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Crawl options documention - long, boring

 
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ploog

External


Since: Jun 23, 2006
Posts: 40



(Msg. 1) Posted: Wed Oct 04, 2006 2:17 am
Post subject: Crawl options documention - long, boring
Archived from groups: rec>games>roguelike>misc (more info?)

The following very long text is an attempt at bringing some order in
the Crawl options zoo. It will be longer than init.txt is today, but
all options are described (not as terse as in init.txt), and several
useful applications are given. Having this, it is possible to make the
actual init.txt later on drastically shorter and more organised.

If this approach is considered useful (file under 'helping Crawl
newbies over the road'), I would be willing to keep this up to date.

Feedback needed and welcome: in particular, for
missing/wrong options
missing/wrong parameters
new examples (which are useful to at least some players)

Structure, wording (I'm not a native English speaker) and examples are
open to discussion. Due to hand-formatting everywhere, this will have
more than 70 columns. I am sorry if this makes it unreadable to
you. You can get the text file under
www.mathematik.hu-berlin.de/~ploog/CRAWL/crawl_options.txt
If you cannot use this link, I can send you the file via email. Drop a
line at ploog AT mathematik.hu-berlin.de.

Erik: I've written you (at eris....TakeThisOut@sourceforge.net). Did you get the
mail?

Right now, I have given all information available. This includes
several small ad hoc-lua's. I think, these should be better left out of
a final version (preferably by becoming honest lua-files with
appropriate new options Smile

crawl_options.txt----------------------------------------------------

This document explains all the options of the roguelike Dungeon Crawl
(actually its branch Stone Soup 0.1.2). It should be used in
conjunction with the init.txt file located in the main Crawl directory.


Crawl has explanations of the options in init.txt itself; however, with
an ever-growing number of options (90 and counting) this file becomes
rather unmanagable.

The contents of this text are:

1- Starting screen options:
name, remember_name, weapon, chaos_knight, death_knight,
priest, race, class, random_pick
2- Filesystem and sound
3- Lua files
lua_file,
base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,
gearset.lua, eat.lua
4- Interface
4-a Dropping, picking up
autopickup, default_autopickup, safe_autopickup, safe_zero_exp,
pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup,
drop_mode, drop_filter;
lua: ch_autopickup (advanced autopickup exceptions)
4-b Targetting
target_zero_exp, target_wrap, target_oos, target_los_first,
confirm_self_target, confirm_spell_fizzle, default_fizzlecheck
4-c Passive sightings (via detection and rememberance)
detected_monster_colour, detected_item_colour,
remembered_monster_colour, colour_map, clean_map
4-d Branding
heap_brand, friend_brand, stab_brand, may_stab_brand
4-e Level map
level_map_cursor_step, item_colour, show_waypoints
4-f Travel and explore
travel_colour, travel_delay, travel_stair_cost,
travel_avoid_terrain, travel_exclude_radius2, stop_travel,
explore_stop, runrest_ignore_poison, runrest_ignore_message;
lua: ch_cross_trap (ignoring traps),
lua: ch_stop_run (ignoring monsters)
4-g Stashes
stash_tracking, stash_filter
4-h Command improvements
auto_list, lowercase_invocations, easy_open, easy_butcher,
easy_armour, easy_confirm, easy_quit_item_lists, easy_exit_menu,
default_autoprayer
4-i Message and display improvements
show_uncursed, hp_warning, always_greet, terse_hand,
delay_message_clear, menu_color
4-j Firing commands
fire_items_start, fire_order
4-k Channels
4-l Inscriptions
autoinscribe
4-m Macro related options
flush.failure, flush.command, flush.message
5- Dump file
5-a Items and kill list
kill_map, dump_kill_places, dump_item_origins, dump_item_origins,
dump_item_origin_price, dump_message_count, verbose_dump
5-b Notes
use_notes, note_items, ood_interesting, note_hp_percent,
note_skill_levels, note_skill_max, note_monsters, note_messages
6- Technical options:
6-a All OS
macro_meta_entry, wiz_mode, colours, background
6-b DOS and Windows
dos_use_background_intensity

-------------------------------------------------------------------------------

There are basically three types of Crawl options: booleans, numbers,
lists. An option is most often given with its default value (if there
is one); this should also explain of what type it is. Usually some
remarks are given how
(and if) an option could be sensibly used - beware that this depends
strongly on your playing style and sometimes also on hardware or
operating system.

Some options need a path as an argument; here you have to enter
yourself whatever your system is demanding. Some other options accept
regexes (regular expressions): here you can either choose to ignore
this and simply use ordinary strings or you can gather what little is
needed from looking around
here or you start a quick internet search (regexes are fairly easy).

1- Starting screen options
===========================

These should never be set on multi-player systems. Many players will
ignore such options anyway: they only save a little bit of time right
at the start,if at all.

name = Delilah
Well, if set, that's the name all your Crawl characters will get.

remember_name = false
Crawl remembers the options (class, race 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.
The drawback of this is that it's no longer possible to enter a new
name _after_ choosing your race and class. Hitting Enter at the name
prompt will simply reuse your old name if remember_name is set.

weapon = (random|short sword|hand axe|spear|mace|trident)
The weapon option allows defaulting on the weapon selection screen.
Note that tridents are restricted to only merfolk and gladiators, but
you'll get the standard query in illegal cases.

chaos_knight = (Xom|Makhleb|random)

death_knight = (necromancy|Yredelemnul|random)

priest = (Zin|Yredelemnul|random)
The above three settle the additional choices Chaos Knights, Death
Knights, and Priests face at the beginning of a game.

race = (Human|...|Merfolk|random)
The usual abbrevations (Hu, El, HE, etc.) work.

class = (Fighter|...|Wanderer|random)
Here again the abbrevations (Fi, Wi, Pr, etc.) can be used.

random_pick = true
The random_pick option will randomly generate a character.
The above options (weapons and class options) will override where
appropriate.


2- File system
===============

crawl_dir= <path>
Directory for reading macro.txt and init.txt, and dumping characters.
It should end with the path delimiter.

sound = <regex>:<path to sound file>
Plays the sound file if a message contains regex. The regex should
not include commas or colons. For example
sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
Getting appropriate sound files may be difficult. Check other
roguelikes or old computer rpg's. Alternatively, ask for help at
the newsgroup rec.games.roguelike.misc; flag queries with 'crawl'.


3- Lua files
=============

Lua files are scripts which can provide existing commands with a new
meaning or even create new commands (to be used in macros). You should
simply include all the lua files available, at least in the absence of
specific reasons to do otherwise with the option

lua_file = <path/name.lua>

The currently available lua's are
base.lua -- needed for all other lua scripts
stash.lua -- annotates the stash file for better searching (Ctrl-F)
Searching for 'Long blades' will also turn up all weapons
with the long blade skill. Also, you can now look for
spellbooks ('book'), artifacts ('art'), egoartifacts ('ego').
wield.lua -- shows more intelligent options when using 'w?'
kills.lua -- improves the Vanquished Creatures list in dump files;
currently gives three lists (Vanquished, Friendly, Others)
runrest.lua -- allows to remove certain stop condition when running
New options: runrest_ignore_poison, runrest_ignore_message
gearset.lua -- provides commands for switching of complete sets via
macro
New macroable functions: rememberkit, swapkit
eat.lua -- allows eating off the floor

[Which lua/option (and since when) does the improved change of clothing
(I mean the automated undressing)? It is not easy_armour.]


4- Interface
=============

4-a Picking up and dropping
-------------------------------

autopickup = $?!:"/0
The valid symbols are
) Weapons
( Missiles
[ Armour
/ Wands
% Food
? Scrolls
" or = Jewellery
! Potions
+ or : Books
\ or | Staves
0 Orbs
} Misc items
X Corpses
$ Gold
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).
It might be sensible to remove orbs from the default: there is only
one, and there are some reasons for not picking it up automatically.

default_autopickup = true
When set false, the game starts with autopickup turned off. You can
toggle autopickup in-game with Ctrl-A.

safe_autopickup = false
When set, autopickup will not operate if there are visible unfriendly
monsters (or statues.) If safe_zero_exp is set (the default), zero-XP
monsters are not considered unfriendly.

safe_zero_exp = true
If set, presence of only zero experience monsters (like plants) will
cause autopickups, even if safe_autopickup = true is set. This option
also settles whether autoprayer considers such monsters risky.

pickup_thrown = false
Pickup_thrown = true causes autopickup to grab thrown/fired missiles.
Many players use this because it eases ranged combat quite a bit. If
following suit, be aware that there are situations when there is no
time for picking up projectiles. Use Ctrl-A for switching off
autopickup altogether in such cases.

pickup_dropped = true
Pickup_dropped lets autopickup affect objects you've dropped. Set to
false to block autopickup for dropped objects. This can be convenient.

