Ticket #1544: option.txt

File option.txt, 14.9 KB (added by PowerWyrm, 8 years ago)

Fixed some typos. Added reference to "lazymove_delay" and "Display status".

Line 
1===================
2Option Descriptions
3===================
4
5Options are accessible through the ``=`` command, which provides an
6interface to the various sets of options available to the player.
7
8In the descriptions below, each option is listed as the textual summary
9which is shown on the "options" screen, plus the internal name of the
10option in brackets, followed by a textual description of the option.
11
12Note that the internal name of the option can be used in user pref files to
13force the option to a given setting, see "customize.txt" for more info.
14
15Various concepts are mentioned in the descriptions below, including
16"disturb", (cancel any running, resting, or repeated commands, which are in
17progress), "flush" (forget any keypresses waiting in the keypress queue),
18"fresh" (dump any pending output to the screen), and "sub-windows" (see
19below).
20
21Interface and Display Options
22=============================
23
24.. _rogue_like_commands:
25
26Rogue-like commands ``[rogue_like_commands]``
27  Selects the "roguelike" command set (see "command.txt" for info).
28
29.. _use_old_target:
30
31Use old target by default ``[use_old_target]``
32  Forces all commands which normally ask for a "direction" to use the
33  current "target" if there is one. Use of this option can be dangerous if
34  you target locations on the ground, unless you clear them when done.
35
36.. _pickup_always:
37
38Always pickup items ``[pickup_always]``
39  Automatically picks up items when you walk upon them, provided it is safe
40  to do so.
41
42.. _pickup_inven:
43
44Always pickup items matching inventory ``[pickup_inven]``
45  Like `pickup_always`_, but picks up an item only if it is a copy of an
46  item that you already have in your inventory.
47
48.. _easy_open:
49
50Open/Disarm/Close without direction ``[easy_open]``
51  If there is only one closed door next to the character, the game will not
52  bother asking for a direction when the player asks to |``o``pen| omething.
53  The same applies for |``c``losing| doors and |``D``isarming| traps.
54
55.. |``o``pen| replace:: ``o``\pen
56
57.. |``c``losing| replace:: ``c``\losing
58
59.. |``D``isarming| replace:: ``D``\isarming
60
61.. _center_player:
62
63Center map continuously ``[center_player]``
64  The map always centres on the player with this option on. With it off, it
65  is divided into 25 sections, with coordinates (0,0) to (4,4), and will
66  how one section at a time - the display will "flip" to the next section
67  when the player nears the edge.
68
69.. _view_yellow_light:
70
71Use special colors for torch-lit grids ``[view_yellow_light]``
72  This option causes special colors to be used for "torch-lit" grids.
73  Turning this option off will slightly improve game speed.
74
75.. _hp_changes_color:
76
77Player color indicates low hit points ``[hp_changes_color]``
78  This option makes the player ``@`` turn various shades of colour from
79  white to red, depending on percentage of HP remaining.
80
81.. _animate_flicker:
82
83Animate multi-coloured monsters and items ``[animate_flicker]``
84  Certain powerful monsters and items will shimmer in real time, i.e.
85  between keypresses.
86
87.. _purple_uniques:
88
89Show unique monsters in a special colour ``[purple_uniques]``
90  All "unique" monsters will be shown in a light purple colour, which is
91  not used for any "normal" monsters - so you can tell at a glance that
92  they are unique. If you like the idea but don't like the colour, you can
93  edit it via the "interact with colors" option.
94
95.. _show_flavors:
96
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.. _mouse_movement:
102
103Allow mouse clicks to move the player  ``[mouse_movement]``
104  Clicking on the main window will be interpreted as a move command to that
105  spot.
106
107.. _mouse_buttons:
108
109Show mouse status line buttons ``[mouse_buttons]``
110  Creates clickable "buttons" on the bottom line of the main window, to
111  enhance mouse-led play.
112
113.. _use_sound:
114
115Use sound ``[use_sound]``
116  Turns on sound effects, if your system supports them.
117
118.. _xchars_to_file:
119
120Allow accents in output files ``[xchars_to_file]``
121  Extended characters (accents, umlauts and so on) will be printed in files
122  created by the game (character dumps, screenshots etc.).
123
124Disturbance options
125===================
126
127.. _disturb_move:
128
129Disturb whenever any monster moves ``[disturb_move]``
130  Disturb the player when any monster moves, appears, or disappears. This
131  includes monsters which are only visible due to telepathy, so you should
132  probably turn this option off if you want to "rest" near such monsters.
133
134.. _disturb_near:
135
136Disturb whenever viewable monster moves ``[disturb_near]``
137  Disturb the player when any viewable monster moves, whenever any monster
138  becomes viewable for the first time, and also whenever any viewable
139  monster becomes no longer viewable. This option ignores the existence of
140  "telepathy" for the purpose of determining whether a monster is
141  "viewable".
