home *** CD-ROM | disk | FTP | other *** search
- === User Pref Files ===
-
- Zangband allows you to change various aspects of the game to suit your
- tastes. You may define keymaps (changing the way Zangband maps your
- keypresses to underlying commands), create macros (allowing you to map
- a single keypress to a series of keypresses), modify the visuals
- (allowing you to change the appearance of monsters, objects, or terrain
- features), change the colors (allowing you to make a given color
- brighter, darker, or even completely different), or set options
- (turning them off or on).
-
- Zangband stores your preferences in files called "user pref files",
- which contain comments and "user pref commands", which are simple
- strings describing one aspect of the system about which the user has a
- preference. There are many ways to load a user pref file, and in fact,
- some of these files are automatically loaded for you by the game. All
- of the files are kept in the "lib/user/" directory, though you may have
- to use one of the command line arguments to redirect this directory,
- especially on multiuser systems. You may also enter single user pref
- commands directly, using the special "Enter a user pref command"
- command, activated by "double quote". You may have to use the "redraw"
- command (^R) after changing certain of the aspects of the game, to
- allow Zangband to adapt to your changes.
-
- When the game starts up, after you have loaded an old character, or
- created a new character, some user pref files are loaded automatically.
- First, the "pref.prf" file is loaded. This file contains some user
- pref commands which will work on all platforms. Then one of
- "font-xxx.prf" (for normal usage) or "graf-xxx.prf" (for bitmap usage)
- is loaded. These files contain attr/char changes to allow the monsters,
- objects, and/or terrain features to look "better" on your system. Then
- the "pref-xxx.prf" file is loaded. This file contains pre-defined
- system specific stuff (macros, color definitions, etc). Then, the
- "user-xxx.prf" file is loaded. This file contains user-defined system
- specific stuff. The "user-xxx.prf" file is used as the "default" user
- pref file in many places. The "xxx" is the "system suffix" for your
- system, taken from the "main-xxx.c" file which was used to generate
- your executable. Finally, the "Race.prf", "Class.prf", and "Name.prf"
- files are loaded, where "Race", "Class", and "Name" are replaced by the
- actual race, class, and name of the current character.
-
- Several commands allow you to both load existing user pref files,
- create new user pref files, append information to existing user pref
- files, and/or interact with various of the user preferences in a more
- intuitive way than the user pref commands allow. The commands include
- "Interact with macros" (@), "Interact with visuals" (%), and "Interact
- with colors" (&), described below.
-
-
- ***** <Commands>
- --- User pref file commands ---
-
- Interact with options (=)
- Allow you to interact with options. Note that using the "cheat"
- options may mark your savefile as unsuitable for the high score
- list. You may change normal options using the "X" and "Y" user
- pref commands. You must use the "redraw" command (^R) after
- changing certain options.
-
- Interact with macros (@)
- Allow you to interact with macros. You may load or save macros
- from user pref files, create macros of various types, or define
- keymaps. You must define a "current action", shown at the bottom
- of the screen, before you attempt to use any of the "create macro"
- commands, which use that "current action" as their action. This
- is a horrible interface, and will be fixed eventually.
-
- Interact with visuals (%)
- Allow you to interact with visuals. You may load or save visuals
- from user pref files, or modify the attr/char mappings for the
- monsters, objects, and terrain features. You must use the "redraw"
- command (^R) to redraw the map after changing attr/char mappings.
-
- Interact with colors (&)
- Allow the user to interact with colors. This command only
- works on some systems.
-
- Interact with the system (!)
- Allow the user to interact with the underlying visual system.
- This command is currently unused.
-
-
- ***** <Macros>
- --- User Pref Files (Macros) ---
-
- The "Interact with macros" command allows you to define or remove
- "macros", which are mappings from a single logical keypress to a
- sequence of keypresses, allowing you to use special keys on the
- keyboard, such as function keys or keypad keys, possibly in conjunction
- with modifier keys, to "automate" repetitive multi-keypress commands
- that you use a lot.