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. 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', and
assign_item_slot=forward, the next item will go into 'b'. If
assign_item_slot=backward, the next item will go to 'd' instead.
[Is this a light version of sticky letters?]

ban_pickup = <regex>
List of item name regexes for items which autopickup will never touch.

You can use multiple ban_pickup lines. Some typical examples are
ban_pickup = degeneration,decay,confusion,potions? of slowing
ban_pickup = potions? of strong poison,potions? of poison
ban_pickup = inaccuracy
ban_pickup = scrolls? of paper,immolation,curse armor,curse weapon
ban_pickup = forgetfulness,uselessness,noise,torment

drop_mode = (multi|single)
Single is the classical behaviour: after pressing another key, that
item will be dropped. Multi causes an inventory menu to appear,
allowing the selection of items to be dropped. (You can also switch to

multidrop from the classic drop menu using the @ key).
Multidrops are highly convenient. Be aware of the fact that every
single drop takes one turn! (This is different from picking up.) The
order in which items get dropped is always from top to bottom in the
inventory listing.
[Does anyone know why starting items are not always in order?
E.g. paladins: a - falchion, b - robe, c - shield, e (?) - bread, d -
potion]

drop_filter = <regex>
When selecting items using the global (de)select keys (',' or '-') in
a multidrop listing, you can choose to apply a filter: only items
whose names match the filter will be selected. The filter strings are
regexes. For instance, to quickly select carrion and rotting chunks of

meat, you could use:
drop_filter = skeleton, rotting, corpse
[Who is using this? With which options?]

Using a Lua script, you can define a function "ch_autopickup" to select
additional items for autopickup. Let's say you want autopickup to only
grab food if your character can eat it. You could use the following (if
'%' is not
in the autopickup option):

{
function ch_autopickup(it)
-- The "false" suppresses hunger checks to see if your character is
hungry
-- enough to eat food/chunks.
return food.can_eat(it, false)
end
}

Here's a ch_autopickup that a mummy might find useful:

{
-- The mummy special. Remove % and ! from your autopickup option if you
use
-- this.
function ch_autopickup(it)
return food.can_eat(it, false)
or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )
end
}


4-b Targetting
------------------

target_zero_exp = true
Set to false to disable targeting zero exp monsters (i.e. plants)
in hostile targeting mode. This is usually convenient to do.

target_wrap = true
Set to true if targeting should wrap around from last to first and
vice versa.

target_oos = true
When cycling through items/features with 'x' look-around, setting
target_oos to true allows you to jump the cursor to items and
features that are outside line-of-sight but in the main view. See
also target_los_first.

target_los_first = true
When cycling through items/features with the 'x' look-around command,
setting target_los_first to true will force the cursor to squares in
line-of-sight before going to squares outside LOS. Defaults to true.

confirm_self_target = false
Setting this to true will make Crawl ask for confirmation whenever
selecting the character as the target of a non-friendly-targeted spell

(i.e., something other than haste, healing or invisibility.)

confirm_spell_fizzle = true
If set to true, this will require a confirmation when cancelling
target mode in a way which will make the activated ability or spell
fizzle (e.g., when casting Magic Dart and cancelling targeting.)
It can be further toggled during play with the key Ctrl+T. Note that
this toggle, which defaults to on, is only active if
confirm_spell_fizzle is set in the init file.

default_fizzlecheck = true
This lets the game start with spell fizzle checks (see above), when
confirm_spell_fizzle is set. In this case, checking fizzles can be
toggled with Ctrl-T.


4-c Passive sightings (via detection and rememberance)
----------------------------------------------------------

detected_monster_colour = darkgrey
Monsters found by detect creatures will be coloured this colour; e.g.
detected_monster_colour = lightred

detected_item_colour = darkgrey
Items found by detect items will be given this colour, for example
detected_item_colour = green

remembered_monster_colour = (color|real)
Remembered monsters can be shown with their actual colours (real), or
assigned an arbitrary colour by name, for example
remembered_monster_colour = darkgrey

colour_map = false
Colours out of sight map features on the playing screen.

clean_map = false
Cleans up out of sight monsters and clouds on the map. This is like
pressing Ctrl-C (clearing both main screen and level map) all the
time.
Setting this to true can be disconcerting for summoners.


4-d Branding
----------------

Branding refers to displaying particular monsters (e.g. summons) or
items in a special way; special as in reversing fore- and background.
There are a couple of branding choices (these will not work everywhere;
it depends on OS and terminal):
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 branded monsters to
"colour"
The last can be abbreviated to hi:colour.
See part A.6 (technical options) for dos_use_background_intensity under
Windows and DOS.

heap_brand
Brand heaps of items (more than one item or stack). For, example
heap_brand = reverse

friend_brand
Brand friends in some way. This is very helpful for summoners. For
example
friend_brand = hi:green
shows friends with a green background. If the friend is itself green,
it'll
show up as black on green.

stab_brand
Some deities object to you stabbing monsters. Certain classes
specialise in
stabbing monsters. For both these cases, it helps to identify monsters
that
are susceptible to being stabbed without using the 'x' command. This
option
brands sleeping monsters. All the normal 'brand' options apply. For
example
stab_brand = hi:blue

may_stab_brand
Stabbing may be possible even if the monster is not asleep (if it's
confused
or distracted, for instance). This option brands monsters that you
*might* be
able to stab. Primarily useful for worshippers of The Shining One.
Purists
may consider this unnecessarily spoily.


4-e Level map
-----------------

level_map_cursor_step = 10
How many squares the cursor moves on the level map when using
Shift-direction or * direction.

item_colour = true
Colour items on level-map.

show_waypoints = true
If set to true (the default), waypoints will be numbered on the level
map, assuming that they're on a floor square with nothing on it.
Otherwise
only a green dot will mark the square.


4-f Travel and explore
--------------------------

travel_colour = true
Option to turn off colouring the level-map with travel information.
Few will
set this to false; it's only there for backwards compatibility.

travel_delay = 20
How long travel waits after each move (milliseconds). Depends on
platform.
Setting to -1 will jump to end of travel.

travel_stair_cost = 500
travel_stair_cost determines how costly interlevel travel considers
stairs. With a high travel_stair_cost (such as the default of 500),
interlevel travel will always choose routes with the minimum number of

level changes possible. If you set travel_stair_cost to a low value
(such as the minimum of 1), interlevel travel will treat a staircase
just like a normal move, and it may consequently choose routes that
involve extra level transitions. This can be disconcerting in branches

with elevator-type stair arrangements, particularly in the Lair, where

there are typically long chains of elevator stairs, because travel
will
go out of its way to use the elevator and minimise total travel
distance.

travel_avoid_terrain = shallow water
Prevent travel from routing through shallow water. By default, this
option is commented out. For merfolk and/or characters with permanent
levitation,
travel_avoid_terrain = shallow water, deep water
will obviously prevent travel or explore from going through any water.

travel_exclude_radius2 = 68
The square of the radius around travel-excluded squares where travel
will refuse to go. Set to zero if you want to exclude single squares.
The current default of 68 ensures that travel will not go into any
square seen by a statue at the travel-exclusion center.

stop_travel = <list of regexes>
Travel will always stop upon hitpoint loss, confusion, stat drain,
getting encumbered, catching sight of a non-friendly monster, and
teleporting. In addition, a message containing one of the expressions
in stop_travel does, too. For example,
stop_travel = Something appears
stops travel if Xom grants us a gift suddenly. To limit a substring
match to a message channel, prefix the substring with the channel name

and a colon. For instance, if you want travel to stop when you're hit
by divine retribution, you could use:
stop_travel = god:wrath finds you
If you'd like to stop travel for any message sent to a particular
channel, use a stop_travel line with that message channel name and a
colon alone. For example, if you've an amulet of the gourmand, and
are hankering after rotten meat, or you're playing a ghoul:
stop_travel = rotten_meat:
Stop travel for any god messages (including prayer)
stop_travel = god:
[Can we use multiple lines here?
And stop_travel should be renamed to travel_stop.]

explore_stop = items,stairs,shops,altars
Explore will stop for one of these conditions. Whatever you set this
option to, anything that stops travel will also stop explore. Multiple

explore_stop lines are *not* cumulative! The last explore_stop line
will override all previous explore_stop lines.

runrest_ignore_poison = number:number
This only works if runrest.lua has been sourced already in init.txt.
Poison damage of x will be ignored if you have at least y hp if you've

defined a runrest_ignore_poison = x:y option. Running here means
shift-running, long distance walking using the level map and
intra-level travel. For example,
runrest_ignore_poison = 25:1
runrest_ignore_poison = 50:2
runrest_ignore_poison = 75:3
runrest_ignore_poison = 100:4
[Do these actually work?]

runrest_ignore_message = {string}
This only works if runrest.lua has been sourced already in init.txt.
Any message containing the string will *not* stop your run. E.g.
runrest_ignore_message = prayer ends

Using small scripts in init.txt, travel can get even more convenient.

