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options_guide.txt
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options_guide.txt
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Guide to Crawl's options
========================
This document explains all of the options in the latest version of Dungeon
Crawl Stone Soup. If you get stuck or some things don't seem to work properly,
ask for help in any of the community discussion resources described at
http://crawl.develz.org/.
The contents of this text are:
0- Generalities.
0-a Standard and additional option files.
0-b Options on the command line.
0-c Options and how to set them.
0-d List options.
0-e Aliases and variables.
1- Starting Screen.
name, type, remember_name, weapon, species, background, combo,
restart_after_game, restart_after_save, newgame_after_quit,
name_bypasses_menu, default_manual_training,
autopickup_starting_ammo, game_seed, pregen_dungeon,
suppress_startup_errors, map, fully_random, arena_teams
2- File System and Sound.
crawl_dir, morgue_dir, save_dir, macro_dir, sound, hold_sound,
sound_file_path, one_SDL_sound_channel
3- Interface.
3-a Dropping and Picking up.
autopickup, autopickup_exceptions, default_autopickup,
pickup_thrown, assign_item_slot, pickup_menu_limit,
drop_filter
3-b Passive Sightings (detected and remembered entities).
detected_monster_colour, detected_item_colour,
remembered_monster_colour
3-c Dungeon View Item and Monster Highlighting.
friend_highlight, neutral_highlight, unusual_highlight,
stab_highlight, may_stab_highlight, heap_highlight,
feature_item_highlight, trap_item_highlight
3-d Level Map Functions.
level_map_cursor_step
3-e Viewport Display Options.
view_max_width, view_max_height, view_lock_x,
view_lock_y, view_lock, centre_on_scroll,
symmetric_scroll, scroll_margin_x, scroll_margin_y,
scroll_margin, always_show_exclusions
3-f Travel and Exploration.
travel_delay, explore_delay, rest_delay, travel_avoid_terrain,
explore_greedy, explore_greedy_visit, explore_item_greed,
explore_stop, explore_stop_pickup_ignore, explore_wall_bias,
travel_key_stop, travel_one_unsafe_move, tc_reachable,
tc_dangerous, tc_disconnected, tc_excluded, tc_exclude_circle,
tc_forbidden, runrest_ignore_message, runrest_stop_message,
interrupt_<delay>, delay_safe_poison, runrest_ignore_monster,
rest_wait_both, rest_wait_ancestor, rest_wait_percent,
explore_auto_rest, auto_exclude, travel_open_doors
3-g Command Enhancements.
auto_switch, easy_unequip, equip_unequip, jewellery_prompt,
easy_confirm, simple_targeting, force_spell_targeter,
force_ability_targeter, allow_self_target, ability_menu,
spell_menu, easy_floor_use, sort_menus, spell_slot, item_slot,
ability_slot, autofight_stop, autofight_warning,
autofight_fires, autofight_nomove_fires, autofight_fire_stop,
autofight_caught, autofight_wait, autofight_prompt_range,
automagic_enable, automagic_slot, automagic_fight,
automagic_stop, fail_severity_to_confirm, easy_door,
warn_hatches, enable_recast_spell, confirm_action,
regex_search, autopickup_search, bad_item_prompt,
auto_hide_spells, menu_arrow_control, single_column_item_menus
3-h Message and Display Enhancements.
hp_warning, mp_warning, hp_colour, mp_colour, stat_colour,
status_caption_colour, enemy_hp_colour, clear_messages,
show_more, small_more, show_newturn_mark, show_game_time,
equip_bar, animate_equip_bar, item_stack_summary_minimum,
mlist_min_height, mlist_allow_alternative_layout,
monster_item_view_coordinates, monster_item_view_features,
msg_min_height, msg_max_height, msg_webtiles_height,
messages_at_top, msg_condense_repeats, msg_condense_short,
show_travel_trail, skill_focus, default_show_all_skills,
monster_list_colour, view_delay, reduce_animations,
use_animations, unusual_monster_items, darken_beyond_range,
show_blood, force_more_message, flash_screen_message,
cloud_status, always_show_zot, always_show_gems,
more_gem_info, action_panel, action_panel_filter,
action_panel_show_unidentified, action_panel_scale,
action_panel_orientation, action_panel_font_family,
action_panel_font_size
3-i Colours (messages and menus).
menu_colour, message_colour
3-j Quivers, firing, and ammo.
fire_items_start, fire_order, fire_order_spell,
fire_order_ability, fail_severity_to_quiver,
quiver_menu_focus
3-k Message Channels.
