for Angband 3.0.8   (308.txt) 
     5 
    46    (a) General Information        (general.txt) 
    57    (b) Creating a Character       (birth.txt) 
     
    1315    (j) User Menu (if any)         (user.hlp) 
    1416 
     17 
    1518Browser/help commands: 
    1619  #     go to line         %  go to file         ?  go to last file/main menu 
     
    1821  RET   advance 1 line     =  back up 1 line     &  show (highlight) some text 
    1922  +     advance 1/2 page   _  back up 1/2 page   !  toggle case sentitivity 
     23***** [1] 308.txt 
    2024***** [a] general.txt 
    2125***** [b] birth.txt 
  • trunk/lib/help/option.txt

    r119 r160  
    1818 
    1919 
    20 === User Interface options === 
     20=== Interface options === 
     21 
     22**** <use_sound> 
     23Use sound    [use_sound] 
     24    Turns on sound effects, if your system supports them. 
    2125 
    2226***** <rogue_like_commands> 
    2327Rogue-like commands    [rogue_like_commands] 
    2428    Selects the "roguelike" command set (see "command.txt" for info). 
    25  
    26 ***** <quick_messages> 
    27 Activate quick messages    [quick_messages] 
    28     Allows the use of any keypress as a response to the "-more-" prompt 
    29     (useful for monster farming).  Allows most keys to mean "no" to any 
    30     "[y/n]" prompt. 
    3129 
    3230***** <use_old_target> 
     
    5452     pick up objects; each object picked up takes 1/10th of a turn. 
    5553 
    56 ***** <always_repeat> 
    57 Repeat obvious commands    [always_repeat] 
    58     Tells the game that when you attempt to "open" a door or chest, "bash" 
    59     a door, "tunnel" through walls, "disarm" traps or chests, or "alter" 
    60     any grid, that you wish to automatically "repeat" the command 99 times 
    61     (see "command.txt"), unless an explicit repeat count was given. 
    62  
    63 ***** <stack_force_notes> 
    64 Merge inscriptions when stacking    [stack_force_notes] 
    65     Force otherwise identical objects to merge, even if one has an empty 
    66     inscription and the other does not.  The resulting stack keeps the  
    67     non-empty inscription. 
    68  
    69 ***** <stack_force_costs> 
    70 Merge discounts when stacking    [stack_force_costs] 
    71     Force otherwise identical objects to merge, even if they have different 
    72     discounts.  The resulting stack keeps the largest discount.  This option 
    73     may cause you to lose "value", but will give you optimal pack usage. 
    74  
    75 ***** <ring_bell> 
    76 Audible bell (on errors, etc)    [ring_bell] 
    77     Attempt to make a "bell" noise when various "errors" occur. 
    78  
    79 ***** <easy_open> 
    80 Open/Disarm/Close without direction    [easy_open] 
    81     If there is only one closed door next to the character, the game will  
    82     not bother asking for a direction when the player asks to "o"pen  
    83     something. The same applies for "c"losing doors and "D"isarming traps. 
    84  
    8554***** <easy_alter> 
    8655Open/Disarm doors/traps on movement.    [easy_alter] 
     
    9059     option must therefore be off. 
    9160 
    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> 
     62Open/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> 
     71Player 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> 
     76Show dungeon level in feet    [depth_in_feet] 
     77    Display dungeon depths in "feet" instead of "levels". 
     78 
     79***** <hilite_player> 
     80Hilite 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> 
     87Center 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> 
     93Show stacks using special attr/character     [show_piles] 
     94     Stacks of items on the floor are shown using the "&" symbol. 
     95 
     96***** <show_flavors> 
     97Show 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> 
     102Show 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> 
     107Use 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> 
     113Use 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> 
     124Use 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> 
     137Use 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. 
    192147 
    193148***** <view_perma_grids> 
     
    216171    option is set, in which case they are drawn in "yellow". 
    217172 
    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> 
     177Disturb 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> 
     184Disturb 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> 
     192Disturb 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> 
     197Disturb 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> 
     202Disturb 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> 
     208Activate 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> 
     214Automatically 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> 
     219Audible bell (on errors, etc)    [ring_bell] 
     220    Attempt to make a "bell" noise when various "errors" occur. 
    303221 
    304222***** <flush_failure> 
     
