# 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- Interface ################################################# # ##### 3-a Picking up and Dropping ############### # # Rods are \ here. autopickup = $?!:"/% # 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) ##### 3-b Targetting ############################ # # default_target = false # target_unshifted_dirs = true # darken_beyond_range = false ##### 3-c Passive Sightings ##################### # # detected_monster_colour = lightred # detected_item_colour = green # remembered_monster_colour = darkgrey # clean_map = true ##### 3-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 ##### 3-e Level Map Functions ################### # # level_map_cursor_step = 7 # level_map_title = false # show_waypoints = false ##### 3-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 ##### 3-g Travel and Exploration ################# # # travel_delay = 20 (or -1 online) # explore_delay = -1 # rest_delay = 0 (or -1 online) # travel_avoid_terrain = shallow water # # explore_greedy = false # explore_stop = items,stairs,shops,altars,portals,branches,runed_doors # explore_stop += greedy_pickup_smart,greedy_visited_item_stack # explore_stop += greedy_sacrificeable # sacrifice_before_explore = true # explore_improved = true # explore_wall_bias = 0 # travel_key_stop = false # auto_sacrifice = true # # explore_stop_pickup_ignore += curare # auto_exclude += oklob,statue,curse skull,roxanne,hyperactive,lightning spire # auto_exclude += mimic # tc_reachable = blue # tc_dangerous = cyan # tc_disconnected = darkgrey # tc_excluded = lightmagenta # tc_exclude_circle = red # Interrupting run and rest compound commands: # runrest_ignore_poison = 2:30 # runrest_ignore_monster ^= butterfly:1 # runrest_ignore_monster ^= swamp worm:3 # runrest_stop_message += You hear a.* slurping noise # runrest_ignore_message += Jiyva's power touches on your attributes # A good number of runrest_messages are defined by default; you may want to # clear them or override some. # trapwalk_safe_hp = dart:20,needle:15,arrow:35,bolt:45,spear:40,blade:95 #rest_wait_both = true ##### 3-h 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) easy_eat_chunks = true auto_eat_chunks = true # auto_drop_chunks = (never | rotten | yes) # 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 ##### 3-i Messages and Display Enhancements ##### # hp_warning = 70 mp_warning = 30 hp_colour = 70:yellow, 35:red mp_colour = 60:yellow, 30: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 = false # show_game_turns = false # show_newturn_mark = false # clear_messages = true # small_more = true # show_more = false # show_inventory_weights = true # item_stack_summary_minimum = 5 # msg_condense_repeats = false # msg_condense_short = false # skill_focus = false # show_travel_trail = false (true for online) ##### 3-j Colours (messages and menus) ########## # # Food is colour coded by default as follows: # # 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 # $contaminated := magenta # You can redefine inventory items like this: # menu_colour ^= inventory:magenta:shillelagh # or ones in pick-up dialogs: # menu_colour ^= pickup:green:god gift # Colouring of messages # Messages are colour coded as follows: # # lightred = really important messages ($danger) # yellow = significant messages ($warning) # lightred = item damaged/destroyed ($item_dmg [same as $danger]) # darkgrey = boring, message clutter ($boring) # # Notes also use, quite misnamed, menu_colour: # 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 ##### 3-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 ##### 3-l Channels ############################## # # channel.multiturn = mute ##### 3-m Inscriptions ########################## # autoinscribe += bad_item.*potion:!q autoinscribe += potion.*mutation:!q autoinscribe += rod of:!a autoinscribe += immolation:!r autoinscribe += lightning rod:!a autoinscribe += deck:!w autoinscribe += royal jelly:!e autoinscribe += ambrosia:!e autoinscribe += ^staff of:!a autoinscribe += uncursed staff of:!a autoinscribe += corpse:@w1 autoinscribe += wand of (tele|hast|heal):!d!p autoinscribe += manual:!d!p # autoinscribe_cursed = false # autoinscribe += fruit:!e # show_god_gift = yes|unident|no ##### 3-n Macro related Options ################# # # flush.failure = false # flush.command = true # flush.message = true ##### 3-o Tile related Options ################## # # tile_show_items = !?