* Declaring certain traps to be safe

{
-- Travel will cross dart traps if you have more than 15hp.
function ch_cross_trap(trap)
local hp = you.hp()
if trap == "dart" then
return hp > 15
end
return false
end
}

* Deciding whether monsters are worth stopping for:

Defining a "ch_stop_run" function affects the monster stop condition
for *all* run modes: shift-running, travel, explore and interlevel
travel.

{
function ch_stop_run(mons)
local name = mons.name

-- Stop running only if these monsters get closer than 3 squares
if name == "swamp worm" or name == "big fish"
or name == "giant goldfish" or name == "lava worm"
or name == "butterfly" then
-- mons.x and y coords are relative to the player.
local dist = mons.x * mons.x + mons.y * mons.y
if dist >= 9 then return false end
end

return true
end
}


4-g Stashes
---------------

stash_tracking = (explicit|dropped|all)
A stash is a heap of items tracked down by crawl. You can search in
your stashes with Ctrl-F. This options rules how stashes are
generated.
When stash_tracking is set to 'explicit', you have to explicitly tell
the game what squares you want it to keep track of. You do that by
stepping onto the square containing your stash of goodies and hitting
Ctrl+S. The game will now keep track of what's on the square, when you

add and remove stuff from your stash. If you remove everything from
that square, the game will stop tracking the square altogether. You
can
also erase a stash square with Ctrl-E.
When stash_tracking is set to 'dropped', any square where you drop
something becomes a stash, and the game keeps track of all such
squares.
When stash_tracking is set to 'all', the game marks any square where
it
sees any object as a stash. That generally gives you a comprehensive
list of everything your character sees in the dungeon, but tends to
slow the game down.

stash_filter = <class number>:<object number>
Filter corpses (14) and chunks of meat (4:21) out of the
stash-tracker.
The filter syntax is object class:object subtype. So, to filter, say,
potions of degeneration, you'd use 8:14 (where 8 is for OBJ_POTIONS
and
14 is POT_DEGENERATION). See enum.h for all the magic numbers
involved.
For example
stash_filter = 14, 4:21


4-h Command improvements
----------------------------

auto_list = false
Setting this to true if you want to automatically list appropriate
inventory items for commands like quaff and read. This is like
immediately hitting '?', and can be confusing to beginners because
they
won't get to see the prompts.
This option does not apply to spell casting... Conjurers would
probably
find that really annoying.
I feel that auto_list = true increases convenience.

lowercase_invocations = false
Set this option to true if you prefer to have invocations on 'a'-'e'
instead of the traditional 'A'-'E' (which is the default). Setting to
true save invocations an annoying shift keypress.

easy_open = false
Open doors by moving on to them. Highly convenient.

easy_butcher = false
Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!)
I've never witnessed any problems with this option on true.

easy_armour = true
Allows auto removal of armour when dropping it. I have this on false,
because then typing 'd[' will drop all unworn armour in one go.

[The name is a bit misleading. Maybe call it easy_drop_armour.
Move to A.4a?]

easy_confirm = (none|safe|all)
Make confirmation questions easier to answer:
none = force capitals on Y/N questions
safe = force only on questions that will end game
all = never force capitals
WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',
which can result in accidentally answering yes to questions; it is
suggested that you use a value of 'none' or 'safe'

easy_quit_item_lists = false
Setting this option to true allows the quitting of item listing with
space as well as escape. These lists are essentially all of those that

are requesting an inventory item and accept '?' and '*'.
The identify list will never easy quit. The default is false.

easy_exit_menu = false
In multidrop (and pickup) menus, paging past the end will exit the
menu
if you set the easy_exit_menu option.

default_autoprayer = false
When set to true, the game will start with automatic prayers. This
option can be toggled in-game with Ctrl-V.
Letting Crawl pray throughout and automatically is useful for gods
like
Trog and Makhleb, who constantly demand kills from their followers.
Automatic prayers take a turn like manual prayers and will only happen
if
- there is no hostile monster in sight
- some further conditions (like not standing at an altar)
Note that even when you're praying, you can renew prayer anytime.
Also note the option safe_zero_exp (see 4-a) decides whether zero
experience monsters (like plants) are considered hostile.


4-i Messages and display improvement
----------------------------------------

show_uncursed = false
This option adds the text "uncursed" to items where the curse status
is
relevent and known. Does not bother to show "uncursed" on items that
are
fully identified (showing pluses), since that wound be redundant and
waste space. Should be set to true.

hp_warning = 25
hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger
channel when the player takens damage and their hitpoints are less
than
this percentage of their maximum (use 0 to turn off these messages).
It
is recommended to use
hp_warning = 55
as there are things that do damage equal to half your maximal hit
points.

terse_hand = true
Set this to false to have the "in hand" description on the main screen

the same as the inventory. The default setting of true will give the
newer more terse description that should fit the limited space better
(but will be harder for newbies to understand).

delay_message_clear = false
Setting this experimental option to true will delay the clearing of
messages until the message space is full (default is false which
results in clearing between player actions).

always_greet = true
always_greet will give the race/class and god messages everytime the
game is started. I cannot imagine who should be bothered by this one.

menu_color = <regex:color>
This prints a line (of the inventory, a menu, or the discoveries
screen) containing regex in the stated colour. There can be several
statements in a list, or also several menu_color lines.
To color worn stuff and highlight cursed items, use (the order of
lines is important here!)
menu_color = lightred: cursed.*(worn|neck|hand|weapon)
menu_color = green:(worn|neck|hand|weapon)
menu_color = red: cursed
If you are notoriously dying without resorting to all means, adapt
menu_color = cyan:(potions? of heal wounds|teleportation)
menu_color = lightcyan:(blinking|fire|cold|draining)
If you want a quick check if that mummy ruined your potions, use
menu_color = lightred:potions? of (degeneration|decay)

[This should be renamed to menu_colour]


4-j Firing commands
-----------------------

fire_items_start = a
Sets the first inventory item to consider. Default is a, many use c.

fire_order = launcher, dart, stone, dagger, spear, handaxe, club
The list should be on one line of items, with commas between items.
'launcher' refers to firing the appropriate missile for the wielded
weapon (ie crossbow, bow, sling, blowgun). You'll probably want it
first, as it'll be ignored when you're not wielding a ranged weapon.
The default (which matches the old behaviour) is
fire_order = launcher, dart

<See also pickup_thrown in A.4a.>

4-k Channels
----------------

Message channel options:

Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain)

CHANNEL_NAME can currently be one of these:
plain = regular text (and things "uncoloured")
prompt = input prompts to the player
god = messages from the gods
duration = messages about character spells/effects wearing
off
danger = serious threats to the characters existence
food = warnings about food
warning = various other warnings
recovery = recovery from disease/stat loss/poison conditions
talk = monsters talking (acting)
intrinsic_gain = level/stat/species power gains
mutation = gain/lose mutations
monster_spell = messages about monsters gesturing and casting
spells
monster_enchant = messages pertaining to monster enchantments (up or
down)
monster_damage = messages telling how damaged a monster is
rotten_meat = messages about chunks/corpses becoming rotten

COLOUR can be any of the colours in the colour section above.

Other channel options:

mute = show no messages from channel (dangerous, be careful!)
default = turn channel on to it's default scheme
alternate = turn channel on to it's alternate "colourful" scheme
on = same as default
plain = make channel the same colour as the "plain" channel
(won't do anything silly like "mute" if plain == mute,
though)
off = same as plain

Note: The only multi-colour channels currently are monster_damage and
god. Setting god to a COLOUR will make all god messages that
colour. Setting monster_damage to a colour will make the
"monster dies" messages that colour, and the "injured" messages
will be plain coloured. More control of these and other
channels
will be coming later.