plain, prompt, god, duration, danger, warning, recovery,
talk, talk_visual, timed_portal, sound, intrinsic_gain,
mutation, monster_spell, monster_enchant, monster_warning,
friend_spell, friend_enchant, friend_action, monster_damage,
monster_target, banishment, equipment, floor, multiturn,
examine, examine_filter, diagnostic, error, tutorial, orb,
hell_effect, dgl_message
3-l Inscriptions.
autoinscribe, show_god_gift
3-m Macro related Options.
flush.failure, flush.command, flush.message,
additional_macro_file, bindkey
3-n Tiles Options.
tile_show_items, tile_skip_title, tile_menu_icons,
tile_player_col, tile_monster_col, tile_neutral_col,
tile_peaceful_col, tile_friendly_col, tile_plant_col,
tile_item_col, tile_unseen_col, tile_floor_col, tile_wall_col,
tile_mapped_floor_col, tile_mapped_wall_col,
tile_explore_horizon_col, tile_door_col, tile_downstairs_col,
tile_upstairs_col, tile_branchstairs_col, tile_portal_col,
tile_transporter_col, tile_transporter_landing_col,
tile_feature_col, tile_trap_col, tile_water_col,
tile_deep_water_col, tile_lava_col, tile_excluded_col,
tile_excl_centre_col, tile_window_col, tile_update_rate,
tile_runrest_rate, tile_key_repeat_delay, tile_tooltip_ms,
tile_tag_pref, tile_window_width, tile_window_height,
tile_window_ratio, tile_window_limit_size, game_scale,
tile_map_pixels, tile_viewport_scale, tile_map_scale,
tile_cell_pixels, tile_sidebar_pixels, tile_filter_scaling,
tile_force_overlay, tile_overlay_col,
tile_overlay_alpha_percent, tile_full_screen,
tile_use_small_layout, tile_font_crt_file, tile_font_stat_file,
tile_font_msg_file, tile_font_tip_file, tile_font_lbl_file,
tile_font_crt_family, tile_font_stat_family,
tile_font_msg_family, tile_font_lbl_family, tile_font_crt_size,
tile_font_stat_size, tile_font_msg_size, tile_font_tip_size,
tile_font_lbl_size, tile_font_ft_light, glyph_mode_font,
glyph_mode_font_size, tile_show_minihealthbar,
tile_show_minimagicbar, tile_show_demon_tier, tile_water_anim,
tile_misc_anim, tile_realtime_anim, tile_show_player_species,
tile_show_threat_levels, tile_layout_priority,
tile_display_mode, tile_level_map_hide_messages,
tile_level_map_hide_sidebar, tile_player_tile,
tile_weapon_offsets, tile_shield_offsets, tile_grinch,
tile_web_mouse_control, tile_web_mobile_input_helper
4- Character Dump.
4-a Saving.
dump_on_save
4-b Items and Kills.
kill_map, dump_kill_places, dump_item_origins,
dump_item_origin_price, dump_message_count, dump_order,
dump_kill_breakdowns
4-c Notes.
user_note_prefix, note_items, note_monsters, note_hp_percent,
note_skill_levels, note_all_skill_levels, note_skill_max,
note_xom_effects, note_messages, note_chat_messages,
note_dgl_messages
5- Miscellaneous.
5-a All OS.
mouse_input, wiz_mode, explore_mode, char_set, colour,
display_char, feature, mon_glyph, item_glyph,
use_fake_player_cursor, show_player_species,
use_modifier_prefix_keys, language, fake_lang, messaging
read_persist_options
5-b Windows.
dos_use_background_intensity
5-c Unix.
blink_brightens_background, bold_brightens_foreground,
best_effort_brighten_background,
best_effort_brighten_foreground, allow_extended_colours,
background_colour, foreground_colour,
use_default_terminal_colours, use_fake_cursor
6- Lua.
lua_max_memory
6-a Including lua files.
6-b Executing inline lua.
6-c Conditional options.
6-d Conditional option caveats.
7- Recommended Options for Blind Players.
------------------------------------------------------------------------
0- Generalities on options.
============================
The standard way of adjusting an option from the default is to manually
set it in your options file; see (0-a) and (0-c) below for details. A small
number of options are saved automatically from their current values in the
relevant in-game user interface; these are marked with "(persistent)" in
their documentation and can be overridden by a manual setting in the
options file.
0-a Standard and additional option files.
