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- === Option Descriptions ===
-
- Most of the "options" are accessible through the '=' command, which provides
- an interface to the various "sets" of options available to the player.
-
- In the decriptions below, each option is listed as the textual summary
- which is shown on the "options" screen, plus the internal name of the
- option in brackets, followed by a textual description of the option.
-
- Note that the internal name of the option can be used in user pref files
- to force the option to a given setting, see "command.txt" for more info.
-
- Various concepts are mentioned in the descriptions below, including "disturb",
- (cancel any running, resting, or repeated commands, which are in progress),
- "flush" (forget any keypresses waiting in the keypress queue, including any
- macros in progress), "fresh" (dump any pending output to the screen), and
- "sub-windows" (see below).
-
-
- === Option Set 1 -- User Interface ===
-
- Rogue-like commands [rogue_like_commands]
- Selects the "roguelike" command set (see "command.txt" for info).
-
- Activate quick messages [quick_messages]
- Allows the use of any keypress as a response to the "-more-" prompt
- (useful for monster farming). Allows most keys to mean "no" to any
- "[y/n]" prompt.
-
- Prompt for floor item selection [other_query_flag]
- Allows the user to select objects from the center of stacks. Without
- this option, the uppermost appropriate object will always be selected.
-
- Prompt before picking things up [carry_query_flag]
- Forces the game to ask your permission before allowing you to pick up
- any object.
-
- Use old target by default [use_old_target]
- Forces all commands which normally ask for a "direction" to use the
- current "target" if there is one. Use of this option can be dangerous
- if you target locations on the ground, unless you clear them when done.
-
- Pick things up by default [always_pickup]
- Tells the game that walking onto an item should attempt to pick it up.
- Picking up objects in the manner takes no additional energy. Note the
- "g" and "-" commands, which can be used to "reverse" this option for a
- single turn.
-
- Repeat obvious commands [always_repeat]
- Tells the game that when you attempt to "open" a door or chest, "bash"
- a door, "tunnel" through walls, "disarm" traps or chests, or "alter"
- any grid, that you wish to automatically "repeat" the command 99 times
- (see "command.txt"), unless an explicit repeat count was given.
-
- Show dungeon level in feet [depth_in_feet]
- Display dungeon depths in "feet" instead of "levels".
-
- Merge inscriptions when stacking [stack_force_notes]
- Force otherwise identical objects to merge, even if one has an empty
- inscription and the other does not. The resulting stack keeps the
- non-empty inscription.
-
- Merge discounts when stacking [stack_force_costs]
- Force otherwise identical objects to merge, even if they have different
- discounts. The resulting stack keeps the largest discount. This option
- may cause you to lose "value", but will give you optimal pack usage.
-
- Show labels in equipment listings [show_labels]
- Display "labels" (what an object is being used for) for objects in all
- "equipment" listings.
-
- Show weights in all object listings [show_weights]
- Display "weights" (in pounds) of objects in all "inventory", "equipment",
- "store items", and "home items" listings.
-
- Show choices in inven/equip listings [show_choices]
- Display "choices" (legal responses) in any sub-windows which are being
- used to display your inventory or equipment. Also, if one sub-window
- is being used to display your inventory or equipment, then this option
- will cause it to be (temporarily) toggled as needed to always show the
- "appropriate" set of objects (inventory or equipment).
-
- Show details in monster descriptions [show_details]
- Display "details" (including number of monsters killed, and textual
- descriptions) in monster descriptions.
- are displaying the monster.
-
- Show flavors in object descriptions [show_flavors]
- Display "flavors" (color or variety) in object descriptions, even for
- objects whose type is known. This does not affect objects in stores.
-
- Audible bell (on errors, etc) [ring_bell]
- Attempt to make a "bell" noise when various "errors" occur.
-
-
- === Option Set 2 -- Disturbance ===
-
- Run past stairs [find_ignore_stairs]
- Ignore stairs when running.
-
- Run through open doors [find_ignore_doors]
- Ignore open doors when running.
-
- Run past known corners [find_cut]
- Cut sharply around "known" corners when running. This will result in
- "faster" running, but may cause you to run into a "lurking" monster.
-
- Run into potential corners [find_examine]
- Fully explore "potential corners" in hallways.
-
- Disturb whenever any monster moves [disturb_move]
- Disturb the player when any monster moves, appears, or disappears.
- This includes monsters which are only visible due to telepathy, so
- you should probably turn this option off if you want to "rest" near
- such monsters.