[Has anyone used this in some more details?]


4-l Inscriptions
--------------------

In Crawl, items can be manually inscribed with the '{' command. This
adds a note in curly braces to the item inscription. Several
inscriptions are functional, namely all containing (in the example 'w'
could be any sensible
command and '9' could be any digit)
@w9 -- now typing 'r9' will wield this item
@*9 -- now any action command followed by '9' will use this item
!w -- before wielding this item, Crawl will ask for confirmation
!* -- any action with this item causes a prompt
=g -- item will be picked up automatically if autopickup is on
An item may contain more than one shortcut.

autoinscribe = <regex:inscription>
Any item whose description contains the regex will be automatically
inscribed (if autopickup is toggled on). For example, marking all
royal jellies and honeycombs eases the Hive (if food is not in the
autopickup option=:
autoinscribe = royal jell:=g
autoinscribe = honeycomb:=g


4-m Macro related options
-----------------------------

flush.failure = true
flush.command = false
flush.message = false
These are useful when using macros. Setting one of these sub-options
to true will cause the entire input buffer to be dumped and thus
effectively stop the macro. The sub-options currently are
failure -- when spells/abilities get miscast
command -- whenever the game is about to get the next command
message -- whenever the game outputs a non-mute message

[Can someone provide some big, nice macros that actually depend on
these options?]


5- Dump file
=============

5-a Items and kill list
---------------------------

The dump or morgue files end with a list of all monsters that perished
while the character was active. By default, dead monsters are grouped
in three parts:
Vanquished Creatures -- monsters killed by the character
Collateral Kills -- kills of friendly monsters
Others -- all other casualties (e.g. traps, hostile monsters)

kill_map = friend:you, other:you
will merge friendly and other kills into the main vanquished creatures
list.
Note that the merging is only for display (the game still maintains
three
separate lists internally) and that kill places (see below) may be in
the
wrong order for merged entries.

dump_kill_places = (none|all|single)
In the Vanquished Creatures list, this option controls how the
locations of each kill are displayed. Use 'none' to suppress place
display altogether, 'all' to display all known (up to 5) kill places,
anything else to the default of showing kill places only for single
kills

dump_item_origins = artifacts, rods
The game remembers where you find items. If you want this item origin
memory listed in your dumps, use this option to select which items get

annotated. Available selectors are:
artifacts, ego_arm, ego_weap, jewellery, runes,
rods, staves, books, all, none.
If you use multiple dump_item_origins lines, the last line takes
effect;
all preceding lines are ignored.
If you don't want any items to be annotated, set dump_item_origins to
none, and set dump_item_origin_price to -1.

dump_item_origin_price = 100
Item origins are dumped if the price of the item is greater than or
equal to this amount. Set this to -1 to prevent selection by price.

dump_message_count = 4
The number of last messages to be displayed in character dump files.

verbose_dump = false
verbose dump causes less important item details to appear in character

dumps.


5-b Notes
-------------

Crawl can automatically log certain events during play. You can read
these in the dump or morgue files. Below are options for tweaking this
behaviour.

use_notes = false
Set to true to get note-taking. The following events are logged:
- Gaining or losing a level
- Entering a dungeon level for the first time
- Memorizing a spell of higher level than any learned before
- Becoming a worshipper of a god
- Abandoning a god
- Receiving a gift from a god (except Xom)
- Being able to invoke a godly power for the first time
- Identifying items (see below)
- Killing OOD or unique monsters (see below)
- Reaching critical HP levels (see below)
- Gaining or losing mutations
- Reaching significant levels in a skill (see below)
You can use the command ':' for manually adding notes.

note_items = <regexes>
When an item is identified, it will be noted if it is an artifact
(fixed,
unrand, or random) or if its short description matches a regex. E.g.
note_items = rod,book,rune

ood_interesting = 8
Monsters which are out of depth (OOD for short) for their current
level,
e.g. a dragon on level 2, will be noted if they are out of depth by at

least ood_interesting levels. To disable OOD monster noting, set
ood_interesting to 500.
Unique monsters are always noted, regardless of this setting.
OOD monsters are only noted in the main dungeon.

note_hp_percent = 5
If your HP falls below a certain note_hp_percentage of your max HP, a
note will be taken. The default is 0, which means no noting.

note_skill_levels = 1,5,13,27
This sets which skill levels are noteworthy. You can have multiple
note_skill_levels lines. The default is nothing (no notes.)

note_skill_max = false
Setting this option will cause a note whenever a new maximum in skill
levels is reached. If note_skill_max is true and note_skill_levels is
nonempty, notes will be taken whenever either of the criteria are met.

note_monsters = <regex list>
Monsters whose name matches an item in this comma-separated list are
considered interesting. You can have multiple note_monsters lines.
E.g.
note_monsters = Klown,orb of fire

note_messages = <regex list>
Messages which match an item in this comma-separated list are
considered interesting. You can have multiple note_messages lines.
E.g.
note_messages = Something interferes
note_messages = protects you from harm


6- Technical options
======================

6-a All OS
--------------

colour.OLDCOLOUR = NEWCOLOUR
Useful for terminals where some colours are hard to read (and cannot
be adjusted), as well as for creating a custom scheme, especially when

used with the background option on a terminal with a non-black
background.
Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference
and
the NEWCOLOUR is always literal (ie. it won't re-evaluate to a
different colour).
The colours are:
black, blue, green, cyan, red, magenta, brown, lightgrey,
darkgrey, lightblue, lightgreen, lightcyan, lightred,
lightmagenta, yellow, white
with lightgray = lightgrey, darkgray = darkgrey. Some examples:
colour.lightgray = black
colour.lightcyan = cyan
colour.yellow = brown

wiz_mode = (no|never|yes)
Wizard mode options (available only in WIZARD compiles):
yes -- start games in wizard mode (game might not be scored)
no -- still allows player to enter wizard mode after start of
game
never -- never allow a wizard command to be used


6-b DOS and Windows
-----------------------

dos_use_background_intensity = false
On DOS and Windows, if you're using a console that can do
high-intensity background colours, set this option to true for
superior
friend-branding. If your console doesn't like this option, some
friendly
monsters will appear as blinking characters (and setting this option
to
false may be advisable to preserve your sanity in such cases).
[I couldn't get this to work. Is it used?]

[There was an option for switching between character sets - what is it?]

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ploog

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Since: Jun 23, 2006
Posts: 40



(Msg. 2) Posted: Wed Oct 04, 2006 3:50 am
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
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Haran Pilpel schrieb:

> ploog DeleteThis @zio.mathematik.hu-berlin.de writes:
>
> > The following very long text is an attempt at bringing some order in
> > the Crawl options zoo. It will be longer than init.txt is today, but
> > all options are described (not as terse as in init.txt), and several
> > useful applications are given. Having this, it is possible to make the
> > actual init.txt later on drastically shorter and more organised.
>
> Thanks for the work!

Aha. So I hope it can stay. My proposal would be to gather
proposals/corrections as they come. Once stabilised, I'd either send
this file (in a 70 columns way) to the group or hope it makes it into
the distribution Smile

> I have a few corrections (mainly stuff that was added just now into
> stone_soup):
>
> 1. There is now a book selection screen, and the appropriate book=
> setting in init.txt, which can have the values:
> (flame,fire,ice,cold,summ,summoning,random)
> flame and fire are identical, as are ice and cold and summ and summoning.

Added. (The file at the page is the most recent one.)

> 3. We can definitely take "experimental" off easy_butcher.

I didn't felt competent enough for doing so. Also, I have the feeling
that several options are (becoming) obsolete. Maybe I'll start a topic
on this (much later on).

> 4. There is a new message channel, "pray", which was introduced for
> convenience with stop_travel and autoprayer. It takes all the trivial
> praying-related messages ("you offer a prayer to.." etc.)

Added. And a cool channel idea, BTW.

David

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erisdiscordia

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Since: Apr 20, 2005
Posts: 381



(Msg. 3) Posted: Wed Oct 04, 2006 5:08 am
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
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ploog.TakeThisOut@zio.mathematik.hu-berlin.de wrote:
> The following very long text is an attempt at bringing some order in
> the Crawl options zoo.

Thanks, this is awesome! I only wish I had more time to go through it.
But then, Rome wasn't built in a day, and crawl-options.txt needn't be
made fully perfect in a day either.