/%=([)x}:|\ # tile_skip_title = true # tile_menu_icons = false ### The following lines define the colours of various objects within the ### tiles minimap. See options_guide.txt for more details. # tile_player_col = white # tile_monster_col = red # tile_neutral_col = red # tile_peaceful_col = lightred # tile_friendly_col = lightred # tile_plant_col = darkgreen # tile_item_col = green # tile_unseen_col = black # tile_floor_col = lightgrey # tile_wall_col = darkgrey # tile_mapped_wall_col = blue # tile_door_col = brown # tile_downstairs_col = magenta # tile_upstairs_col = blue # tile_feature_col = cyan # tile_trap_col = yellow # tile_water_col = grey # tile_lava_col = grey # tile_excluded_col = darkcyan # tile_excl_centre = darkblue # tile_window_col = yellow # If Crawl's response rate is too slow, try increasing the update rate. # tile_update_rate = 1000 # If Crawl is lagging when running or resting, try increasing this number. # tile_runrest_rate = 100 # tile_key_repeat_delay = 200 # tile_tooltip_ms = 500 # tile_tag_pref = enemy ### Note: setting window, map or font sizes to '0' implies auto-sizing. # tile_full_screen = true # tile_window_width = 1024 # tile_window_height = 768 # tile_use_small_layout = true # tile_map_pixels = 3 # tile_cell_pixels = 32 # tile_filter_scaling = true # tile_force_overlay = true # tile_layout_priority = minimap, inventory, gold_turn, command, spell # tile_layout_priority += ability, monster # tile_font_crt_file = VeraMono.ttf # tile_font_crt_size = 15 # tile_font_stat_file = VeraMono.ttf # tile_font_stat_size = 16 # tile_font_msg_file = VeraMono.ttf # tile_font_msg_size = 14 # tile_font_tip_file = VeraMono.ttf # tile_font_tip_size = 15 # tile_font_lbl_file = Vera.ttf # tile_font_lbl_size = 14 # tile_font_ft_light = false # tile_show_minihealthbar = false # tile_show_minimagicbar = false ##### 4- Dump File ################################################# # ##### 4-a Saving ################################ # # dump_on_save = false ##### 4-b Items and Kill List ################### # # kill_map = friend:you, other:you # dump_kill_places = (single | all | none) # dump_kill_breakdowns = true # dump_item_origins = all,artifacts,ego_arm,ego_weap,jewellery,runes # dump_item_origin_price = -1 dump_message_count = 50 # 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 += action_counts # dump_book_spells = false dump_order += vaults ##### 4-c Notes ################################# # # user_note_prefix=@@@ # note_hp_percent = 5 # note_skill_levels = 1,5,10,15,27 # note_all_skill_levels = true # note_skill_max = false # note_xom_effects = false # note_chat_messages = false # note_items += rod of, acquirement, preservation, running, of Zot # note_monsters += orb of fire, ancient lich, Sigmund ##### 5- Miscellaneous ############################################# # ##### 5-a All OS ################################ # # mouse_input = true # wiz_mode = no # char_set = ascii # use_fake_player_cursor = false # # Translation to use (in 0.11, only badly incomplete descriptions; Polish # has god messages and a few misc, Greek has sheep). # language = pl|fr|zh|ko|fi|ru|el|da|li|pt|de|lv|cs|hu # # Joke translations (complete!). # language = dwarven|jagerkin|kraut|runes|wide # # colour.lightgray = black # colour.lightcyan = cyan # colour.yellow = brown # # show_player_species = true # See options_guide.txt for the options # cset, feature, mon_glyph, item_glyph ## Highlight the edge of unexplored terrain. # feature = explore horizon {',,green} ##### 5-b Windows console ####################### # # dos_use_background_intensity = true # background = black ##### 5-c Unix console ########################## # # use_fake_cursor = false ##### 5-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 : local dmg_old_hp = 0 < function ready() ParaAlert() AirAlert() BanishAlert() DmgTrack() GodWhispers() end > : function ParaAlert() : local x,y : for x = -8,8 do : for y = -8,8 do : m = monster.get_monster_at(x, y) : if m and (m:attitude() == 0) then : desc = m:desc() : if string.find(desc, "wizard") and not string.find(desc, "orc wizard") : or string.find(desc, "giant eyeball") : or string.find(desc, "great orb of eyes") : or string.find(desc, "sphinx") : or string.find(desc, "lich") : or string.find(desc, "ogre-mage") : or string.find(desc, "vampire knight") : or string.find(desc, "orc sorcerer") : or string.find(desc, "Grinder") : or string.find(desc, "Rupert") : or string.find(desc, "Ereshkigal") : or string.find(desc, "Norris") : or string.find(desc, "Erolcha") : then : crawl.mpr("***EMERGENCY*** This monster can paralyze you: " .. m:desc() .. "") : end : end : end : end :end : function AirAlert() : local x,y : for x = -8,8 do : for y = -8,8 do : m = monster.get_monster_at(x, y) : if m and (m:attitude() == 0) then : desc = m:desc() : if string.find(desc, "air mage") : or string.find(desc, "titan") : or string.find(desc, "blizzard demon") : then : crawl.mpr("***EMERGENCY*** This monster can aistrike: " .. m:desc() .. "") : end : end : end : end :end : function BanishAlert() : local x,y : for x = -8,8 do : for y = -8,8 do : m = monster.get_monster_at(x, y) : if m and (m:attitude() == 0) then : desc = m:desc() : if string.find(desc, "deep elf demonologist") : or string.find(desc, "deep elf sorcerer") : or string.find(desc, "Louise") : or string.find(desc, "Erolcha") : or string.find(desc, "wizard") and not string.find(desc, "orc wizard") : or string.find(desc, "lich") : then : crawl.mpr("***EMERGENCY*** This monster can banish: " .. m:desc() .. "") : end : end : end : end :end : function GodWhispers() : expected_max_hp = 1.2 * 11 * you.xl() * 0.5 + 13 : expected_max_mp = you.xl() + you.xl()/3 : x = you.god() : char_hp = you.hp() : char_mp = you.mp() : if char_hp < expected_max_hp / 4 : then : crawl.mpr("" .. x .. " says: Careful, my child. You are gravely injured.") : elseif char_hp < expected_max_hp / 2 : then : crawl.mpr("" .. x .. " says: Careful, my servant. You are injured.") : if char_mp < expected_max_mp / 4 : then : crawl.mpr("" .. x .. " says: Careful, my child. Your power has almost run out.") : elseif char_mp < expected_max_mp / 2 : then : crawl.mpr("" .. x .. " says: Careful, my servant. You are low on power.") : end : end : end : function DmgTrack() : local bot_hp, bot_mhp = you.hp() : local dmg_inturn = 0 : local huge_int = 0 : local percent_hp = 0 : local percent_old_hp = 0 : local percent_hp_txt = "--%" : if dmg_old_hp > 0 then : if bot_hp < dmg_old_hp then : dmg_inturn = dmg_old_hp - bot_hp : percent_old_hp = math.ceil((dmg_old_hp*100)/bot_mhp) : percent_hp = math.ceil((bot_hp*100)/bot_mhp) : percent_hp_txt = percent_hp .. "%" : if percent_hp < 30 then : percent_hp_txt = "" .. percent_hp_txt .. "" : elseif percent_hp < 55 then : percent_hp_txt = "" .. percent_hp_txt .. "" : elseif percent_hp < 75 then : percent_hp_txt = "" .. percent_hp_txt .. "" : end : percent_hp_txt = percent_hp_txt .. "(" .. bot_hp .. "hp)" : if dmg_inturn > (bot_hp*0.25) then : huge_dmg_note(dmg_inturn) : if dmg_inturn > (bot_hp*0.45) then : crawl.mpr("Mandatory exit. Think how to survive! ") : crawl.mpr("Huge Dmg: -" .. (percent_old_hp-percent_hp) .. "%(-" .. dmg_inturn .. "hp)" .. " hp: " .. percent_hp_txt) : crawl.flush_prev_message() : crawl.more() : crawl.sendkeys("S") : crawl.sendkeys("y") : else : crawl.mpr("Huge Dmg: -" .. (percent_old_hp-percent_hp) .. "%(-" .. dmg_inturn .. "hp)" .. " hp: " .. percent_hp_txt) : dmg_old_hp = bot_hp : crawl.flush_prev_message() : crawl.more() : crawl.more_autoclear() : end : else : if dmg_inturn > (bot_hp*0.15) then : crawl.mpr("Damage: -" .. (percent_old_hp-percent_hp) .. "%(-" .. dmg_inturn .. "hp)" .. " hp: " .. percent_hp_txt) : else : crawl.mpr("Damage: -" .. (percent_old_hp-percent_hp) .. "%(-" .. dmg_inturn .. "hp)" .. " hp: " .. percent_hp_txt) : end : end : crawl.flush_prev_message() : end : end : dmg_old_hp = bot_hp : end : function huge_dmg_note(x) : crawl.take_note("Huge Dmg: " .. x .. " dmg") : end { add_autopickup_func(function(it, name) if it.class(true) == "armour" then local good_slots = {cloak="Cloak", helmet="Helmet", gloves="Gloves", boots="Boots"} st, _ = it.subtype() if good_slots[st] ~= nil and items.equipped_at(good_slots[st]) == nil then return true end end return false end) } { function should_rest() local hp, mhp = you.hp() local mp, mmp =you.mp() return (hp < mhp or mp < mmp or you.confused() or you.slowed() or you.berserk() or you.teleporting() or you.silencing()) end } { function better_autoexplore() if should_rest() then crawl.sendkeys('5') else crawl.sendkeys('o') end end } # Bad things more += Your surroundings flicker more += sense of stasis more += Your amulet of stasis more += You cannot teleport right now more += The writing blurs in front of your eyes more += You fall through a shaft more += A huge blade swings out and slices into you! more += (blundered into a|invokes the power of) Zot more += Ouch! That really hurt! more += dispelling energy hits you more += You convulse more += You are (blasted|electrocuted)! more += You are.*(confused|poisoned) more += flesh start more += (starving|devoid of blood) more += wrath finds you more += lose consciousness more += You are too injured to fight blindly more += calcifying dust hits more += Space warps horribly around you more += hits you.*distortion more += Space bends around you\. more += watched by something