---------------------------------------------
In online play, choose "edit rc" from the webtiles game selection screen,
or enter the rc file editor via ssh.
In offline play, Crawl uses the first file of the following list as its option
file:
* settings/init.txt
* init.txt (in the Crawl directory)
* .crawlrc (in the Unix home directory)
Alternatively, you can use the command line option
-rc <file>
which tells Crawl to use precisely that file.
On the starting screen, Crawl tells you which init file it uses, if any. The
Crawl directory location is system-specific.
It is possible to include additional files within the options file via
include = <file>
Note that these are treated as if their content was entered verbatim
in the options file. By default, Crawl searches for all these included
files in the settings/ directory but you can specify a special folder
using the command line option
-rcdir <dir>
External option files have several uses: They allow quick customisation
of Crawl's general appearance (colouring/suppression of messages, and
the inventory style). More elaborate option magic (usually containing
lua) can also be conveniently hidden this way. Finally, there are some
additional option files in the settings/ directory; these allow setting
some options and monster glyphs to their defaults from older versions.
See the header of the default init.txt for more details.
The following files are automatically included with Crawl for easy usage, and
can be included without any further setup:
* advanced_optioneering.txt
* dvorak_command_keys.txt
* colemak_command_keys.txt
* neo_command_keys.txt
* no_vi_command_keys.txt
* safe_move_shift.txt
0-b Options on the command line.
------------------------------------
A quick way to make small changes to the options, without having to
switch to a different option file, is to use the command line options
-extra-opt-first or -extra-opt-last, which make it as if the given
option was (respectively) at the top or bottom of the option file. For
example,
-extra-opt-last wiz_mode=yes
will cause any new game to start in wizard mode. -extra-opt-first and
-extra-opt-last can be used multiple times on the same command line.
0-c Options and how to set them.
------------------------------------
There are three broad types of Crawl options: true/false values
(booleans), arbitrary values, and lists of values. In this document,
options are usually described with their default values (if there is a
default); this should also explain which of the above-mentioned types
it is. Each option should have some remarks on how it's typically used
- but keep in mind that the options you want to use depend on your
playing style and sometimes also on your operating system.
There are two styles you can use to set options. The classic
name=value syntax, one option per-line:
remember_name = true
explore_greedy = false
And the NetHack-style combined option line:
OPTION = remember_name, !explore_greedy
The second style is useful to specify simple options in a few lines,
but it cannot be used for options that take complex lists of values
(such as the autopickup_exceptions option).
Some options need a path as an argument; here you have to use a
filesystem path suitable for your system. Other options accept regular
expressions (regexes): here you can simply use ordinary strings, adapt
the suggested regexes to your needs or search the internet for regex
syntax.
Note that in the tutorial and hints modes, some of your options settings may
get overwritten to facilitate the explanations. This concerns the following
options, and their enforced setting for tutorial games are as follows:
clear_messages = true
weapon = hand axe, for Berserkers in hints mode
0-d List options.
---------------------
A number of options can have a list of values. Most but not all of these
options allow setting multiple values in a single line, separated by commas.
It is possible to reset, add items to, or remove items from such an option.
Add values to the end of the list (append):
drop_filter += useless, enchant
Add values to the beginning of the list (prepend):
drop_filter ^= forbidden
Remove values from the list (exact match only):
drop_filter -= enchant
Reset the list:
drop_filter = bad_item, dangerous_item
Empty the list:
drop_filter =
The "listopt = value" syntax first clears the list, then adds values. In
previous versions of Crawl it was a synonym for +=, and only bare
"listopt =" cleared the list.
For many options, such as drop_filter, there is effectively no difference
between appending and prepending. However, other options, such as
message_colour, do care about the order of items; these will be noted as
"Ordered list options" in their descriptions. In most cases, earlier items
take precedence over later ones, so += defers to existing matches (including
defaults) while ^= overrides them. So, for example, with the sequence of
options:
message_colour = cyan:hits
message_colour ^= red:crimson
message_colour += yellow:killer
the message "The crimson imp hits you!" will be displayed in red, while "The
killer bee hits you!" will be displayed in cyan.
0-e Aliases, variables, and other directives
------------------------------------------------
For long option names, you can define option aliases by doing:
alias := long_option_name
For instance, you can use:
ae := autopickup_exceptions
and thereafter use "ae" instead of "autopickup_exceptions":
ae += >uselessness, >inaccuracy
You can define shortcuts for option values (variables). For example,
$useless := darkgrey
could be used in conjunction with
menu_colour += $useless:random uselessness
To prevent a variable from being changed you can make it a constant:
constant = useless
This is useful if you wish to prevent an included file from altering
a variable.