-
- Disturb whenever viewable monster moves [disturb_near]
- Disturb the player when any viewable monster moves, whenever any
- monster becomes viewable for the first time, and also whenever any
- viewable monster becomes no longer viewable. This option ignores
- the existance of "telepathy" for the purpose of determining whether
- a monster is "viewable". See also the "view_reduce_view" option.
-
- Disturb whenever map panel changes [disturb_panel]
- This option causes you to be disturbed by the screen "scrolling",
- as it does when you get close to the "edge" of the screen.
-
- Disturb whenever player state changes [disturb_state]
- This option causes you to be disturbed whenever the player state
- changes, including changes in hunger, resistance, confusion, etc.
-
- Disturb whenever boring things happen [disturb_minor]
- This option causes you to be disturbed by various bring things,
- including monsters bashing down doors, inventory feelings, and
- beginning to run out of fuel.
-
- Disturb whenever various things happen [disturb_other]
- This option is currently unused.
-
- Alert user to critical hitpoints [alert_hitpoint]
- Produce a "bell" noise, and flush all pending input, when your hitpoints
- reach the "critical point" chosen elsewhere, preventing stupid deaths.
-
- Alert user to various failures [alert_failure]
- Produce a "bell" noise, and flush all pending input, when various
- "failures" occur, as described above.
-
- Verify destruction of objects [verify_destroy]
- Prompt for verification of the "destroy" command.
-
- Verify use of special commands [verify_special]
- Prompt for verification of the "special" commands (borg and debug).
-
- Allow quantity specification [allow_quantity]
- Prompt for a quantity when necessary, instead of defaulting to a
- single object.
-
-
- === Option Set 3 -- Game-play ===
-
- Auto-haggle in stores [auto_haggle]
- Disable "haggling" in stores, resulting in a ten percent sales tax
- on items which you would have otherwise been forced to haggle for.
- When this option is on, all prices listed in stores will be the
- actual price that you pay for an item, as opposed to the price
- that the shop-keeper will suggest.
-
- Auto-scum for good levels [auto_scum]
- This is a hack but allows you to force the generation of "good" levels
- in the dungeon. This option may be extremely slow on some machines,
- especially deep in the dungeon. The minimum "goodness" of the level
- is based on the dungeon level, so the deeper you go, the better the
- level will be. A lot of people consider this option to be cheating.
-
- Allow objects to stack on floor (beta) [testing_stack]
- Allow multiple objects to occupy the same floor grid. Any commands
- which can affect objects on the floor will affect the object on the
- top of the stack, unless the "other_query_flag" option is being used.
-
- Allow monsters to carry objects (beta) [testing_carry]
- Allow monsters which pick up (or steal) objects to carry them around,
- dropping them when they are killed (but taking them with them when
- they are "destroyed" or "teleported away").
-
- Expand the power of the look command [expand_look]
- Expand the "look" command to allow the user to "look" at grids which
- are not actually in view of the player, allowing the examination of
- objects/monsters which have only been detected by spells, or sensed
- via telepathy.
-
- Expand the power of the list commands [expand_wrap]
- Expand the "listing" commands so that they "wrap" at the "edges" of
- the appropriate list. This allows the "look" and "target" commands
- to "cycle" through all appropriate grids forever, and the "identify
- symbol" to browse through all of the monsters of a given type.
-
- Map remembers all perma-lit grids [view_perma_grids]
- Memorize all perma-lit floor grids which are seen by the player.
- This option allows you to keep track of which explored floor grids
- were perma-lit, but does not distinguish between dark floor grids,
- unexplored floor grids, and unknown grids. Turning off this option
- allows the player to always know which lit floor grids are in line
- of sight, but this is better accomplished by the "view_bright_lite"
- option. Note that any non-floor grids which is seen by the player
- are always memorized, and "object" which is seen by the player is
- memorized independantly from the memorization of the grid itself.
-
- Map remembers all torch-lit grids [view_torch_grids]
- Memorize all (torch-lit) floor grids which are seen by the player.
- This option not only allows you to keep track of which floor grids
- have been explored, but also which ones are "dark", because the use
- of this option activates a special "color scheme" for the display of
- floor grids, in which "dark" grids are drawn in "dark gray", "lit"
- grids are drawn in "white", and (if the "view_bright_lite" option is
- set) "lit" grids which are also in line of sight are drawn in "orange".
- Note that grids which are currently "torch-lit" are considered to be
- "lit", and are thus drawn in "white", unless the "view_yellow_lite"
- option is set, in which case they are drawn in "yellow".
-
- Generate dungeons with aligned rooms [dungeon_align]
- Force all rooms to be "aligned" with the "panel" divisions. This results
- in a much "prettier" dungeon, but may result in fewer greater vaults.