    317235    attacked by a monster. 
    318236 
    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] 
    386     This option causes special colors to be used for "torch-lit" grids in 
    387     certain situations (see "view_granite_lite" and "view_special_lite"). 
    388     Turning this option off will slightly improve game speed. 
    389  
    390 ***** <view_bright_lite> 
    391 Use special colors for 'viewable' grids    [view_bright_lite] 
    392     This option causes special colors to be used for non "viewable" grids 
    393     in certain situations (see "view_granite_lite" and "view_special_lite"). 
    394     When this option is set, floor grids which are normally drawn in "white" 
    395     but which are not currently "viewable" by the player are instead drawn 
    396     in "dark gray".  This makes the "viewable" grids to appear "brighter" 
    397     than the others, allowing the player to easily determine which floor 
    398     grids are in "line of sight".  Turning this option off will probably 
    399     increase the speed of the game. 
    400  
    401 ***** <view_granite_lite> 
    402 Use special colors for wall grids (slow)    [view_granite_lite] 
    403     This option activates a special color scheme for all "wall" grids which 
    404     are normally drawn in "white" (as walls and rubble normally are).  When 
    405     the player is blind, we use "dark gray", else if the grid is torch-lit, 
    406     we use "yellow" (or "white") depending on the "view_yellow_lite" option, 
    407     else if the "view_bright_lite" option is set, and the grid is not in line 
    408     of sight, or the grid is dark, or the grid is only "partially" lit, then 
    409     we use "gray", otherwise we use the normal "white".  Turning this option 
    410     off will probably increase the speed of the game.  This option may not 
    411     work well if the attr/char codes for walls/veins have been changed, or 
    412     if "graphics" are being used. 
    413  
    414 ***** <view_special_lite> 
    415 Use special colors for floor grids (slow)    [view_special_lite] 
    416     This option activates a special color scheme for all "floor" grids which 
    417     are normally drawn in "white" (as they normally are).  When the player is 
    418     blind, we use "dark gray", else if the grid is torch-lit, we use "yellow" 
    419     (or "white") depending on the "view_yellow_lite" option, else if the grid 
    420     is "dark", we use "dark gray", else if the "view_bright_lite" option is 
    421     set, and the grid is not in line of sight, we use "gray", otherwise we 
    422     use the normal "white".  Turning this option off will probably increase 
    423     the speed of the game.  This option may not work well if the attr/char 
    424     codes for walls/veins have been changed, or if "graphics" are being used. 
    425  
    426 ***** <center_player> 
    427 Center map continuously (very slow)    [center_player] 
    428      The map always centres on the player with this option on. With it off, it 
    429      is divided into 25 sections, with coordinates (0,0) to (4,4), and will  
    430      show one section at a time. 
    431  
    432 ***** <run_avoid_center> 
    433 Avoid centering while running    [run_avoid_center] 
    434      The map does not centre on the player if the player moves with the "run"  
    435      command, only when the running finishes. 
    436  
    437 ***** <show_piles> 
    438 Show stacks using special attr/character     [show_piles] 
    439      Stacks of items on the floor are shown using the "&" symbol. 
    440  
    441237 
    442238=== Birth options === 
    443  
    444 ***** <birth_point_based> 
    445 Allow purchase of stats using points    [birth_point_based] 
    446      This allows the player to set, point by point, his own preferred stats  
    447      the character, rather than rolling at random, when creating a character. 
    448  
    449 ***** <birth_auto_roller> 
    450 Allow specification of minimum stats    [birth_auto_roller] 
    451      This allows the player to set minimum stats (within reason) and ask  
    452      the game to keep on rolling until a character with the desired stats 
    453      is generated. It is generally believed that a single stat can be got  
    454      higher with point-based generation, but the overall total of all the  
    455      will be higher when rolling randomly (including with the auto-roller.) 
    456239 
    457240***** <birth_maximize> 
     