> It will be longer than init.txt is today, but
> all options are described (not as terse as in init.txt), and several
> useful applications are given.

What do you mean by that last part?


> Having this, it is possible to make the
> actual init.txt later on drastically shorter and more organised.

The simplest thing to do would be to remove help from init.txt
completely. That would mean a frequent need for people to keep both the
instructions file and init.txt open at once, but I that might be an
acceptable cost for the greater ease of finding options.

Well, there is at least one (entirely new) kind of commented-out text
that (the default, sample) init.txt needs -- comments that denote a
hierarchy. I don't see a problem here with using the same hierarchy
that you've used below.

With the introduction of a hierarchy, it may become important to
shortly note that it's presentational only. Come to think of it, that
may already be mentioned in init.txt. Hard to remember what's in it,
what's in the source, and what's nowhere, what with it currently being
such a mess.


> Feedback needed and welcome: in particular, for
> missing/wrong options
> missing/wrong parameters
> new examples (which are useful to at least some players)

I'm embarrassed to say I'm too lazy to do that right now, at least to
make a systematic effort. The below will just be from a quick scan of
your text.

Somewhere in the text that I snipped, I think, there was a mention of
all options having defaults, listed here in crawl_options.txt. (Which
needs an 8.3-friendly name. "opthelp.txt"?) I'd add that commented-out
entries containing the non-default variant are included within init.txt
for all boolean types. Except I'd prefer to say it much less geekily.
Smile


> Right now, I have given all information available. This includes
> several small ad hoc-lua's. I think, these should be better left out of
> a final version (preferably by becoming honest lua-files with
> appropriate new options Smile

I agree, although Darshan's opinion here is more important here than
mine.


> crawl_options.txt----------------------------------------------------
>
> This document explains all the options of the roguelike Dungeon Crawl
> (actually its branch Stone Soup 0.1.2). It should be used in
> conjunction with the init.txt file located in the main Crawl directory.

Maybe better worded as

"This document explains all of the options in the latest version of
Dungeon Crawl Stone Soup. These options are set in the init.txt file
located in the main Crawl directory."

(The words "latest version" prevent the risk of factrot during version
changes, and I've shortened, as smaller is better. Smile )


> Crawl has explanations of the options in init.txt itself; however, with
> an ever-growing number of options (90 and counting) this file becomes
> rather unmanagable.

This will need to be changed if init.txt is stripped of help blurbs
entirely. Even if it isn't, though, I'd prefer:

"Crawl also has short explanations of the options within init.txt
itself."


> 2- Filesystem and sound

Despite you Germans' best efforts, the English-speaking world hasn't
quite *yet* been more than 50% converted to using compounds for all
major computer-related terms:

http://tinyurl.com/ouozf [googlefight.com for filesystem vs. file
system]

Smile


[3: Lua]

I wanted to suggest a different placement for lua better in line with
its role than sitting between "file system and sound" and "level map
display," but it seems there's really *no* good place for it. :-/


> 4-c Passive sightings (via detection and rememberance)

I don't understand this line. Maybe "Level map display?" Also, this
might be better placed adjacent to the subchapter on "functional" Level
Map options.


> 4-d Branding
> heap_brand, friend_brand, stab_brand, may_stab_brand

The isolated word "Branding" as a title may not be expressive enough. I
may just be Chicken Little on this one, though. If it's a valid fear, I
might suggest the alternative "Feature branding (highlighting) on main
map". Long and ugly, I know. I'm not married to it. Smile


> 4-e Level map

Maybe "Level map functions?"


> 4-f Travel and explore

I think it'd be best to stick to nouns and noun phrases -- i.e. "Travel
and exploration" here.

(Or "Travel and Exploration." While sentence style isn't verboten [1]
for titling in English, I feel title style is clearer, as it makes
titles stand out more. Nonetheless, I've maintained sentence style in
my suggestions here, as anything else would just be chaos.)

[1] I'm not blithely dropping Germanisms, it's just that the dialect of
the W-SW Ohio of my youth was still pretty strongly influenced by its
German-Baptist history. I also say Gesundheit when people sneeze. That
really makes Czechs stare. Smile

> travel_colour, travel_delay, travel_stair_cost,
> travel_avoid_terrain, travel_exclude_radius2, stop_travel,
> explore_stop, runrest_ignore_poison, runrest_ignore_message;
> lua: ch_cross_trap (ignoring traps),
> lua: ch_stop_run (ignoring monsters)

I *do* like the noting of relevant lua files in subchapters where
they're relevant. Even if (well, I guess I'd prefer "when" to "if")
this text are stripped of code, I think that noting in places like this
that the code snippets exist would be good.

(A link to a lua reference might also be good, but carries the risk of
linkrot.)


> 4-h Command improvements [...] 4-i Message and display improvements

I think "enhancements" would be a bit better.


> 4-j Firing commands
> fire_items_start, fire_order

<B0rsuk voice> It says something about the popularity until recently of
missile weapons that there are only 2 options here.</B0rsuk voice> Smile

I think this could be shortened to just "Firing". Or maybe changed to
"Missiles" in case the (hopeful) new popularity of missile weapons
leads to greater use leads to requests for new options for e.g. greater
missile-use ergonomy.


> 4-k Channels

Maybe "Message channels" would be better -- often the whole reason why
a person will be reading this file, and especially its ToC, is to get a
quick grasp of what the options are, and are "about," and just
"Channels" doesn't say much quickly, requiring one to break off
scanning.


> 5- Dump file

Maybe "Character dump?"


> 5-a Items and kill list
> kill_map, dump_kill_places, dump_item_origins, dump_item_origins,
> dump_item_origin_price, dump_message_count, verbose_dump

Maybe just "Items and kills?"


> 6- Technical options:

Just "Technical," or at least somthing else without the word "options."
(I've struggled, too, to keep "options" out of any of my suggestions.
Of course they're options; if they weren't, they wouldn't be in here!)


> There are basically three types of Crawl options: booleans, numbers,
> lists.

The trick in writing tech documentation (and tech support e-mails) is
to assume the user is ignorant (or, as I've said in many a fit of
private anger, "dumb"), and yet meanwhile hide, or at least downplay,
that fact as much as possible. Smile Thus I'd call booleans "true/false
values" or perhaps "true/false values (booleans)."

"And" is needed before "lists," unless my English has *really* gone
downhill.

> An option is most often given with its default value (if there
> is one); this should also explain of what type it is.

I'd suggest "which of the above-mentioned types it is," as that took me
a moment to process when I read it.


> Usually some remarks are given how (and if) an option could be sensibly used

Maybe "when" would be better than "if".


> These should never be set on multi-player systems. Many players will
> ignore such options anyway: they only save a little bit of time right
> at the start,if at all.

I'd skip the part before "...They only", as it's doesn't provide much
decision-making help not provided by the other text.


> name = Delilah
> Well, if set, that's the name all your Crawl characters will get.

I'd skip the "Well,".


> remember_name = false
> Crawl remembers the options (class, race 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.
> The drawback of this is that it's no longer possible to enter a new
> name _after_ choosing your race and class. Hitting Enter at the name
> prompt will simply reuse your old name if remember_name is set.
>
> weapon = (random|short sword|hand axe|spear|mace|trident)
> The weapon option allows defaulting on the weapon selection screen.
> Note that tridents are restricted to only merfolk and gladiators, but
> you'll get the standard query in illegal cases.

Unless it would cause line length problems, it might be good to add
prettifying spaces before/after the pipes in the above and similar
cases below.

[foo knights and priests]
> The above three settle the additional choices Chaos Knights, Death
> Knights, and Priests face at the beginning of a game.

"...above three make in advance..."
"...choices for Chaos..."

[ask for help with finding sound]
> the newsgroup rec.games.roguelike.misc; flag queries with 'crawl'.

1) That advice might be better placed in a more widely read part of the
documentation. Within this documentation, perhaps it might be better
placed higher in the hierarchy -- even at the top.


> meaning or even create new commands (to be used in macros). You should
> simply include all the lua files available, at least in the absence of
> specific reasons to do otherwise with the option

"If you don't know a specific reason not to include some or all lua
files, you'll do best to just include them all."


> spellbooks ('book'), artifacts ('art'), egoartifacts ('ego').

No such thing as egoartifacts; they're "ego items."


> 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).
> It might be sensible to remove orbs from the default: there is only
> one, and there are some reasons for not picking it up automatically.