See dat/defaults/standard_colours.txt for usage of aliases and variables. Note
that changing the variables defined in these files will only affect your own
configuration file, as the default options will have already been loaded. If
you want to change them, you will have to override the options themselves.
To reset a value to its defaults, you can use:
default = option_name
This won't work for certain options that have custom parsing.
1- Starting Screen.
====================
The following options are a convenience to help you quickly start your
game of Crawl, and/or configure the start of the game from a file or the
command line.
name = Delilah
If set, that's the name all your Crawl characters will get. Setting
this will bypass the main menu by default; see `name_bypasses_menu`.
type = normal
Choose a game type. Valid values are "normal", "seeded", "tutorial",
"arena", "sprint", "descent", and "hints". If explicitly set (not just
left to the default), this sets the default game type at the main menu.
If the main menu is bypassed (e.g. by setting `name`), this option can
be used to determine the game type. "descent" is only valid in alpha
(development) builds.
remember_name = true
Crawl remembers the options (species, background etc.) you used
to create your last character. You may recycle them in the
starting screen for a new character. If this option is set to
true, Crawl will also remember the last name you used.
If you use this option and want to enter a name _after_
choosing your species and background, you must enter . at the
initial name prompt - hitting Enter at the name prompt will
simply reuse your old name if remember_name is set.
weapon += (short sword |...| unarmed | random | viable), <weapon>, ...
(List option)
Specifying the weapon option allows you to bypass the weapon
selection screen. Tridents, flails, rapiers, long swords, and war
axes are restricted to fighters and gladiators, and quarterstaves
are restricted to gladiators only. The standard weapon prompt will be
shown if an illegal choice for the selected background is specified.
The "viable" option makes a random choice from among the "good" weapons
for the chosen character. Specifying more than one option causes the
game to randomly select a weapon from the given list. The combo option
overrides (and is overridden by) this option.
species += (Human |...| Vampire | random | viable), <species>, ...
(List option)
The usual abbreviations (Hu, HO, etc.) work. "viable" will choose a
viable species for a given background if the background is chosen
first. Specifying multiple species causes one to be selected at
random from the given species. The combo option overrides (and is
overridden by) this option.
background += (Fighter |...| Wanderer | random | viable), <background>, ...
(List option)
Here again the abbreviations (Fi, HW, AK, etc.) can be used. The same
caveat applies to "viable": it is only really meaningful if the
species option is also set. Specifying multiple backgrounds causes
one to be selected at random from the given species. The combo option
overrides (and is overridden by) this option.
combo += (HuFi . short sword | Human Monk | ...), <combo>, ...
(List option)
Specifies a complete set of species, background, and (where
applicable) weapon. If a combo requires a weapon choice and one isn't
specified, it is prompted for. Combos may be abbreviated or specified
in full. If multiple combos are specified, one is selected randomly
from the specified combos. The weapon, species, and background
options are overridden by (and override) this option.
restart_after_game = maybe/true
When set to true, at the game end, crawl will return to the main menu.
If set to maybe, crawl will return to the main menu only if the startup
options don't bypass the main menu, otherwise it will exit. If set to
false, it will exit unconditionally. This option is set to true for
local tiles builds by default, and maybe by default for other builds.
This option is ignored for online games.
restart_after_save = true
When the game is saved, return to the main menu. This option
only has an effect if restart_after_game is set to maybe or true.
This option is ignored for online games.
newgame_after_quit = false
When true, if a name/combo is set, quit will do a fast restart. On this
setting, with restart_after_game as non-false, it may be possible to
exit crawl only via saving.
name_bypasses_menu = true
When set to true, having a valid name set via options will skip the main
menu and jump right to a game or character selection (if there is no
save).
default_manual_training = false (persistent)
When set to true, new characters will start with skill training
set to manual mode instead of automatic mode. This will also set the
[!] selection on the skill (m) menu to "cost" by default, instead of
"training".
autopickup_starting_ammo = true
When set, at game start, autopickup is forced on (as per the \ menu)
for the player's starting ammunition type. Even when this option is
set, autopickup of those items can be disabled from the \ menu once
the game has begun.
game_seed = none
A number indicating the seed to initialize the random number generator
from. Within certain limits, the same seed will deterministically lead
to the same dungeon. If set to "none" or 0, the seed will be chosen
randomly. This can also be set directly via the command line with
"-seed", which will override any rc file setting. This value is an
unsigned 64 bit integer.
pregen_dungeon = incremental
This setting determines the level generation mode for new games, which
interacts with random seeding (see the "Seeded play" section of the
manual). In order to generate a stable dungeon from a seed, levels need
to be generated in a consistent order. The recommended setting of
`incremental` will generate levels as needed when entering a new level
so that the game always generates levels in the same order, potentially
catching up when skipping levels in the standard order.