-
- Generate dungeons with connected stairs [dungeon_stair]
- Always generate a staircase back to the level you came from, if you used
- a staircase to get to the level. This is more "realistic", and "safer",
- but less of a "challenge" for some people.
-
- Monsters chase current location (v.slow) [flow_by_sound]
- Allow monsters to make paths to the player when they are nearby. This
- option is extremely slow, but can produce viciously smart monsters.
-
- Monsters chase recent locations (v.slow) [flow_by_smell]
- Allow monsters to take advantage of "old" trails that you may have left
- in the dungeon. This has no effect unless "flow_by_sound" is also set.
-
- Monsters exploit players weaknesses [smart_cheat]
- Allow monsters to know what spell attacks you are resistant to,
- and to use this information to choose the best attacks.
-
-
- === Option Set 4 -- Efficiency ===
-
- Reduce lite-radius when running [view_reduce_lite]
- Reduce the "radius" of the player's "lite" to that of a "torch"
- when the player is "running", which makes running more "efficient",
- but is extremely annoying.
-
- Hide player symbol when running [hidden_player]
- Hide the player symbol when the player is "running", which makes the
- game somewhat faster.
-
- Avoid checking for user abort [avoid_abort]
- Avoid checking to see if the user has pressed a key during resting
- or running or repeated commands. This not only makes the game much
- more efficient (on many systems), but also allows the use of certain
- obscure macro sequences, such as turning this option on, resting until
- done, turning this option off, and casting a spell. Note that the use
- of this option may be dangerous on certain "graphic" machines. Resting
- for long periods of time with this option set is dangerous since the
- resting may not stop until the user takes damage from starvation.
-
- Avoid processing special colors [avoid_other]
- Avoid processing the "multi-hued" or "clear" attributes of monsters.
- This will cause all "multi-hued" monsters to appear "violet" and all
- "clear" monsters to appear "white", and will cause "trappers" and
- "lurkers" to be visible on some machines, but it may greatly increase
- efficiency especially when telepathy is active. Certain systems may
- choose to set this option if they are unable to support the special
- "color" processing, but if they handle graphics "correctly", by using
- attr/char pairs with the "high bits" set, then not only will the game
- correctly avoid using any "dangerous" color processing, but it will
- allow such processing to occur when it is not dangerous. So if you
- are using graphics, and you use a "normal" attr/char for the "floor"
- grids, then you can use the "special lighting effects" for floors.
-
- Flush input on various failures [flush_failure]
- This option forces the game to flush all pending input whenever various
- "failures" occur, such as failure to cast a spell, failure to use a wand,
- etc. This is very useful if you use macros which include "directional"
- components with commands that can fail, since it will prevent you from
- walking towards monsters when your spells fail.
-
- Flush input whenever disturbed [flush_disturb]
- This option forces the game to flush all pending input whenever the
- character is "disturbed". This is useful if you use macros which take
- time, since it will prevent you from continuing your macro while being
- attacked by a monster.
-
- Flush output before every command [fresh_before]
- This option forces the game to flush all output before every command.
- This will give you maximal information, but may slow down the game
- somewhat. Note that this option is only useful when using macros,
- resting, running, or repeating commands, since the outout is always
- flushed when the game is waiting for a keypress from the user.
-
- Flush output after certain things [fresh_after]
- This option forces the game to flush all output after not only every
- player command, but also after every round of processing monsters and
- objects, and after every message, which will maximise your information,
- but may slow down the game a lot, especially on slower machines, and on
- faster machines you cannot see the results anyway.
-
- Compress messages in savefiles [compress_savefile]
- Compress the savefile, by only saving the most recent "messages" that
- the player has received. This can cut the size of the savefile by a
- drastic amount, but will result in the loss of message information.
-
- Hilite the player with the cursor [hilite_player]
- Place the visible cursor on the player. This looks fine on some Unix
- machines, but horrible on most graphics machines. Note that only some
- machines are able to *not* show the cursor, but on those machines, hiding
- the cursor often speeds up the game and looks better.
-
- Use special colors for torch-lit grids [view_yellow_lite]
- This option causes special colors to be used for "torch-lit" grids in
- certain situations (see "view_granite_lite" and "view_special_lite").
- Turning this option off will slightly improve game speed.
-
- Use special colors for 'viewable' grids [view_bright_lite]
- This option causes special colors to be used for non "viewable" grids
- in certain situations (see "view_granite_lite" and "view_special_lite").