-
- Since macros represent keypress sequences, and not all keypresses have
- a printable representation, macro triggers and actions must often be
- "encoded" into a human readable form. This is done using several types
- of encoding, including "\xHH" for character number HH in hexadecimal,
- "\e" for the "escape" code, "\n" for the "newline" code, "\r" for the
- "return" code, "\s" for the "space" code, "\\" for backslash, "\^" for
- caret, and "^X" for the code for any "control" key "ctrl-X". Note that
- the "action" of a macro will not be checked against other macro
- triggers (unless the macro action contains a "control-backslash"), so
- you cannot make infinite loops. You may specify extremely long macros,
- but you are limited in length by the underlying input mechanisms,
- which in general limit you to about 1024 keys in both triggers and
- actions.
-
- The special "\" command (which must be encoded in macros as "\\") is
- very useful in macros, since it bypasses all keymaps and allows the
- next keystroke to be considered a command in the underlying Zangband
- command set. For a list of the Zangband command set, see the
- "command.txt" help file. For example, a macro which maps Shift-KP6 to
- "\" + "." + "6" will induce the "run east" behavior, regardless of what
- keyset the user has chosen, and regardless of what keymaps have been
- defined.
-
- Macros can be specified in user pref files as a pair of lines, one of
- the form "A:<str>", which defines the encoded macro action, and one of
- the form "P:<str>", which defines the encoded macro trigger.
-
-
- ***** <KeyMaps>
- --- User Pref Files (Keymaps) ---
-
- The "Interact with macros" command also allows you to define "keymaps",
- which are vaguely related to macros. A keymap maps a single keypress to
- a series of keypresses, which bypass both other keymaps and any macros.
- Zangband uses keymaps to map the original and the roguelike keysets to
- the underlying command set, and allows the user to modify or add
- keymaps of their own. Note that all keymap actions must be specified
- using underlying commands, not keypresses from the original or
- roguelike keysets. The original keyset is almost identical to the
- underlying keyset, except that "numbers" are mapped to ";" plus a
- direction, "5" is mapped to ",", and a few control-keys are mapped to
- various things. See "command.txt" for the full set of underlying
- commands. Some uses for keymaps include the ability to "disable" a
- command by mapping it to "\x00".
-
- Keymaps can be specified in user pref files as lines of the form
- "M:<T> <key> <str>", where <T> is the keyset (0 for original and 1 for
- roguelike), <key> is the encoded trigger key, and <str> is the encoded
- keymap action.
-
-
- ***** <Visuals>
- --- User Pref Files (Visuals) ---
-
- You can use the "Interact with visuals" command to change various
- visual information, currently including the choice of what attr/char
- values are used to represent various monsters, objects, or terrain
- features. Note that in combination appropriate support in "main-xxx.c",
- and with the use of the "use_graphics" flag, you may be able to specify
- that "graphic bitmaps" should be used instead of normal "colored
- characters" for various things.
-
- When interactively modifying the attr/char values for monsters,
- objects, or terrain features, pressing "n" or "N" will change which
- entry you are changing, pressing "a" or "A" will rotate through the
- available attr values, and pressing "c" or "C" will rotate though the
- available char values. Note that attr/char values with the "high bit"
- set may induce the display of special "graphic" pictures if the
- "use_graphics" flag is set, and your system supports the "use_graphics"
- flag.
-
- Note that this command can be abused in various ways, and if you must
- do so, remember that you are only cheating yourself.
-
- Keymaps can be specified in user pref files as lines of the form
- "R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or
- "U:<N>:<A>/<C>".
-
-
- ***** <Colors>
- --- User Pref Files (Colors) ---
-
- The "Interact with colors" command allows you to change the actual
- internal values used to display various colors. This command may or may
- not have any effect on your machine. Advanced machines may allow you to
- change the actual RGB values used to represent each of the 16 colors
- used by Zangband, and perhaps even allow you to define new colors which
- are not currently used by Zangband.
-
- Colors can be specified in user pref files as lines of the form
- "V:<N>:<V>:<R>:<G>:<B>".
-
-
- ***** <Options>
- --- User Pref Files (Options) ---
-
- The "Interact with options" command allows you to turn options on or
- off. You may turn options off or on using the user pref commands of the
- form "X:<option>" or "Y:<option>" respectively.
-
-
- --
- Original : Alexander Cutler and Andy Astrand
- Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
- Updated : (2.7.9) by Ben Harrison (benh@phial.com)
- Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
- Updated : Zangband DevTeam
- Last update: January 13, 2000
-