When set to `true` or `full`, the game will pregenerate the entire
connected dungeon when starting a new character. This leads to
deterministic dungeon generation relative to a particular game seed,
and no load times when entering levels, but at the cost of a slow game
start. Some servers may disallow full pregeneration for online play.
When set to `false` or `classic`, the game will generate all levels on
level entry, as was the rule before 0.23. Dungeons will not be stable
given a seed with this option.
suppress_startup_errors = false
If this is false, and an error is detected as the game first starts
(such as a mistake in a configuration file), bring up a screen before
loading to display these.
The main menu will contain a warning of errors regardless of this
setting, and it does not affect what happens with errors detected as a
character is loaded.
map = ""
This can be used to choose a sprint map. If set in an rc file, this
value skips the sprint map selection submenu. Valid options are:
dungeon_sprint_1, the_violet_keep_of_menkaure, dungeon_sprint_mu,
dungeon_sprint_fedhas, sprint_v, arena_sprint, pitsprint, meatsprint,
and linesprint.
fully_random = false
Set to true to choose a combo randomly. If either species or job is
set to `viable`, this will choose a combo from "recommended"
characters, otherwise, it will choose combos entirely randomly. When
set, the character selection menus are replaced with a prompt that
offers you a combo, and allows you to accept or reroll.
arena_teams = ""
Set to preselect teams in arena mode. When set, arena mode goes directly
to the competition.
2- File System.
================
The following directory options may be ignored or overridden on some systems
and builds. For example, they cannot be set in an rc file for online play. They
can also be set via the command line.
crawl_dir = <path>
A path to be used for the relative paths when looking for other
files. The default for this value is dependent on the system and
build type. This option can also be set the `CRAWL_DIR` environment
variable. When set, this will override the following three directory
options if they have been previously set.
save_dir = saves/
Directory where saves and bones are stored. A relative path
will be interpreted relative to the value of `crawl_dir`.
morgue_dir = morgues/
Directory where morgue dumps files (morgue*.txt and
morgue*.lst) as well as character dumps files are written. A relative
path will be interpreted relative to the value of `crawl_dir`.
macro_dir = <path>
Directory for reading macro.txt.
It should end with the path delimiter. The default value for this
is dependent on system and build type.
sounds_on = true
(Requires "Sound support"; check your version info)
If true, plays sound effects in various situations.
sound ^= <regex>:<path to sound file>, <regex>:<path>,
(Ordered list option)
Plays the sound file if a message contains regex. In case of
multiple matching regexes, only the sound of the last regex
is played. The regex should not include commas or colons.
For example
sound += LOW HITPOINT WARNING:sound\sounds2\danger3.wav
There are certain pre-defined regexes, as well, which can be
used to get a sound to trigger for something that cannot
otherwise be matched using a regex string. For example,
using FIRE_PROMPT_SOUND for the regex will cause Crawl to
play a sound whenever the fire prompt is opened. Check
sound.h for a full listing of all these pre-defined regex
strings.
sound_file_path = <path>
When playing sounds (with the option above), the contents of
this variable is appended to the start of the path. This is
intended to make it easier to take one configuration across
several platforms. These two lines are equivalent to the
example above:
sound_file_path = sound\sounds2\
sound += LOW HITPOINT WARNING:danger3.wav
The most recent instance of this option is the one that
takes effect, and is not applied retroactively to previous
instances of the sound option.
one_SDL_sound_channel = false
When true, only one sound can play at a time (if using SDL).
Is false by default since non-SDL sound backends don't
support such control.
3- Interface.
==============
3-a Picking up and Dropping.
--------------------------------
autopickup = $?!+"/♦
The above is the default list. The valid symbols are
) Weapons
( Missiles
[ Armour
/ Wands
? Scrolls
" or = Jewellery
! Potions
+ or : Books
| Staves
0 Orbs
} Misc. items
$ Gold
♦ Gems
Note that _whether_ items are picked up automatically or not, is
controlled by the in-game toggle Ctrl-A. Also note that picking
up takes a turn, but only one turn (regardless of the number of
items). If you teleport or blink onto a square with interesting
items, these will not be picked up.
autopickup_exceptions ^= <pickup-regex, >don't-pickup-regex, ...