- When this option is set, floor grids which are normally drawn in "white"
- but which are not currently "viewable" by the player are instead drawn
- in "dark gray". This makes the "viewable" grids to appear "brighter"
- than the others, allowing the player to easily determine which floor
- grids are in "line of sight". Turning this option off will probably
- increase the speed of the game.
-
- Use special colors for wall grids (slow) [view_granite_lite]
- This option activates a special color scheme for all "wall" grids which
- are normally drawn in "white" (as walls and rubble normally are). When
- the player is blind, we use "dark gray", else if the grid is torch-lit,
- we use "yellow" (or "white") depending on the "view_yellow_lite" option,
- else if the "view_bright_lite" option is set, and the grid is not in line
- of sight, or the grid is dark, or the grid is only "partially" lit, then
- we use "gray", otherwise we use the normal "white". Turning this option
- off will probably increase the speed of the game. This option may not
- work well if the attr/char codes for walls/veins have been changed, or
- if "graphics" are being used.
-
- Use special colors for floor grids (slow) [view_special_lite]
- This option activates a special color scheme for all "floor" grids which
- are normally drawn in "white" (as they normally are). When the player is
- blind, we use "dark gray", else if the grid is torch-lit, we use "yellow"
- (or "white") depending on the "view_yellow_lite" option, else if the grid
- is "dark", we use "dark gray", else if the "view_bright_lite" option is
- set, and the grid is not in line of sight, we use "gray", otherwise we
- use the normal "white". Turning this option off will probably increase
- the speed of the game. This option may not work well if the attr/char
- codes for walls/veins have been changed, or if "graphics" are being used.
-
-
- === Cheating Options ===
-
- Peek into object creation [cheat_peek]
- Cheaters never win. But they can peek at object creation.
-
- Peek into monster creation [cheat_hear]
- Cheaters never win. But they can peek at monster creation.
-
- Peek into dungeon creation [cheat_room]
- Cheaters never win. But they can peek at room creation.
-
- Peek into something else [cheat_xtra]
- Cheaters never win. But they can see debugging messages.
-
- Know complete monster info [cheat_know]
- Cheaters never win. But they can know all about monsters.
-
- Allow player to avoid death [cheat_live]
- Cheaters never win. But they can cheat death.
-
-
- === Window flags ===
-
- Some platforms support "sub-windows", which are windows which can be used to
- display useful information generally available through other means. The best
- thing about these windows is that they are updated automatically (usually) to
- reflect the current state of the world. The "window options" can be used to
- specify what should be displayed in each window. The possible choices should
- be pretty obvious.
-
- Display inven/equip
- Display the player inventory (and sometimes the equipment).
-
- Display equip/inven
- Display the player equipment (and sometimes the inventory).
-
- Display player flags
- Display a special description of the character, including some of the
- "flags" which pertain to a character, broken down by equipment item.
-
- Display player screen
- Display a brief description of the character, including a breakdown
- of the current player "skills" (including attacks/shots per round).
-
- Display player flags
- Display a brief description of the character, including a breakdown
- of the contributions of each equipment item to various resistances
- and stats.
-
- Display messages
- Display the most recently generated "messages".
-
- Display overhead view
- Display an overhead view of the entire dungeon. This is very slow
- and does not even look very good.
-
- Display monster recall
- Display a description of the most monster which has been most recently
- attacked, targetted, or examined in some way.
-
- Display object recall
- Display a description of the most recently selected object. Currently
- this only affects spellbooks and prayerbooks. This window flag may be
- usefully combined with others, such as "monster recall".
-
- Display snap-shot
- This window flag is currently unused.
-
- Display borg messages
- This window flag is currently used only by the Borg.
-
- Display borg status
- This window flag is currently used only by the Borg.
-
-
- === Left Over Information ===
-
- The "hitpoint_warn" value, if non-zero, is the percentage of maximal hitpoints
- at which the player is warned that he may die. It is also used as the cut-off
- for using red to display both hitpoints and mana.
-
- The "delay_factor" value, if non-zero, will slow down the visual effects used
- for missile, bolt, beam, and ball attacks. The actual time delay is equal to
- "delay_factor" cubed, in milliseconds.
-
- The "preserve" flag (specified when a character is created) cancels all level
- feelings of the "special" variety, but allows "missed" artifacts to be "saved"
- by wandering monsters and found again at a later time. This only works for
- non-identified artifacts. The character description screen shows the value
- of this flag.
-
- The "maximise" flag (specified when a character is created) causes the "race"
- and "class" stat bonuses to be applied as "equipment" bonuses. This usually
- makes the character harder at the beginning of the game, but easier later on,
- since the stats are no longer limited to a "natural" value of "18/100". The
- character description screen shows the value of this flag.
-
-
-