# TEAMCAPTAIN chakan # 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 ################################################# # ##### 4- Interface ################################################# # ##### 4-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) ##### 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,stairs,shops,altars,portals,branches # explore_stop += greedy_pickup_smart,greedy_visited_item_stack # sacrifice_before_explore = true # 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,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 is 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,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 = true # 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 = 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 # list_rotten = false # auto_drop_chunks = (never | rotten | yes) # msg_condense_repeats = false # msg_condense_short = false # show_no_ctele = false # skill_focus += true # show_travel_trail = true ##### Colours (messages and menus) ##### # # menu_colour_prefix_class = false # menu_colour_shops = false # 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 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 # Abyss exits and rune force_more_message = Found a gateway leading out of the Abyss force_more_message = Found .* abyssal rune of Zot ##### 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 ################## # # 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_map_pixels = 3 # 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 ##### 5- Dump File ################################################# # ##### 5-a 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 = 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 += action_counts # dump_book_spells = false ##### 5-b 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_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 # # 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|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 ## 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 #include += meatsprint.rc # pivotalrc was inspired by marvinparc and ellipticrc # crate is right, this is the most important setting clear_messages = true # charset char_set = ascii cset = cloud:xa4 use_fake_player_cursor = true ########## # Spells # ########## # Non-attack spells spell_slot += shroud of golubria:s spell_slot += regeneration:r spell_slot += flight:c spell_slot += control teleport:t spell_slot += swiftness:z spell_slot += missiles:x spell_slot += haste:H spell_slot += insulation:iI spell_slot += invisibility:i spell_slot += apportation:aA spell_slot += blink:B spell_slot += controlled blink:C spell_slot += borgnjor's revivification:R spell_slot += stoneskin:o spell_slot += ozocubu's armour:o spell_slot += necromutation:N spell_slot += recall:rR spell_slot += sublimation of blood:b spell_slot += cure poison:p spell_slot += death's door:D spell_slot += dig:D spell_slot += poison weapon:h spell_slot += blade hands:f spell_slot += ice form:d spell_slot += spider form:s spell_slot += shroud of golubria:s spell_slot += slow:s spell_slot += cause fear:fe spell_slot += enslave:hew spell_slot += summon butterflies:p # low level spells spell_slot += call imp:s spell_slot += pain:f spell_slot += throw f.*:b spell_slot += confuse:e spell_slot += ensorcelled hibernation:f spell_slot += vampiric draining:e spell_slot += force lance:f spell_slot += dazzling spray:s spell_slot += static discharge:s spell_slot += call canine familiar:d spell_slot += summon ice beast:f # mid-level spells spell_slot += battlesphere:h spell_slot += stone arrow:f spell_slot += sticky flame:s spell_slot += throw icicle:f spell_slot += iskenderun's.+blast:fd spell_slot += dispel undead:d spell_slot += agony:hew spell_slot += lee's rapid deconstruction:d spell_slot += iron shot:fg spell_slot += poison arrow:h spell_slot += fireball:fg spell_slot += bolt of.*:fg spell_slot += ^.*cloud:g spell_slot += airstrike:s spell_slot += prism$:he # high-level spells spell_slot += chain lightning:DF spell_slot += crystal spear:DF spell_slot += ^(fire|ice) storm:F spell_slot += shatter:F spell_slot += tornado:F ############# # autofight # ############# # Trigger autofight stop at 50% HP autofight_stop += 50 # change DD autofight to stop at 30% : if you.race() == "Deep Dwarf" then autofight_stop += 30 : end ######################### # convenience functions # ######################### # additional autopickup # from ellipticrc { local function autopickup(it, name) if it.artefact then return true end local class = it.class(true) if class == "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 if class == "weapon" then if name:find("demon") or name:find("double") or name:find("distortion") then return true end end if class == "missile" then if name:find("curare") then return true end end return false end add_autopickup_func(autopickup) } ############## # autopickup # ############## autopickup = $?!+"/% ae := autopickup_exceptions ae += useless_item ae += dangerous_item ae += evil_item ae += amulet of (inaccuracy|the gourmand|controlled flight|warding|stasis) ae += amulet of (resist .*|clarity|rage|conservation|guardian spirit|faith) ae += ring of (see invisible|levitation|poison resistance|teleportation) ae += ring of (invisibility|teleport control|magical power) ae += ring of ^(dex|str|int) ae += ring of (sustain abilities|sustenance|wizardry|life protection) ae += scroll of (unholy creation|amnesia) ae += scroll of enchant (weap|arm|rechar|fog) ae += potion of restore abilities ae += wand of (random effects|confusion|paralysis|enslavement|slowing) ae += wand of (frost|flame|magic darts|lightning) ae += rod of striking ae += staff of .