    473256     stages of the game. 
    474257 
    475 ***** <birth_preserve> 
    476 Preserve artifacts on leaving level    [birth_preserve] 
    477      If preserve mode is "off", you can get a level feeling that you *NEVER* 
    478      get with preserve mode "on": a "special" feeling. This means that there  
    479      is an artifact, a pit or a vault on the level: and while a pit or vault 
    480      may not necessarily cause a special feeling, an artifact CERTAINLY will. 
    481      This is principally of use in finding out which levels are *not*  
    482      "special", i.e. which ones can be left in a hurry without worrying  
    483      about leaving something behind - if it's not "special", there is no  
    484      artifact unless a monster has dropped one when you killed it. This is  
    485      particularly important because, with preserve mode off, no artifact can 
    486      be generated more than once in the game. If it's on a level and you miss 
    487      it, it's gone forever. With preserve mode "on", if you miss an artifact,  
    488      it can turn up later provided you didn't pick it up and identify it  
    489      the first time (in which case there is no excuse for losing it.) But  
    490      you don't get the "special" feeling. (Chances are that a vault will  
    491      provide a good level feeling anyway, and quite possibly a couple of  
    492      good items which may or may not include an artifact.) 
     258***** <birth_randarts> 
     259Randomize some of the artifacts    [birth_randarts] 
     260     A different set of artifacts will be created, in place of the standard  
     261     ones. This is intended primarily for people who have played enough to 
     262     know what most of the standard artifacts do and have got bored with 
     263     them.  Note that savefiles with random artifacts are not guaranteed 
     264     to be compatible between different Angband versions! 
     265 
     266***** <birth_autoscum> 
     267Auto-scum for good levels    [birth_autoscum] 
     268    This allows you to force the generation of "good" levels in the dungeon. 
     269    This option may be extremely slow on some machines, especially deep in 
     270    the dungeon.  The minimum "goodness" of the level is based on the dungeon 
     271    level, so the deeper you go, the better the level will be.  A lot of 
     272    people consider this option to be cheating. 
     273 
     274--- Ironman --- 
    493275 
    494276***** <birth_ironman> 
     
    512294     No artifacts will be created. Ever. Just *how* masochistic are you? 
    513295 
    514 ***** <birth_rand_artifacts> 
    515 Randomize some of the artifacts    [birth_rand_artifacts] 
    516      A different set of artifacts will be created, in place of the standard  
    517      ones. This is intended primarily for people who have played enough to 
    518      know what most of the standard artifacts do and have got bored with 
    519      them.  Note that savefiles with random artifacts are not guaranteed 
    520      to be compatible between different Angband versions! 
     296***** <birth_no_preserve> 
     297Don't preserve artifacts on leaving level    [birth_no_preserve] 
     298     With preserve mode off, no artifact can be generated more than once in 
     299     the game. If it's on a level and you miss it, it's gone forever. 
    521300 
    522301***** <birth_no_stacking> 
     
    525304     Normal items will disappear if there is no empty grid within a radius 
    526305     of three squares. 
     306 
     307***** <birth_no_stairs> 
     308Don't generate connected stairs    [birth_no_stairs] 
     309    Never generate a staircase back to the level you came from, if you used 
     310    a staircase to get to the level. 
     311 
     312--- Monster Intelligence --- 
     313 
     314***** <birth_ai_sound> 
     315Monsters chase current location    [birth_ai_sound] 
     316    Allow monsters to make paths to the player when they are nearby.  This 
     317    option is extremely slow, but can produce viciously smart monsters. 
     318 
     319***** <birth_ai_smell> 
     320Monsters chase recent locations    [birth_ai_smell] 
     321    Allow monsters to take advantage of "old" trails that you may have left 
     322    in the dungeon.  This has no effect unless "flow_by_sound" is also set. 
     323 
     324***** <birth_ai_packs> 
     325Monsters act smarter in groups    [birth_ai_packs] 
     326     "Group" monsters will use tactics that groups of monsters might  
     327     reasonably employ - such as hiding out of sight around a corner,  
     328     trying to draw the character out into the middle of a room so they  
     329     can surround him and all attack at once, rather than chasing one 
     330     by one down a corridor. 
     331 
     332***** <birth_ai_learn> 
     333Monsters learn from their mistakes    [birth_ai_learn] 
     334    Allow monsters to learn what spell attacks you are resistant to, 
     335    and to use this information to choose the best attacks. 
     336 
     337***** <birth_ai_cheat> 
     338Monsters exploit players weaknesses    [birth_ai_cheat] 
     339    Allow monsters to know what spell attacks you are resistant to, 
     340    and to use this information to choose the best attacks. 
     341 
     342***** <birth_ai_smart> 
     343Monsters behave more intelligently (broken)    [birth_ai_smart] 
     344     Monsters have a certain amount of intelligence and will use it -  
     345     teleporting away when low on hit points, using their more powerful 
     346     spells in preference to the less powerful spells, etc. Not all  
     347     monsters are, of course, intelligent. 
    527348 
    528349