(Ordered list option)
A set of regexes that force matching items to be picked up (if
prefixed with <), or never picked up (if prefixed with >).
The list is order sensitive: the first matching rule will be applied to
an item.
An example:
autopickup_exceptions += <curare-tipped dart
Forces autopickup to grab all curare-tipped darts, even if
missiles are not set in the "autopickup" option.
Whitespace between <> and the match expression is significant,
so the following won't work:
autopickup_exceptions += < box of beasts
autopickup_exceptions replace the older ban_pickup. Using
autopickup_exceptions += >uselessness, >inaccuracy
is the same as using
ban_pickup += uselessness, inaccuracy
If the regexes are not prefixed with < or >, > is implied, so
the option setting above can also be written as
autopickup_exceptions += uselessness, inaccuracy
You can use multiple autopickup_exceptions lines. Some examples:
autopickup_exceptions += inaccuracy, immolation
autopickup_exceptions += uselessness, noise, torment
Unless you clear the list of exceptions, you won't need to set
autopickup exceptions for potions except maybe for very special
cases.
default_autopickup = true
When set to false, the game starts with autopickup turned off.
You can still toggle autopickup in-game with Ctrl-A.
pickup_thrown = true
pickup_thrown = true causes autopickup to pick up thrown/fired
missiles, which can make life much easier for hunter types. Be
aware that autopickup uses a turn, though it won't trigger if
there are hostile monsters in sight.
assign_item_slot = (forward | backward)
When picking up items, the inventory slot into which the item
goes is normally the first free slot from a-zA-Z (this is the
default "forward" behaviour). Setting assign_item_slot to
"backward" changes the slot assignment to the first letter after
the last slot.
For instance, if you have items on 'a' and 'c', then with
assign_item_slot = forward, the next item will go into 'b',
assign_item_slot = backward, the next item will go to 'd'
instead.
With "backward", items dropped/fired and picked up later are
more likely to get their old slot back.
pickup_menu_limit = 1
If there are more items than this on your square, a menu will be
displayed when picking up multiple items instead of prompting for each
item. If zero, never use the menu. If negative, use the value of
item_stack_summary_minimum - 1, instead.
Note that no matter the value of the option, picking up will always
take one turn.
drop_filter += <regex>, <regex>, ...
(List option)
When selecting items using the global (de)select keys (',' or
'-') in a multidrop menu, you can choose to select only items
that match a search regex using this option.
For instance, to quickly select items forbidden by your god, you could
use:
drop_filter += forbidden
drop_filter will match against the same keywords menu_colour uses,
except that it lacks identification status. It defaults to
useless_item.
When a drop_filter is set, using the select/deselect keys will
set/clear selection of items that match the filter
expression(s).
3-b Passive Sightings (detected or remembered entities).
------------------------------------------------------------
detected_monster_colour = lightred
Detected monsters will be given this colour.
detected_item_colour = green
Detected items will be given this colour.
remembered_monster_colour = darkgrey
The colour for monsters you have seen before.
3-c Dungeon View Item and monster highlighting
-------------------------------------------------
These options allow controlling the way certain monsters and items are shown
in console dungeon view, by changing their colour or reversing fore- and
background. There are several highlighting choices (these will not work
everywhere; it depends on OS and terminal):
none -- disable highlighting for the category
standout -- often the same as reverse, might be underline or
dim
bold -- used by colour curses for brightening foreground
colours
blink -- used by colour curses for brightening background
colours
reverse -- this will probably work
dim -- probably no effect
underline -- this will probably work
highlight:colour -- set background colour of highlighted monsters to
"colour"
The last can be abbreviated to hi:colour.
See part Windows (5-b) for dos_use_background_intensity.
Previously these options were named `..._brand`, and the old names are
available for backwards-compatibility.
friend_highlight = hi:green
Highlight friends in some way. This is very helpful for summoners. The
default setting shows friends with a green background. If the friend is
itself green, it'll show up as black on green.
neutral_highlight = hi:lightgrey
Highlight neutral monsters in some way. Useful both to get out of
a neutral monster's path, and to avoid accidentally killing it.
The default setting shows neutrals with a dark grey background. Since
there are no darkgrey monster glyphs anymore, this works fine.
unusual_highlight = hi:magenta
Highlight hostile monsters carrying unusual items. Useful to show if a
monster should be handled with care because it has an atypical item,
such as a wand or a distortion weapon.
