home *** CD-ROM | disk | FTP | other *** search
- === 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 [rogue_like_commands]
- Selects the "roguelike" command set (see "command.txt" for info).
-
- ***** <quick_messages>
- 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.
-
- ***** <other_query_flag>
- 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.
-
- ***** <carry_query_flag>
- 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>
- 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.
-
- ***** <always_pickup>
- 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.
-
- ***** <always_repeat>
- 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.
-
- ***** <depth_in_feet>
- Show dungeon level in feet [depth_in_feet]
- Display dungeon depths in "feet" instead of "levels".
-
- ***** <stack_force_notes>
- 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.
-
- ***** <stack_force_costs>
- 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>
- Show labels in equipment listings [show_labels]
- Display "labels" (what an object is being used for) for objects in all
- "equipment" listings.
-
- ***** <show_weights>
- 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>
- 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>
- 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>
- 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.
-
- ***** <ring_bell>
- Audible bell (on errors, etc) [ring_bell]
- Attempt to make a "bell" noise when various "errors" occur.
-
-
- === Option Set 2 -- Disturbance ===
-
- ***** <find_ignore_stairs>
- Run past stairs [find_ignore_stairs]
- Ignore stairs when running.
-
- ***** <find_ignore_doors>
- Run through open doors [find_ignore_doors]
- Ignore open doors when running.
-
- ***** <find_cut>
- 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.
-
- ***** <find_examine>
- Run into potential corners [find_examine]
- Fully explore "potential corners" in hallways.
-
- ***** <disturb_move>
- 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_near>
- 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_panel>
- 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_state>
- 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_minor>
- 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_other>
- Disturb whenever various things happen [disturb_other]
- This option is currently unused.
-
- ***** <alert_hitpoint>
- 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_failure>
- Alert user to various failures [alert_failure]
- Produce a "bell" noise, and flush all pending input, when various
- "failures" occur, as described above.
-
- ***** <verify_destroy>
- Verify destruction of objects [verify_destroy]
- Prompt for verification of the "destroy" command.
-
- ***** <verify_special>
- Verify use of special commands [verify_special]
- Prompt for verification of the "special" commands (borg and debug).
-
- ***** <allow_quantity>
- Allow quantity specification [allow_quantity]
- Prompt for a quantity when necessary, instead of defaulting to a
- single object.
-
- ***** <auto_more>
- Automatically clear -more- prompts [auto_more]
- The game does not wait for a keypress when it comes to a -more-
- prompt, but carries on going.
-
-
- === Option Set 3 -- Game-play ===
-
- ***** <auto_haggle>
- 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>
- 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. Be warned: "good" level feelings are as likely to be
- caused by dangerous monsters as they are by good items, so while your
- character may gain power more quickly, he will also get into danger
- more quickly, and may die more often... Some purists consider this
- option to be nearly cheating. Others say that it does nothing that
- the player himself could not do over time, and indeed most players
- were actually doing it - going up and down staircases again avoiding
- levels with a "boring" feeling, until they got one with an "interesting"
- feeling.
-
- ***** <expand_look>
- 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_wrap>
- 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.
-
- ***** <view_perma_grids>
- 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.
-
- ***** <view_torch_grids>
- 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".
-
- ***** <dungeon_align>
- 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.
-
- ***** <dungeon_stair>
- 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.
-
- ***** <flow_by_sound>
- 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.
-
- ***** <flow_by_smell>
- 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.
-
- ***** <smart_monsters>
- Monsters behave more intelligently [smart_monsters]
- Monsters have a certain amount of intelligence and will use it -
- teleporting away when low on hit points, using their more powerful
- spells in preference to the less powerful spells, etc. Not all
- monsters are, of course, intelligent.
-
- ***** <smart_packs>
- Monsters act smarter in groups [smart_packs]
- "group" monsters will use tactics that groups of monsters might
- reasonably employ - such as hiding out of sight around a corner,
- trying to draw the character out into the middle of a room so they
- can surround him and all attack at once, rather than chasing one
- by one down a corridor.
-
- ***** <smart_learn>
- Monsters learn from their mistakes [smart_learn]
- Allow monsters to learn what spell attacks you are resistant to,
- and to use this information to choose the best attacks.
-
- ***** <smart_cheat>
- 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.
-
- ***** <easy_open>
- Open/Disarm/Close without direction [easy_open]
- If there is only one closed door next to the character, the game will
- not bother asking for a direction when the player asks to "o"pen
- something. The same applies for "c"losing doors and "D"isarming traps.
-
- ***** <easy_alter>
- Open/Disarm doors/traps on movement. [easy_alter]
- Moving into a closed door will attempt once to open it, and moving
- into a trap will attempt once to disarm it. If the player ever wishes
- to leave a known teleport trap as a guaranteed escape route, this
- option must therefore be off.
-
- ***** <easy_piles>
- Display floor stacks in a list [easy_piles]
- When moving into a stack, if this option is *off*, the character will
- attempt to pick up items from the stack, from top to bottom, until the
- stack is gone or the inventory is full. This option allows the player
- to interact with other items than the one at the top of the stack.
-
- ***** <show_piles>
- Show stacks using special attr/character [show_piles]
- Stacks of items on the floor are shown using the "&" symbol.
-
- === Option Set 4 -- Efficiency ===
-
- ***** <view_reduce_lite>
- 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.
-
- ***** <hidden_player>
- Hide player symbol when running [hidden_player]
- Hide the player symbol when the player is "running", which makes the
- game somewhat faster.
-
- ***** <avoid_abort>
- 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_other>
- 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_failure>
- 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_disturb>
- 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.