* ae += <.*curare drop_filter += useless_item default_friendly_pickup = none autopickup_no_burden = true pickup_mode = multi ########## # travel # ########## travel_delay = -1 explore_delay = -1 explore_stop += items,greedy_pickup_smart,stairs,shops,altars,gates auto_exclude += oklob plant,statue,curse skull,roxanne, hyperactive trapwalk_safe_hp = dart:20,needle:15,arrow:35,bolt:45,spear:40,axe:45,blade:95 stop := runrest_stop_message ignore := runrest_ignore_message stop += You are starting to lose your buoyancy stop += You start to feel a little slower stop += You lose control over your flight stop += You start to feel a little uncertain stop += Your skin is crawling a little less now stop += Your stomach is not as upset anymore stop += Your magical contamination has completely faded away stop += Deactivating autopickup : if you.race() == "Ghoul" then stop += smell.*(rott|decay) stop += something tasty in your inventory : end : if you.god() == "Xom" then stop += god: : end ignore += You feel.*sick ignore += pray: ignore += talk: ignore += talk_visual: ignore += friend_spell: ignore += friend_enchant: ignore += friend_action: ignore += sound: ignore += friend_spell: ignore += disappears in a puff of smoke ignore += engulfed in a cloud of smoke ignore += safely over a trap ignore += You feel.*sick ignore += Jiyva gurgles merrily ignore += Jiyva appreciates your sacrifice ignore += Jiyva says: Divide and consume ignore += You hear.*splatter ignore += You hear.*slurping noise ignore += You feel.*less hungry ignore += You feel.*better ignore += You feel your power returning ignore += engulfed in a cloud of smoke ignore += standing in the rain ignore += engulfed in white fluffiness ignore += A.*toadstool withers and dies ignore += toadstools? grows ignore += You walk carefully through the ignore += You found a web trap! ignore += cloud of steam runrest_ignore_poison = 2:10 runrest_ignore_monster += fish:2 runrest_ignore_monster += swamp worm:2 runrest_ignore_monster += shark:2 runrest_ignore_monster += butterfly:1 ############# # interface # ############# # food # very convenient, but pressing 5 in front of a monster with a chunk in your # inventory might (will) make you eat the chunk. confirm_butcher = never easy_eat_chunks = true easy_eat_gourmand = true easy_eat_contaminated = true auto_eat_chunks = true auto_drop_chunks = rotten sort_menus = inv: true : equipped, freshness, charged hp_warning = 50 hp_colour = 100:green, 99:lightgray, 75:yellow, 50:red mp_colour = 100:green, 99:lightgray, 50:yellow, 25:red stat_colour = 3:red, 7:lightred show_gold_turns = true show_game_turns = true show_inventory_weights = true default_manual_training = true skill_focus = true # autosac for blood gods only :if you.god() == "Elyvilon" then auto_sacrifice = false :elseif you.god() == "Nemelex Xobeh" then auto_sacrifice = false :else auto_sacrifice = true :end ########### # prompts # ########### more := force_more_message # distortion more += Space warps horribly around you more += hits you.*distortion more += Space bends around you\. # ghost moths/antimagic more += watched by something more += You feel your power leaking # torment/holy wrath more += You convulse # dispel breath more += dispelling energy hits you # early unseen horrors more += It hits you! more += You have reached level more += You fall through a shaft # abyss convenience prompts more += Found an abyssal rune more += Found.*gateway leading deeper.*Abyss more += Found a gateway leading out of the Abyss # necromutation more += You feel yourself coming back to life # summon greater demon more += is no longer charmed # Announcements of timed portal vaults (bazaar, labyrinths): more += interdimensional caravan more += distant snort # expiring buffs more += You start to feel a little slower more += You are starting to lose your buoyancy more += Your surroundings flicker more += You start to feel a little uncertain # other bad things more += The writing blurs in front of your eyes more += You miscast Controlled Blink more += You are (blasted|electrocuted)! more += blast.*calcify.*hits.you : if you.god() == "Xom" then more += god: : end ################ # inscriptions # ################ : if you.god() == "Ashenzari" then autoinscribe += scroll.*curse:!r : end : if you.race() == "Vampire" then autoinscribe += potions? of blood:@*1 : end : if you.god() == "Fedhas" then autoinscribe += fruit:!e :end autoinscribe += (royal jell|ambrosia):!e autoinscribe += distort:!w autoinscribe += rod of:!a autoinscribe += staff of (conjuration|energy|channeling|power|wizardry):!a autoinscribe += chunks? of:@w1 autoinscribe += of faith:!P autoinscribe += scroll.*torment:!r autoinscribe += scroll.*silence:!r autoinscribe += bad_item.*potion:!q autoinscribe += potion.*mutation:!q ########## # morgue # ########## dump_order = dump_order += header,hiscore,stats,misc,overview,mutations,skills,spells dump_order += inventory,messages,screenshot,monlist,action_counts,kills dump_order += notes,vaults ood_interesting = 6 note_hp_percent = 20 note_all_skill_levels = true note_all_spells = true note_items += of Zot note_messages += You pass through the gate note_messages += cast .* Abyss note_messages += protects you from harm note_messages += You fall through a shaft message_colour ^= mute:Your.*(bites|misses|hits|stings)