This is used in conjunction with the unusual_monster_items option:
unusual_monster_items determines which items will cause a monster to be
highlighted.
stab_highlight = hi:blue
This option highlights monsters that are fully unaware of the player
and therefore are will not attack, and are guaranteed to take stab
damage if attacked appropriately by the player.
may_stab_highlight = hi:brown
This option highlights monsters that are having trouble paying
attention to the player by, for example, being confused or
distracted. These monsters may be able to be stabbed, depending
on Stealth and weapon skill levels and various other factors, and will
(at least) have trouble attacking the player with their current status.
heap_highlight = reverse
Highlights heaps of items (more than one item or stack).
feature_item_highlight = reverse
Highlights features (stairs, shops, altars) that would otherwise be
hidden by items. If you use this option, the item glyph(s) on the
square are hidden by the feature symbol.
trap_item_highlight = reverse
Highlights traps that would otherwise be hidden by items. If you
use this option, the item glyph(s) on the square are hidden by the trap
symbol (^).
3-d Level Map Functions.
----------------------------
level_map_cursor_step = 7
How many squares the cursor moves on the level map when using
Shift-direction.
3-e Viewport Display Options.
---------------------------------
The viewport is the portion of the map that is displayed during normal
play. The viewport is 33x17 by default, but if you use larger terminal
sizes, you can set these options to make the game show a larger
viewport.
None of these options affects gameplay. In particular, your character's
line-of-sight is unaffected by these options.
view_max_width = 33 (max 81)
Sets the maximum width of the viewport (defaults to 33).
Making this larger will allow Crawl to show a wider viewport
on larger terminals. This is ignored in tiles, the viewport will
always use all the available space.
view_max_height = 21 (max 71)
Similar to view_max_width, but sets the viewport's maximum height.
In tiles, this value is used to set when space starts to be affected
to the message area instead of the viewport. When the message area
reaches msg_max_height, the remaining space goes to the viewport.
If for performance reason you need a smaller viewport, either reduce
the window size, or increase the message area.
* Note that using large viewports can slow the game down.
view_lock_x = true
Keeps the player character centred horizontally in the
viewport, continuously scrolling the viewport to match the
PC's movements. If this is not set, the player character can
move horizontally within the viewport, and the viewport will
scroll only when the character's line-of-sight reaches the
left or right edge.
view_lock_y = true
Keeps the character centred vertically in the viewport.
view_lock = true
Aliased option that sets both view_lock_x and view_lock_y.
centre_on_scroll = false
If this is set, the viewport centres on the player character
whenever it scrolls (this option is irrelevant if view_lock_x
and view_lock_y are set).
symmetric_scroll = true
If this is set, the viewport will scroll in a manner consistent
with the character movement that caused the scroll.
To illustrate, let's say the PC is at the lower edge of the
viewport, but is near the horizontal centre. Now the PC moves
diagonally down and right, forcing the viewport to scroll up
one line. If symmetric_scroll is set, the viewport will also
scroll left one column to match the PC's diagonal movement. If
symmetric_scroll is not set, the viewport will only scroll up,
not horizontally. symmetric_scroll can be less disorienting
than free scrolling.
This option is not relevant if view_lock or centre_on_scroll
are set.
scroll_margin_x = 2
How far from the left or right edges scrolling starts. By
default, if the PC's square of line-of-sight is closer than
two squares from the edge, the viewport scrolls. If set at
zero, the viewport scrolls only when the LOS circle reaches
the viewport edge.
scroll_margin_y = 2
How far from the top or bottom edges scrolling starts.
scroll_margin = 2
An aliased option that sets both scroll_margin_x and
scroll_margin_y.
always_show_exclusions = true
If true, display travel exclusions and their exclusion radius in
the viewport. Exclusions are always visible on the level map
(access with X) regardless of the value of this option.
Exclusions are also visible in terrain-only mode (access with |).
This option has no effect in tiles builds, where exclusions are
always shown both in the viewport and on the level map.
3-f Travel and Exploration.
-------------------------------
travel_delay = 20 (defaults to -1 for online servers)
How long travel waits after each move (milliseconds), and also
how long auto-explore waits after each move unless explore_delay
is set. Depends on platform. Setting to -1 will jump to end of
travel - you will not see the individual moves.
explore_delay = -1
How long auto-explore waits after each move (milliseconds). Depends on
platform. In particular, setting travel_delay = -1 and
explore_delay = 20 means you will see the individual moves of
autoexplore, but not the individual moves of other forms of travel.