142
143.. _disturb_detect:
144
145Disturb whenever leaving trap detected area ``[disturb_detect]``
146  This option causes you to be disturbed when you reach the edge of your
147  last invocation of detect traps.
148
149.. _disturb_state:
150
151Disturb whenever player state changes ``[disturb_state]``
152  This option causes you to be disturbed whenever the player state changes,
153  including changes in hunger, resistance, confusion, etc.
154
155.. _auto_more:
156
157Automatically clear -more- prompts ``[auto_more]``
158  The game does not wait for a keypress when it comes to a ``-more-``
159  prompt, but carries on going.
160
161.. _notify_recharge:
162
163Notify on object recharge ``[notify_recharge]``
164  This causes the game to print a message when any rechargeable object
165  (i.e. a rod or activatable weapon or armour item) finishes recharging. It
166  is the equivalent of inscribing ``{!!}`` on all such items.
167
168Birth options
169=============
170
171.. _birth_maximize:
172
173Maximize effect of race/class bonuses ``[birth_maximize]``
174  Normally, if a character should find potions that permanently increase
175  his stats, the maximum that can be achieved without equipment bonuses is
176  18/100. If maximize mode is on (which is the default), then the race and
177  class bonuses and penalties apply to this limit, so your half-troll will
178  have a greater maximum possible strength (unassisted by his equipment)
179  than a hobbit. With maximize mode off, all characters max out at 18/100
180  for all stats. This also affects the start of the game, because race and
181  class bonuses are applied as if they were "rings" in maximize mode (at an
182  exact rate of 0/10 percentile points equals 1 point for stats over 18),
183  and as "potions" in non-maximize mode (drinking six potions of [stat]
184  will probably increase your stat by more than 0/60 if it was at 18 to
185  start with.) To cut a long story short and a confusing explanation
186  simple, you get better starting stats in non-maximize mode, but can't get
187  as good at what you're supposed to be best at in the later stages of the
188  game.
189
190.. _birth_randarts:
191
192Randomize the artifacts (except a very few) ``[birth_randarts]``
193  A different set of artifacts will be created, in place of the standard
194  ones. This is intended primarily for people who have played enough to
195  know what most of the standard artifacts do and want some variety. The
196  number, findability and power of random artifacts will all match the
197  tandard set - approximately.
198
199.. _birth_keep_randarts:
200
201Use previous set of randarts ``[birth_keep_randarts]``
202  Does what it says on the tin. Note that this option must be set at the
203  END of the game, from the death menu. Once you have restarted the game,
204  it is too late to set it (but you can still un-set it if you change your
205  mind). Note that switching to non-random artifacts will wipe randarts,
206  regardless of this option.
207
208.. _birth_ai_smell:
209
210Monsters chase recent locations ``[birth_ai_smell]``
211  Allow monsters to take advantage of "old" trails that you may have left
212  in the dungeon.
213
214.. _birth_ai_packs:
215
216Monsters act smarter in groups ``[birth_ai_packs]``
217  "Group" monsters will use tactics that groups of monsters might
218  reasonably employ - such as hiding out of sight around a corner, trying
219  to draw the character out into the middle of a room so they can surround
220  him and all attack at once, rather than chasing one by one down a
221  corridor.
222
223.. _birth_ai_learn:
224
225Monsters learn from their mistakes ``[birth_ai_learn]``
226  Allow monsters to learn what spell attacks you are resistant to, and to
227  use this information to choose the best attacks.
228
229.. _birth_ai_cheat:
230
231Monsters exploit players weaknesses ``[birth_ai_cheat]``
232  Allow monsters to know what spell attacks you are resistant to, and to
233  use this information to choose the best attacks.
234
235.. _birth_ai_smart:
236
237Monsters behave more intelligently (broken) ``[birth_ai_smart]``
238  Monsters have a certain amount of intelligence and will use it -
239  teleporting away when low on hit points, using their more powerful spells
240  in preference to the less powerful spells, etc. Not all monsters are, of
241  course, intelligent - but those who are are almost unkillable with this
242  option on (especially if they can heal themselves).
243
244.. _birth_ironman:
245
246Restrict the use of stairs/recall ``[birth_ironman]``
247  This option, not recommended for non-advanced players, prevents the
248  generation of up staircases, and makes the scroll and effect of Word of
249  Recall not function; and teleport-level always goes down, as does the
250  spell of stair-creation, except on the quest levels of Sauron and
251  Morgoth.
252
253.. _birth_no_stores:
254
255Restrict the use of stores/home ``[birth_no_stores]``
256  The stores are all closed. The home is someone else's, and locked. You
257  can keep nothing but what you carry with you, and get nothing but what
258  you find in the dungeon. No selling items, or buying potions of restore
259  stat... Not recommended for new players, or indeed for sane players.