Good idea with orb autopickup, just hoping I won't forget... and that
you won't forget to make sure this sentence doesn't reach the final
draft of this document. Smile


> safe_zero_exp = true
> If set, presence of only zero experience monsters (like plants) will
> cause autopickups, even if safe_autopickup = true is set. This option
> also settles whether autoprayer considers such monsters risky.

OH MY GOD! OH MY GOD! THE FUNGUS! IT'S OUT TO GET ME! AAAARRGHggghh


> pickup_thrown = false
> Pickup_thrown = true causes autopickup to grab thrown/fired missiles.
> Many players use this because it eases ranged combat quite a bit. If
> following suit, be aware that there are situations when there is no
> time for picking up projectiles. Use Ctrl-A for switching off
> autopickup altogether in such cases.

You might also suggest this newfangled thingy that blocks autopick when
hostile monsters are around (haven't tried it out yet myself; I just
use Ctrl-A).


> pickup_dropped = true
> Pickup_dropped lets autopickup affect objects you've dropped. Set to
> false to block autopickup for dropped objects. This can be convenient.

If "convenient" means "often single-handedly decides whether or not
it's bearable to work with a central stash," then yes, it's convenient.
Smile


> 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. 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', and
> assign_item_slot=forward, the next item will go into 'b'. If
> assign_item_slot=backward, the next item will go to 'd' instead.
> [Is this a light version of sticky letters?]

My understanding is that that was indeed the intention.


>
> Multidrops are highly convenient. Be aware of the fact that every
> single drop takes one turn!

If we want to get really technical -- every single item or stack of
stackable items dropped.

(This is different from picking up.) The
> order in which items get dropped is always from top to bottom in the
> inventory listing.
> [Does anyone know why starting items are not always in order?
> E.g. paladins: a - falchion, b - robe, c - shield, e (?) - bread, d -
> potion]

It's because the order in which items are added to a character's
starting inventory isn't necessarily the order in which the sections of
inventory are listed.


> meat, you could use:
> drop_filter = skeleton, rotting, corpse
> [Who is using this? With which options?]

I use this all the time, and I only wish it were more flexible.
Normally I have it set to

drop_filter = chunk, or
drop_filter = rotting

although currently I have it set to

drop_filter = spear, dagger

which I use as a mask to avoid sacrificing spears and daggers, as I'm
doing a lot of item saccing in my current string of games, due to
having an urse detection and removal capacity of precisely zero. Thanks
to you. To YOU, scoundrel! Wink

(One thing I've never understood is why the help mentions here "," and
"-", which I never use because they're utterly unmnemonic for me; I use
the obvious (for anyone at least moderately geeky) "*" instead.)


> remembered_monster_colour = (color|real)
> Remembered monsters can be shown with their actual colours (real), or
> assigned an arbitrary colour by name, for example
> remembered_monster_colour = darkgrey

I'd add the sentence "the 'real' option was suggested by some psycho,
and should not be used." Wink


> colour_map = false
> Colours out of sight map features on the playing screen.

This is a really useful one IMO. (As is heap_brand, which I may have
already snipped.)


> There are a couple of branding choices

Let's not further contribute to the ongoing dilution of the meaning of
the word "couple," eh?



> stab_brand
> Some deities object to you stabbing monsters. Certain classes
> specialise in
> stabbing monsters. For both these cases, it helps to identify monsters
> that
> are susceptible to being stabbed without using the 'x' command. This
> option
> brands sleeping monsters. All the normal 'brand' options apply. For
> example
> stab_brand = hi:blue

I'd also note here that many characters who don't care about stabbing
may still appreciate knowing if they've been seen (e.g. conjurers).


> may_stab_brand
> Stabbing may be possible even if the monster is not asleep (if it's
> confused
> or distracted, for instance). This option brands monsters that you
> *might* be
> able to stab. Primarily useful for worshippers of The Shining One.
> Purists
> may consider this unnecessarily spoily.

Practicalists may consider it somewhere between really useful and a
major PITA, due to the difficulty of finding a convenient branding
color. I usually stick with the default brown, and sit and sigh. Smile


> auto_list = false
> Setting this to true if you want to automatically list appropriate
> inventory items for commands like quaff and read. This is like
> immediately hitting '?', and can be confusing to beginners because
> they
> won't get to see the prompts.
> This option does not apply to spell casting... Conjurers would
> probably
> find that really annoying.
> I feel that auto_list = true increases convenience.

Incidentally, I've always been ambivalent about what's the best proper
setting here. Yes, auto_list can be confusing for beginners. On the
other hand, having it off quickly becomes annoying unless you have an
excellent memory. (Or maybe mine's just really bad?) It would be nice
to be able to offer the best of both worlds here somehow.

>
> lowercase_invocations = false
> Set this option to true if you prefer to have invocations on 'a'-'e'
> instead of the traditional 'A'-'E' (which is the default). Setting to
> true save invocations an annoying shift keypress.

I have it on true, "as well." (Does it really default to false?! It's
been ages since I've hand-"fixed" a factory-issue init.txt.) But it
does have one advantage -- no invoking ability b by mistake instead of
going southwest. But then, I think Haran's already introduced a
vi-blocker option?


> easy_open = false
> Open doors by moving on to them. Highly convenient.

As of 0.1.3., this option will also affect travel, which should be
noted.


> easy_butcher = false
> Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!)
> I've never witnessed any problems with this option on true.

Me neither. Sounds like fact-rot.


> easy_armour = true
> Allows auto removal of armour when dropping it. I have this on false,
> because then typing 'd[' will drop all unworn armour in one go.

I have it on true, because I want to drop worn armour frequently enough
to be annoyed by needing to do manual removal on top of that. I do see
the point of your way; I just don't think it should be suggested that
this issue is clear-cut.

> [The name is a bit misleading. Maybe call it easy_drop_armour.
> Move to A.4a?]

I certainly wouldn't complain.


> default_autoprayer = false
> When set to true, the game will start with automatic prayers. This
> option can be toggled in-game with Ctrl-V.
> Letting Crawl pray throughout and automatically is useful for gods
> like
> Trog and Makhleb, who constantly demand kills from their followers.
> Automatic prayers take a turn like manual prayers and will only happen
> if
> - there is no hostile monster in sight
> - some further conditions (like not standing at an altar)
> Note that even when you're praying, you can renew prayer anytime.
> Also note the option safe_zero_exp (see 4-a) decides whether zero
> experience monsters (like plants) are considered hostile.

(My own experience from about a week of use: awesome in a variety of
cases overall, but very fiddly with any corpse-taking god. Haran, if
you're reading this -- how about an option or something not to renew
autoprayer if you're standing over a corpse or corpses?)

Maybe a mention of the in-game toggle here would be good, as I can't
imagine a god that I'd keep autoprayer on for non-stop under all
situations.


[menu_color]
> [This should be renamed to menu_colour]

Did you see that? I'm being oppressed! More sensitivity for the
USAmerican minority! More sensitivity!


> fire_items_start = a
> Sets the first inventory item to consider. Default is a, many use c.

(...aaaaand I use e. I like to have lots of swap weapons even with the
current mechanics. Smile )


> fire_order = launcher, dart, stone, dagger, spear, handaxe, club
> The list should be on one line of items, with commas between items.
> 'launcher' refers to firing the appropriate missile for the wielded
> weapon (ie crossbow, bow, sling, blowgun). You'll probably want it
> first, as it'll be ignored when you're not wielding a ranged weapon.

> The default (which matches the old behaviour) is

...."old" meaning "from some time before b26". This should be struck
out.

I'd also switch "probably" to "almost certainly", as I've never found
any minuses to having launcher first in the course of playing tons of
various missile-using characters.

