travel_delay = 2 # msg_min_height = 10 easy_confirm = all show_more = false message_colour ^= mute:butcher message_colour ^= mute:chunk message_colour ^= mute:accepts your kill message_colour ^= mute:You feel a little less hungry message_colour ^= mute:This raw flesh message_colour ^= mute:You shoot an arrow message_colour ^= mute:You hear a splash message_colour ^= mute:You enter the shallow water message_colour ^= mute:*Arjuna* message_colour ^= mute:Arjuna* note_all_skill_levels = true note_messages += Your scales start note_messages += protects you from harm note_messages += You fall through a shaf autopickup = $?!+"/}0 rest_wait_ancestor = true rest_wait_both = true hp_warning = 55 hp_colour = 71:yellow, 55:red channel.talk = mute channel.friend_spell = mute channel.friend_enchant = mute channel.friend_action = mute autofight_stop = 80 # force_more_message += come.* into view ####### gods help you, mostly force_more_message += gift! force_more_message += you knowledge of force_more_message += vision.*gate force_more_message += wrath finds you { local function armour_plus(it) local plus = string.gsub(it.name(), '+', '', 1) local s, _ = string.gsub(plus, '[^-%d]', '') return tonumber(s) end local function autopickup(it, name) if it.is_useless then return end local class = it.class(true) if class ~= 'armour' then return end st, _ = it.subtype() local good_slots = {cloak='Cloak', helmet='Helmet', gloves='Gloves', boots='Boots'} local cur if good_slots[st] ~= nil then if it.branded or it.artifact then return true end cur = items.equipped_at(good_slots[st]) if not cur then return true end if cur.branded or cur.artefact then return end elseif st == 'body' then cur = items.equipped_at('armour') if not (cur and cur.name('qual') == it.name('qual')) then return end if it.branded then return true end if cur.branded or cur.artefact then return end else return end if cur then local xi = armour_plus(it) local xc = armour_plus(cur) if xi and xi > xc or xc < 0 then return true end end end add_autopickup_func(autopickup) }