# Crawl Init file # # On Unix systems (such as Mac OS X, Linux and the BSDs), you must copy # init.txt to ~/.crawlrc or ~/.crawl/init.txt as: # cp init.txt ~/.crawlrc # # Lines beginning with '#' are comments. The basic syntax is: # # field = value or field.subfield = value # # Only one specification is allowed per line. # # The terms are typically case-insensitive except in the fairly obvious # cases (the character's name and specifying files or directories when # on a system that has case-sensitive filenames). # # White space is stripped from the beginning and end of the line, as # well as immediately before and after the '='. If the option allows # multiple comma/semicolon-separated terms (such as # autopickup_exceptions), all whitespace around the separator is also # trimmed. All other whitespace is left intact. # # For descriptions concerning an option consult the file # options_guide.txt # in your /docs directory. Also note that the ordering of the options # is taken from that file; this is for presentational reasons only. # # Note that all boolean options (i.e. values of 'true' or 'false') have # their non-default value commented out. You can toggle these by just # uncommenting. # Options with several values, e.g. drop_mode = (multi | single), # usually have the first value as default. # # The options for monster glyphs and item colours don't matter for Tiles. # Similarily, tile options are ignored in console games. ##### Ancient versions ############################################## # If you're used to the interface of ancient versions of Crawl, you may # get back parts of it by uncommenting the following options: # include = 034_command_keys.txt # target_unshifted_dirs = true # clear_messages = true # # And to revert monster glyph and colouring changes: # include = 034_monster_glyphs.txt # include = 052_monster_glyphs.txt # include = 060_monster_glyphs.txt # include = 071_monster_glyphs.txt # include = 080_monster_glyphs.txt # include = 0.9_monster_glyphs.txt ##### 1- Starting Screen ############################################ # # name = Delilah # remember_name = false # weapon = (short sword | falchion | quarterstaff | hand axe | spear | mace # | trident | unarmed | random) # species = (Human |...| Vampire | random) # job = (Fighter |...| Wanderer | random) # random_pick = true # good_random = false # restart_after_game = true # default_manual_training = true ##### 2- File System ############################################### # # crawl_dir = # morgue_dir = morgue # save_dir = saves # macro_dir = settings/ # sound = : ##### 3- Lua Files ################################################# # lua_file = lua/stash.lua lua_file = lua/wield.lua lua_file = lua/runrest.lua lua_file = lua/gearset.lua lua_file = lua/trapwalk.lua # kills.lua yields more information at the cost of huge dumps. # lua_file = lua/kills.lua # autofight.lua allows binding both movement and attack a single key. # Use at your own discretion! See options_guide.txt for details. lua_file = lua/autofight.lua ##### 4- Interface ################################################# # ##### 4-a Picking up and Dropping ############### # autopickup = $?!+"/% # There is a long list of autopickup exceptions in include = autopickup_exceptions.txt drop_filter = useless_item # default_autopickup = false # autopickup_no_burden = false # pickup_thrown = false # chunks_autopickup = false # assign_item_slot = (forward | backward) # # drop_mode = (multi | single) # pickup_mode = (single | multi | auto:5) # drop_filter = skeleton, corpse, useless_item # default_friendly_pickup = (none | friend | player | all) ##### 4-b Targetting ############################ # # default_target = false # target_unshifted_dirs = true # darken_beyond_range = false ##### 4-c Passive Sightings ##################### # # detected_monster_colour = lightred # detected_item_colour = green # remembered_monster_colour = darkgrey # clean_map = true ##### 4-d Branding ############################## # # friend_brand = hi:green # neutral_brand = hi:lightgrey # stab_brand = hi:blue # may_stab_brand = hi:yellow # heap_brand = reverse # feature_item_brand = reverse # trap_item_brand = reverse ##### 4-e Level Map Functions ################### # # level_map_cursor_step = 7 # level_map_title = false # show_waypoints = false ##### 4-f Viewport Options ################### # # view_max_width = 33 # view_max_height = 21 # view_lock_x = false # view_lock_y = false # view_lock = false # center_on_scroll = true # symmetric_scroll = false # scroll_margin_x = 2 # scroll_margin_y = 2 # scroll_margin = 2 ##### 4-g Travel and Exploration ################# # # travel_delay = 20 # explore_delay = -1 # travel_avoid_terrain = shallow water # # explore_greedy = false # explore_stop = items,greedy_pickup_smart,stairs,shops,altars,gates # explore_stop += greedy_visited_item_stack # explore_improved = true # explore_wall_bias = 0 # travel_key_stop = false # # explore_stop_pickup_ignore = curare auto_exclude = oklob,statue,curse skull,roxanne,hyperactive,lightning spire # tc_reachable = blue # tc_dangerous = cyan # tc_disconnected = darkgrey # tc_excluded = lightmagenta # tc_exclude_circle = red # runrest options (require runrest.lua to be included above) runrest_ignore_poison = 2:30 runrest_ignore_monster = butterfly:1 # runrest_ignore_monster = swamp worm:3 # The file runrest_messages.txt contains a list of default # runrest message settings. Add your own before this to override # later settings. # runrest_stop_message = You hear a.* slurping noise # runrest_ignore_message = Jiyva's power touches on your attributes include = runrest_messages.txt trapwalk_safe_hp = dart:20,needle:15,arrow:35,bolt:45,spear:40,axe:45,blade:95 #rest_wait_both = true ##### 4-h Stashes ############################### # # annotate_item_class = true # annotate_item_dropped = true ##### 4-i Command Enhancements ################## # # auto_list = false # auto_switch = true # easy_open = false # easy_unequip = false # equip_unequip = true # easy_confirm = (none | safe | all) # allow_self_target = (yes | no | prompt) # confirm_butcher = (auto | always | never) # prefer_safe_chunks = false # easy_eat_chunks = true # easy_eat_gourmand = true # easy_eat_contaminated = true # auto_eat_chunks = true # prompt_for_swap = false # easy_quit_item_prompts = false # easy_exit_menu = true # sort_menus = pickup: true : art, ego, basename, qualname, curse, qty sort_menus = inv: true : equipped, freshness, charged # autofight_stop = 30 ##### 4-j Messages and Display Enhancements ##### # # hp_warning = 30 # mp_warning = 0 # hp_colour = 50:yellow, 25:red # mp_colour = 50:yellow, 25:red # stat_colour = 1:lightred, 3:red # status_caption_colour = yellow # mlist_min_height = 4 # msg_min_height = 7 # msg_max_height = 10 # mlist_allow_alternate_layout = true # messages_at_top = true # mlist_targetting = true # show_gold_turns = true # show_game_turns = true # show_newturn_mark = false # clear_messages = true # small_more = true # show_more = false # show_inventory_weights = true # item_stack_summary_minimum = 5 # list_rotten = false # msg_condense_repeats = false # msg_condense_short = false # show_no_ctele = false # skill_focus = false ##### Colours (messages and menus) ##### # # menu_colour_prefix_class = false # menu_colour_shops = false # Food is colour coded in standard_colours.txt as follows: include = standard_colours.txt # # yellow = preferred food ($preferred) # darkgrey = cannot be eaten at all ($inedible) # lightred = causes rot ($rot-inducing) # magenta = dangerous to use, mutagenic ($dangerous, $mutagenic) # red = considered "evil" by your deity ($evil) # lightgreen = poisonous ($poisonous) # brown = contaminated, may cause nausea ($contaminated) # # You can change colours by using something like # $contaminated := magenta include = food_colouring.txt # There is elaborate colouring of items in the inventory (and other menus) # depending on their usefulness, taking species and other criteria into account. include = menu_colours.txt # Colouring of autoinscribed god gifts menu_colour = pickup:green:god gift # Highlight (partly) selected items menu_colour = inventory:white:\w \+\s menu_colour = inventory:white:\w \#\s # Colouring of messages # Messages are colour coded in standard_colours.txt as follows: # # lightred = really important messages ($danger) # yellow = significant messages ($warning) # lightred = item damaged/destroyed ($item_dmg [same as $danger]) # darkgrey = boring, message clutter ($boring) # include = messages.txt # Colouring for the notes menu_colour = notes:white:Reached XP level # These lines will suppress extra feedback messages from travel/shift-running. # # message_colour = mute:warning:comes into view # message_colour = mute:You start (searching|resting) # message_colour = mute:Done searching # message_colour = mute:(HP|Magic) restored # message_colour = mute:warning:Not with.*(in view|monsters around) # You can also enforce a --more-- prompt for messages ## Avoid wasting turns with aborted actions: # force_more_message = There are no visible monsters within range # force_more_message = This wand has no charges force_more_message = You have reached level force_more_message = Your scales start force_more_message = You fall through a shaft ## Reduce chance of drowning because levitation or form runs out: force_more_message = Careful! # Announcements of timed portal vaults (bazaar, labyrinths): force_more_message = interdimensional caravan force_more_message = distant snort ##### 4-k Firing Commands ####################### # # fire_items_start = a # fire_order = launcher, return # fire_order += javelin / dart / stone / rock / spear / net / handaxe / dagger / club # fire_order += inscribed ##### 4-l Channels ############################## # # channel.multiturn = mute ##### 4-m Inscriptions ########################## # # autoinscribe = bad_item.*potion:!q # autoinscribe = potion.*mutation:!q # autoinscribe = royal jell:=g # autoinscribe_artefacts = false # autoinscribe_cursed = false # autoinscribe = fruit:!e ##### 4-n Macro related Options ################# # # flush.failure = false # flush.command = true # flush.message = true ##### 4-t Tile related Options ################## # All tiles specific options are in the external file include = tiles_options.txt ##### 5- Dump File ################################################# # ##### 5-a Items and Kill List ################### # # kill_map = friend:you, other:you # dump_kill_places = (single | all | none) # dump_item_origins = all,artifacts,ego_arm,ego_weap,jewellery,runes # dump_item_origin_price = -1 # dump_message_count = 20 # dump_order = header, hiscore, stats, misc, notes, inventory, # dump_order += turns_by_place, skills, spells, overview, mutations, # dump_order += messages, screenshot, monlist, kills_by_place, kills # dump_order += spell_usage, action_counts # dump_book_spells = false ##### 5-b Notes ################################# # # user_note_prefix=@@@ ood_interesting = 8 note_hp_percent = 5 note_skill_levels = 1,5,10,15,27 #note_all_skill_levels = true #note_skill_max = false #note_all_spells = false #note_xom_effects = false note_items = rod of, acquirement, preservation, running, of Zot note_messages = You pass through the gate note_messages = cast .* Abyss note_messages = Your scales start note_messages = protects you from harm note_messages = You fall through a shaft note_monsters = orb of fire, ancient lich, Sigmund ##### 6- Miscellaneous ############################################# # ##### 6-a All OS ################################ # # mouse_input = true # wiz_mode = no # char_set = ascii # use_fake_player_cursor = false # # colour.lightgray = black # colour.lightcyan = cyan # colour.yellow = brown # # pizza = Sausage # show_player_species = true # See options_guide.txt for the options # cset, feature, mon_glyph ## Highlight the edge of unexplored terrain. # feature = explore horizon {',,green} ##### 6-b Windows console ####################### # # dos_use_background_intensity = true # background = black ##### 6-c Unix console ########################## # # use_fake_cursor = false ##### 6-d Alternative keybinding files ########## # # Alternative vi bindings for Dvorak users. # include = dvorak_command_keys.txt # # Override the vi movement keys with a non-command. # include = no_vi_command_keys.txt