It might also be nice to include the following line:

"To quickly experiment with a weapon-throwing character -- e.g. to make
your Berserker actually *use* those three spears he carries around --
try this line here or a similar one:

fire_order = launcher, dagger, spear, handaxe, stone, dart"


> 4-k Channels
> ----------------
>
> Message channel options:
>
> Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain)
>
> CHANNEL_NAME can currently be one of these:
> plain = regular text (and things "uncoloured")
> prompt = input prompts to the player
> god = messages from the gods
> duration = messages about character spells/effects wearing
> off
> danger = serious threats to the characters existence
> food = warnings about food
> warning = various other warnings
> recovery = recovery from disease/stat loss/poison conditions
> talk = monsters talking (acting)
> intrinsic_gain = level/stat/species power gains
> mutation = gain/lose mutations
> monster_spell = messages about monsters gesturing and casting
> spells
> monster_enchant = messages pertaining to monster enchantments (up or
> down)
> monster_damage = messages telling how damaged a monster is
> rotten_meat = messages about chunks/corpses becoming rotten
>
> COLOUR can be any of the colours in the colour section above.
>
> Other channel options:
>
> mute = show no messages from channel (dangerous, be careful!)
> default = turn channel on to it's default scheme
> alternate = turn channel on to it's alternate "colourful" scheme
> on = same as default
> plain = make channel the same colour as the "plain" channel
> (won't do anything silly like "mute" if plain == mute,
> though)
> off = same as plain
>
> Note: The only multi-colour channels currently are monster_damage and
> god. Setting god to a COLOUR will make all god messages that
> colour. Setting monster_damage to a colour will make the
> "monster dies" messages that colour, and the "injured" messages
> will be plain coloured. More control of these and other
> channels
> will be coming later.
>
> [Has anyone used this in some more details?]

I'm embarrassed to say I haven't. All that blah-blah scares me off. Smile


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erisdiscordia

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Since: Apr 20, 2005
Posts: 381



(Msg. 4) Posted: Wed Oct 04, 2006 5:29 am
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Haran Pilpel wrote:
> ploog.RemoveThis@zio.mathematik.hu-berlin.de writes:


> 2. travel now respects easy_open (I think - maybe there's a new option -
> Darshan?)

Due to the bugged commit e-mails (I'm not getting them either) I
couldn't see his commit, but his last comment on the feature request is
that he'd go without an option to make it not respect easy_open. I
didn't protest, because no-one has ever publicly said that they turn
off easy_open except for the person who wants this changed behavior.
Smile

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Haran Pilpel

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Posts: 82



(Msg. 5) Posted: Wed Oct 04, 2006 7:55 am
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ploog RemoveThis @zio.mathematik.hu-berlin.de writes:

> The following very long text is an attempt at bringing some order in
> the Crawl options zoo. It will be longer than init.txt is today, but
> all options are described (not as terse as in init.txt), and several
> useful applications are given. Having this, it is possible to make the
> actual init.txt later on drastically shorter and more organised.

Thanks for the work!
I have a few corrections (mainly stuff that was added just now into
stone_soup):

1. There is now a book selection screen, and the appropriate book=
setting in init.txt, which can have the values:
(flame,fire,ice,cold,summ,summoning,random)
flame and fire are identical, as are ice and cold and summ and summoning.

2. travel now respects easy_open (I think - maybe there's a new option -
Darshan?) so it should be noted in the easy_open documentation.

3. We can definitely take "experimental" off easy_butcher.

4. There is a new message channel, "pray", which was introduced for
convenience with stop_travel and autoprayer. It takes all the trivial
praying-related messages ("you offer a prayer to.." etc.)

Haran
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Tina Hall

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Since: May 03, 2004
Posts: 427



(Msg. 6) Posted: Wed Oct 04, 2006 9:55 am
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Haran Pilpel <haranp RemoveThis @gmail.com> moaned:

> 1. There is now a book selection screen, and the appropriate book=
> setting in init.txt,

Whee! Whee! Thanks! Much!

> which can have the values:
> (flame,fire,ice,cold,summ,summoning,random)
> flame and fire are identical, as are ice and cold and summ and
> summoning.

And they work for conjurers and wizards? (I forgot whether there are any
other classes that have different starting books.)

> 2. travel now respects easy_open (I think - maybe there's a new option
> - Darshan?) so it should be noted in the easy_open documentation.

Thanks. Smile

> 4. There is a new message channel, "pray", which was introduced for
> convenience with stop_travel and autoprayer. It takes all the trivial
> praying-related messages ("you offer a prayer to.." etc.)

So you won't get stopped when you autopray during travel, as long as you
don't get some gift?

--
Tina the Eviscerator - an Initiate of the Reeking New Gobbler
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Haran Pilpel

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Since: Jun 05, 2006
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(Msg. 7) Posted: Wed Oct 04, 2006 11:55 am
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Tina_Hall RemoveThis @kruemel.org (Tina Hall) writes:

> Haran Pilpel <haranp RemoveThis @gmail.com> moaned:
>
>> 1. There is now a book selection screen, and the appropriate book=
>> setting in init.txt,
>
> And they work for conjurers and wizards? (I forgot whether there are any
> other classes that have different starting books.)

Yes, and there aren't any others.


>> 4. There is a new message channel, "pray", which was introduced for
>> convenience with stop_travel and autoprayer. It takes all the trivial
>> praying-related messages ("you offer a prayer to.." etc.)
>
> So you won't get stopped when you autopray during travel, as long as you
> don't get some gift?

Exactly.

Haran
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ploog

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Since: Jun 23, 2006
Posts: 40



(Msg. 8) Posted: Thu Oct 05, 2006 3:16 am
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erisdiscordia schrieb:

> ploog.DeleteThis@zio.mathematik.hu-berlin.de wrote:
> > The following very long text is an attempt at bringing some order in
> > the Crawl options zoo.
>
> Thanks, this is awesome! I only wish I had more time to go through it.
> But then, Rome wasn't built in a day, and crawl-options.txt needn't be
> made fully perfect in a day either.
>
Exactly. We have two days Smile

I basically included all your suggestions, replacing foreign words with
other foreign words. Only a couple of comments remain:

> > It will be longer than init.txt is today, but
> > all options are described (not as terse as in init.txt), and several
> > useful applications are given.
>
> What do you mean by that last part?
>
The examples for menu_color, note_messages and so on. (I'd like a
couple more of these.) There are options where it might not be clear
what do with them. An example surely helps.

> > Having this, it is possible to make the
> > actual init.txt later on drastically shorter and more organised.
>
> The simplest thing to do would be to remove help from init.txt
> completely. That would mean a frequent need for people to keep both the
> instructions file and init.txt open at once, but I that might be an
> acceptable cost for the greater ease of finding options.
>
Yes, I did this for me, applying the current structure of crawl_options
to init. I can post it tomorrow. Looks nice and is short.

> With the introduction of a hierarchy, it may become important to
> shortly note that it's presentational only.
>
Yes, almost. The lua's should come early.

> > Feedback needed and welcome: in particular, for
> > missing/wrong options
> > missing/wrong parameters
> > new examples (which are useful to at least some players)
>
> I'm embarrassed to say I'm too lazy to do that right now, at least to
> make a systematic effort. The below will just be from a quick scan of
> your text.
>
It's alright, Erik. Being Crawl's PR manager is a full time job, I
suspect Smile

> Somewhere in the text that I snipped, I think, there was a mention of
> all options having defaults, listed here in crawl_options.txt. (Which
> needs an 8.3-friendly name. "opthelp.txt"?) I'd add that commented-out
> entries containing the non-default variant are included within init.txt
> for all boolean types. Except I'd prefer to say it much less geekily.
>
Okay. I'm not so sure with the 8 letters. There are files in my Crawl
having long names. Maybe these just get truncated on DOS?

> > Crawl has explanations of the options in init.txt itself; however, with
> > an ever-growing number of options (90 and counting) this file becomes
> > rather unmanagable.
>
> This will need to be changed if init.txt is stripped of help blurbs
> entirely. Even if it isn't, though, I'd prefer:
>
> "Crawl also has short explanations of the options within init.txt
> itself."
>
I am exactly not so sure here. My short init.txt looks really stylish.
And is short. With one-line help for each option you at least double
size. Maybe some really crucial (and not so self-explaining) things
should get help - I can see need for that.

> > 2- Filesystem and sound
>
> Despite you Germans' best efforts, the English-speaking world hasn't
> quite *yet* been more than 50% converted to using compounds for all
> major computer-related terms:
>
> http://tinyurl.com/ouozf [googlefight.com for filesystem vs. file
> system]
>
Yes, but its a goddamned shame. Will the world never learn?
(Also note that in the main body it already _was_ "File system". Smile

> > 4-c Passive sightings (via detection and rememberance)
>
> I don't understand this line. Maybe "Level map display?" Also, this
> might be better placed adjacent to the subchapter on "functional" Level
> Map options.
>
The line ought to mean: "Things noted but not (anymore) seen directly
by the character." Now make me a nice short headline out of this Smile
And it's _not_ level map display. It is about monsters and items on the
main map _not seen right now_.