-
- ***** <fresh_before>
- 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.
-
- ***** <fresh_after>
- 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 maximize 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_savefile>
- 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_player>
- 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.
-
- ***** <view_yellow_lite>
- 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.
-
- ***** <view_bright_lite>
- 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.
-
- ***** <view_granite_lite>
- 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.
-
- ***** <view_special_lite>
- 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.
-
- ***** <center_player>
- Center map continuously (very slow) [center_player]
- The map always centres on the player with this option on. With it off, it
- is divided into 25 sections, with coordinates (0,0) to (4,4), and will
- show one section at a time.
-
- ***** <run_avoid_center>
- Avoid centering while running [run_avoid_center]
- The map does not centre on the player if the player moves with the "run"
- command, only when the running finishes.
-
- ***** <scroll_target>
- Scroll map while targetting [scroll_target]
- This allows the player to target monsters which are off-screen from the
- player's point of view, as the view will scroll to show the whereabouts
- of all monsters in line of sight so the player can target them.
-
-
- === Option Set 5 -- Birth Options ===
-
- ***** <birth_point_based>
- Allow purchase of stats using points [birth_point_based]
- This allows the player to set, point by point, his own preferred stats
- the character, rather than rolling at random, when creating a character.
-
- ***** <birth_auto_roller>
- Allow specification of minimum stats [birth_auto_roller]
- This allows the player to set minimum stats (within reason) and ask
- the game to keep on rolling until a character with the desired stats
- is generated. It is generally believed that a single stat can be got
- higher with point-based generation, but the overall total of all the
- will be higher when rolling randomly (including with the auto-roller.)
-
- ***** <birth_maximize>
- Maximize effect of race/class bonuses [birth_maximize]
- Normally, if a character should find potions that permanently increase
- his stats, the maximum that can be achieved without equipment bonuses
- is 18/100. If maximize mode is on (which is the default), then the race
- and class bonuses and penalties apply to this limit, so your half-troll
- will have a greater maximum possible strength (unassisted by his
- equipment) than a hobbit. With maximize mode off, all characters max
- out at 18/100 for all stats. This also affects the start of the game,
- because race and class bonuses are applied as if they were "rings" in
- maximize mode (at an exact rate of 0/10 percentile points equals 1 point
- for stats over 18), and as "potions" in non-maximize mode (drinking six
- potions of [stat] will probably increase your stat by more than 0/60 if
- it was at 18 to start with.) To cut a long story short and a confusing
- explanation simple, you get better starting stats in non-maximize mode,
- but can't get as good at what you're supposed to be best at in the later
- stages of the game.
-
- ***** <birth_preserve>
- Preserve artifacts on leaving level [birth_preserve]
- If preserve mode is "off", you can get a level feeling that you *NEVER*
- get with preserve mode "on": a "special" feeling. This means that there
- is an artifact, a pit or a vault on the level: and while a pit or vault
- may not necessarily cause a special feeling, an artifact CERTAINLY will.
- This is principally of use in finding out which levels are *not*
- "special", i.e. which ones can be left in a hurry without worrying
- about leaving something behind - if it's not "special", there is no
- artifact unless a monster has dropped one when you killed it. This is
- particularly important because, with preserve mode off, no artifact can
- be generated more than once in the game. If it's on a level and you miss
- it, it's gone forever. With preserve mode "on", if you miss an artifact,
- it can turn up later provided you didn't pick it up and identify it
- the first time (in which case there is no excuse for losing it.) But
- you don't get the "special" feeling. (Chances are that a vault will
- provide a good level feeling anyway, and quite possibly a couple of
- good items which may or may not include an artifact.)
-
- ***** <birth_ironman>
- Restrict the use of stairs/recall [birth_ironman]
- This option, not recommended for non-advanced players, prevents the
- generation of up staircases, and makes the scroll and effect of Word
- of Recall not function: and teleport-level always goes down, as does
- the spell of stair-creation, except on the quest levels of Sauron and
- Morgoth.
-
- ***** <birth_no_stores>
- Restrict the use of stores/home [birth_no_stores]
- The stores are all closed. The home is locked. You can keep
- nothing but what you carry with you, and get nothing but what
- you find in the dungeon. No selling items, or buying potions of
- restore stat... Not recommended for new players, or indeed for
- sane players (if that kind of player exists - which is debatable.)
-
- ***** <birth_no_artifacts>
- Restrict the creation of artifacts [birth_no_artifacts]
- No artifacts will be created. Ever. Just *how* masochistic are you?
-
- ***** <birth_rand_artifacts>
- Randomize some of the artifacts [birth_rand_artifacts]
- A different set of artifacts will be created, in place of the standard
- ones. This is intended primarily for people who have played enough to
- know what most of the standard artifacts do and have got bored with
- them. Note that savefiles with random artifacts are not guaranteed
- to be compatible between different Angband versions!
-
-
- === Option Set 6 -- Cheating Options ===
-
- ***** <cheat_peek>
- Peek into object creation [cheat_peek]
- Cheaters never win. But they can peek at object creation.
-
- ***** <cheat_hear>
- Peek into monster creation [cheat_hear]
- Cheaters never win. But they can peek at monster creation.
-
- ***** <cheat_room>
- Peek into dungeon creation [cheat_room]
- Cheaters never win. But they can peek at room creation.
-
- ***** <cheat_xtra>
- Peek into something else [cheat_xtra]
- Cheaters never win. But they can see debugging messages.
-
- ***** <cheat_know>
- Know complete monster info [cheat_know]
- Cheaters never win. But they can know all about monsters.
-
- ***** <cheat_live>
- 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 the color 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" squared, in milliseconds.
-
-