Setting to -1 means the auto-explore delay will be the same as
travel_delay.
rest_delay = 0 (defaults to -1 for online servers)
How long resting waits after each move (milliseconds). Depends on
platform. Setting rest_delay = -1 will prevent the display updating
during resting.
travel_avoid_terrain = (shallow water | deep water)
Prevent travel from routing through shallow water. By default,
no terrain is avoided. For merfolk and/or characters with
permanent flight,
travel_avoid_terrain = shallow water, deep water
will prevent travel or explore from going through any water.
This option supports list syntax.
explore_greedy = true
Greedy explore travels to items that are eligible for
autopickup in addition to exploring the level, but is
otherwise identical to regular explore. Explore greed is
disabled if autopickup is off (Ctrl-A).
explore_greedy_visit = artefacts,glowing_items
explore_greedy_visit += stacks
(List option)
Greedy exploration will visit squares with items based on
these conditions.
stacks: makes explore_greedy visit all stacks even if they don't
necessarily have target auto pickup items
glowing_items: makes explore_greedy visit glowing_items,
even if not in a stack
artefacts: makes explore_greedy visit artefacts, even
if not in a stack
explore_item_greed = 10
Greedy exploration treats items as if they were this much closer (or
further away, if negative) when deciding whether to visit a square with
an item or explore a new square.
explore_stop = items,stairs,shops,altars,portals,branches,runed_doors
explore_stop += greedy_pickup_smart,greedy_visited_item_stack
(List option)
Explore will stop for one of these conditions. Whatever you
set this option to, anything that stops travel will also stop
explore.
The "branches" condition stops for branch entrances but not for
other kinds of stairs or portals.
NOTE: runrest_ignore_message has no effect on explore_stop.
When using non-greedy explore, items causes explore to stop
when any new item comes into view. When using greedy explore,
the conditions act as follows:
items: stop when items that aren't eligible for autopickup come
into view.
greedy_items: stop when items that are eligible for autopickup
come into view.
greedy_pickup: stop after you automatically pick up any item
eligible for autopickup, excluding gold, but including
items thrown/fired by the player. You can make certain items
*not* trigger this with the option explore_stop_pickup_ignore
greedy_pickup_gold: stop when automatically picking up gold during
greedy explore.
greedy_pickup_smart: Similar to greedy_pickup, but tries to be
smart about it, meaning only stopping for items which aren't
similar to any you already have in your inventory. It
doesn't stop for automatically picking up items which were
thrown/fired by the player; you can add "greedy_pickup_thrown"
if you want to stop for those.
greedy_pickup_thrown: Stops after you pick up any item you've
thrown/fired. greedy_pickup automatically does this, but
greedy_pickup_smart does not. explore_stop_pickup_ignore
does not affect this condition.
greedy_visited_item_stack: Stop when visiting a stack of items
previously unknown to the player, even if the stack contains
nothing eligible for autopickup.
glowing_items: like items, but only for items which are
glowing/runed/embroidered/etc.
artefacts: like items, but only for artefacts.
runes: like items, but only for runes.
explore_stop_pickup_ignore += <regex>, <regex>, ...
(List option)
If explore_stop has greedy_pickup or greedy_pickup_smart set,
then picking up any items matching any of the regexes in the list
will *not* stop auto-explore.
This option has no effect on items which were thrown by the player.
explore_wall_bias = 0
Adjusts how much autoexplore favours attempting to discover room
perimeters and corners. At higher values, autoexplore will more
heavily favour visiting squares that are next to walls; at 0 it
will not favour them at all. At negative values it will prefer
to stay away from walls. Note that setting this to a non-0 value
generally makes it slower to completely explore a level.
travel_key_stop = true
If set to true then travel will stop at any keypress.
travel_one_unsafe_move = false
If set to true then travel will make one move before conducting safety
checks for nearby danger.
tc_reachable = blue
tc_dangerous = cyan
tc_disconnected = darkgrey
tc_excluded = lightmagenta
tc_exclude_circle = red
tc_forbidden = lightcyan
The above six settle the colouring of the level map ('X').
They are
reachable: all squares safely reachable (without leaving the
level)
dangerous: squares which are only connected to you via traps,
etc.
disconnected: squares which cannot be reached without leaving
the level
excluded: the colour for the centre of travel exclusions ('e')
excluded_circle: the colour for travel exclusions apart from
centre