260
261.. _birth_no_artifacts:
262
263Restrict the creation of artifacts ``[birth_no_artifacts]``
264  No artifacts will be created. Ever. Just *how* masochistic are you?
265
266.. _birth_no_stacking:
267
268Don't stack objects on the floor ``[birth_no_stacking]``
269  Items dropped on the floor will spread out instead of stacking. Normal
270  items will disappear if there is no empty grid within a radius of three
271  squares.
272
273.. _birth_no_preserve:
274
275Lose artifacts when leaving level ``[birth_no_preserve]``
276  Normally if you leave a level with an unidentified artifact on it you may
277  still find it later. With this option on, if you leave a level with an
278  artifact on it's gone for the rest of the game whether you knew it was
279  there or not. Note that this option has no effect on artifacts which you
280  have already identified (i.e. picked up) - these will always be
281  permanently lost if you leave a level without taking them with you.
282
283.. _birth_no_stairs:
284
285Don't generate connected stairs ``[birth_no_stairs]``
286  Never generate a staircase back to the level you came from, if you used a
287  staircase to get to the level.
288
289.. _birth_no_feelings:
290
291Don't show level feelings ``[birth_no_feelings]``
292  The "quality" of a level is never revealed, no matter how long you spend
293  on the level.
294
295.. _birth_no_selling:
296
297Items always sell for 0 gold ``[birth_no_selling]``
298  Shopkeepers will never pay you for items you sell, though they will still
299  identify unknown items for you, and will still sell you their wares. To
300  balance out income in the game, gold found in the dungeon will be
301  increased if this option is on.
302
303Cheating options
304================
305
306.. _cheat_hear:
307
308Peek into monster creation ``[cheat_hear]``
309  Cheaters never win. But they can peek at monster creation.
310
311.. _cheat_room:
312
313Peek into dungeon creation ``[cheat_room]``
314  Cheaters never win. But they can peek at room creation.
315
316.. _cheat_xtra:
317
318Peek into something else ``[cheat_xtra]``
319  Cheaters never win. But they can see debugging messages.
320
321.. _cheat_know:
322
323Know complete monster info ``[cheat_know]``
324  Cheaters never win. But they can know all about monsters.
325
326.. _cheat_live:
327
328Allow player to avoid death    ``[cheat_live]``
329   Cheaters never win. But they can cheat death.
330
331Window flags
332============
333
334Some platforms support "sub-windows", which are windows which can be used
335to display useful information generally available through other means. The
336best thing about these windows is that they are updated automatically
337(usually) to reflect the current state of the world. The "window options"
338can be used to specify what should be displayed in each window. The
339possible choices should be pretty obvious.
340
341Display inven/equip
342  Display the player inventory (and sometimes the equipment).
343
344Display equip/inven
345  Display the player equipment (and sometimes the inventory).
346
347Display player (basic)
348  Display a brief description of the character, including a breakdown of
349  the current player "skills" (including attacks/shots per round).
350
351Display player (extra)
352  Display a special description of the character, including some of the
353  "flags" which pertain to a character, broken down by equipment item.
354
355Display player (compact)
356  Display a brief description of the character, including a breakdown of
357  the contributions of each equipment item to various resistances and
358  stats.
359
360Display map view
361  Display the area around the player or around the target while targetting.
362  This allows using graphical tiles in their original size.
363
364Display messages
365  Display the most recently generated "messages".
366
367Display overhead view
368  Display an overhead view of the entire dungeon level.
369
370Display monster recall
371  Display a description of the monster which has been most recently
372  attacked, targetted, or examined in some way.
373
374Display object recall
375  Display a description of the most recently selected object. Currently
376  this only affects spellbooks and prayerbooks. This window flag may be
377  usefully combined with others, such as "monster recall".
378
379Display monster list
380  Display a list of monsters you know about and their distance from you.
381
382Display status
383  Display the current status of the player, with permanent or temporary
384  boosts, resistances and illnesses (also available on the main window).
385
386Display item list
387  Display a list of items you know about and their distance from you.
388 
389Display borg messages
390  This window flag is currently used only by the Borg.
391
392Display borg status
393  This window flag is currently used only by the Borg.
394
395Left Over Information
396=====================
397
398The ``hitpoint_warn`` value, if non-zero, is the percentage of maximal
399hitpoints at which the player is warned that he may die. It is also used as
400the cut-off for using the color red to display both hitpoints and mana.
401
402The ``delay_factor`` value, if non-zero, will slow down the visual effects
403used for missile, bolt, beam, and ball attacks. The actual time delay is
404equal to ``delay_factor`` squared, in milliseconds.
405
406The ``lazymove_delay`` value, if non-zero, is the maximum time delay allowed by
407the game to let two directional keystrokes pressed in short succession act
408like a single one (for example, pressing up and right quickly will allow the
409character to move diagonally; useful for players without numpads). The actual
410time delay is equal to ``lazymove_delay`` times 10 milliseconds.