> I *do* like the noting of relevant lua files in subchapters where
> they're relevant. Even if (well, I guess I'd prefer "when" to "if")
> this text are stripped of code, I think that noting in places like this
> that the code snippets exist would be good.
>
Yes, I think that is what will happen: pushing the lua lines out to
another file (a kind of lua_help) but referencing this here. Until said
file is existing, I'll leave 'em here.

> > 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).
> > It might be sensible to remove orbs from the default: there is only
> > one, and there are some reasons for not picking it up automatically.
>
> Good idea with orb autopickup, just hoping I won't forget... and that
> you won't forget to make sure this sentence doesn't reach the final
> draft of this document. Smile
>
I'll remind you.

> > safe_zero_exp = true
> > If set, presence of only zero experience monsters (like plants) will
> > cause autopickups, even if safe_autopickup = true is set. This option
> > also settles whether autoprayer considers such monsters risky.
>
> OH MY GOD! OH MY GOD! THE FUNGUS! IT'S OUT TO GET ME! AAAARRGHggghh
>
We say over here: "Erstens: Ruhe bewaren!"

> > pickup_thrown = false
> > Pickup_thrown = true causes autopickup to grab thrown/fired missiles.
> > Many players use this because it eases ranged combat quite a bit. If
> > following suit, be aware that there are situations when there is no
> > time for picking up projectiles. Use Ctrl-A for switching off
> > autopickup altogether in such cases.
>
> You might also suggest this newfangled thingy that blocks autopick when
> hostile monsters are around (haven't tried it out yet myself; I just
> use Ctrl-A).
>
It's cool. A tad annoying sometimes, but much more cool when it is
important.

> > pickup_dropped = true
> > Pickup_dropped lets autopickup affect objects you've dropped. Set to
> > false to block autopickup for dropped objects. This can be convenient.
>
> If "convenient" means "often single-handedly decides whether or not
> it's bearable to work with a central stash," then yes, it's convenient.
> Smile
>
Indeed, this is my style. One stash location is usually enough,
sometimes two. I never understood this talking about cleaning the
dungeon and hoovering and all. Much too serious business for me.

> which I use as a mask to avoid sacrificing spears and daggers, as I'm
> doing a lot of item saccing in my current string of games, due to
> having an urse detection and removal capacity of precisely zero. Thanks
> to you. To YOU, scoundrel! Wink
>
Why me?

> (One thing I've never understood is why the help mentions here "," and
> "-", which I never use because they're utterly unmnemonic for me; I use
> the obvious (for anyone at least moderately geeky) "*" instead.)
>
I use ',,,' when looting corpses (with no drop_filter). I never use
'-'. Will try to add '*' to the key help screen.

> > remembered_monster_colour = (color|real)
> > Remembered monsters can be shown with their actual colours (real), or
> > assigned an arbitrary colour by name, for example
> > remembered_monster_colour = darkgrey
>
> I'd add the sentence "the 'real' option was suggested by some psycho,
> and should not be used." Wink
>
I was contemplating that, but didn't want to ruin the chances of this
file getting into the distribution Smile

> > may_stab_brand
> > Purists may consider this unnecessarily spoily.
>
> Practicalists may consider it somewhere between really useful and a
> major PITA, due to the difficulty of finding a convenient branding
> color. I usually stick with the default brown, and sit and sigh. Smile
>
Yes, not enough keys, not enough colours. It's a poor world.

> > auto_list = false
>
> Incidentally, I've always been ambivalent about what's the best proper
> setting here. Yes, auto_list can be confusing for beginners. On the
> other hand, having it off quickly becomes annoying unless you have an
> excellent memory. (Or maybe mine's just really bad?) It would be nice
> to be able to offer the best of both worlds here somehow.
>
I think the default should be true

> > easy_butcher = false
> > Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!)
> > I've never witnessed any problems with this option on true.
>
> Me neither. Sounds like fact-rot.
>
Yesterday, Haran gave official permission to remove the EXPERIMENTAL.

> [menu_color]
> > [This should be renamed to menu_colour]
>
> Did you see that? I'm being oppressed! More sensitivity for the
> USAmerican minority! More sensitivity!
>
Darshan or Haran, could you please change menu_color to menu_colour?
It's urgent!
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ploog

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Since: Jun 23, 2006
Posts: 40



(Msg. 9) Posted: Thu Oct 05, 2006 4:57 am
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Darshan Shaligram schrieb:

> ploog.TakeThisOut@zio.mathematik.hu-berlin.de writes:
>
> > Right now, I have given all information available.
>
> Thanks for doing this. This is a great help.

I did it because the current init.txt was so confusing to me. Of
course, I am glad if it's of use to others, too.

> > This includes several small ad hoc-lua's.
>
> Documenting the Lua bindings is a brave endeavour. Smile They're very
> incomplete and liable to change.

As I said, I think these are too technical for letting 'em stay in a
text documenting options.

> remember_name is fine on multiuser systems - each user's startup
> preferences are tracked separately. If that's not happening, it's a
> bug.

I'll change wording to take account of this.

> > The currently available lua's are
> > base.lua -- needed for all other lua scripts
>
> I'm planning to change this to let the other Lua scripts source
> base.lua directly. No reason to force the player to do the work.

Just try to announce publicly such changes (or also when new options
are introduced, or new values for old options appear). I will try to
keep the text up to date.

> > [Which lua/option (and since when) does the improved change of
> > clothing (I mean the automated undressing)? It is not easy_armour.]
>
> gearset.lua does it. There's no option - you have to macro the
> functions manually in-game. Yes, it's a pain.

[I do not mean the remeberkit/swapkit stuff but the automated doff &
don for armour.]

I think it's okay without option (actually, I really think there are
too many options and we should get rid of some). There should be
amulet.lua doing automatic amulet change. I tried to, but am not yet
able coming up with one. This is not urgent, of course.

> > menu_color = <regex:color>
> [...]
> > [This should be renamed to menu_colour]
>
> Both variants are accepted by Crawl, and internally the game thinks of
> the option as menu_colour... Is the American spelling used somewhere
> it shouldn't be?

No, that's the only place. I thought American spelling is supposedly
used nowhere?

> > [There was an option for switching between character sets - what is it?]
>
> Early stone_soups had ascii_display = true|false. This is being
> replaced by char_set=ascii|ibm|dec in 0.1.3 (as in 4.1), but the old
> ascii_display option will continue to work.
>
And then true==ascii, false==ibm?

David
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erisdiscordia

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Since: Apr 20, 2005
Posts: 381



(Msg. 10) Posted: Thu Oct 05, 2006 5:09 am
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p....DeleteThis@zio.mathematik.hu-berlin.de wrote:
> Darshan Shaligram schrieb:
> > ploog.DeleteThis@zio.mathematik.hu-berlin.de writes:


> > > menu_color = <regex:color>
> > [...]
> > > [This should be renamed to menu_colour]
> >
> > Both variants are accepted by Crawl, and internally the game thinks of
> > the option as menu_colour... Is the American spelling used somewhere
> > it shouldn't be?
>
> No, that's the only place. I thought American spelling is supposedly
> used nowhere?

Humor Wink aside, I agree with your opinion on the matter -- although
the "charitable" Nethack route is admirable, the SS team is small, its
avaialable time is small, and the amount of work ahead of it is large;
sticking consistently to whatever is already the near-standard -- that
is, sticking to Commonwealth spelling -- makes things consistent while
adding a minimum of extra work (this one change here and any future
ones we may find necessary). It's natural that Commonwealth has become
standard anyway, as it's the larger half of the basis of Eurlish, which
is the common tongue of a plurality of our player base.

e.
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erisdiscordia

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Posts: 381



(Msg. 11) Posted: Thu Oct 05, 2006 5:14 am
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Darshan Shaligram wrote:
> ploog.RemoveThis@zio.mathematik.hu-berlin.de writes:
> > Darshan Shaligram schrieb:
> >> ploog.RemoveThis@zio.mathematik.hu-berlin.de writes:


> > I think it's okay without option (actually, I really think there are
> > too many options and we should get rid of some).
>
> Agreed. They just get all left in there because there's at least one
> player using each option. Smile

Except, perhaps, remembered_colour = real Smile


> [...]
> > I thought American spelling is supposedly used nowhere?
>
> The game accepts American spelling when reading user input. If there's
> an option that *doesn't* accept the American spelling, that's a bug.

Here I go trying to save you work, and you spoil it for me. Shame on
you!

OTOH I still think that the presentational spelling should be
consistent (e.g. colour).

e.
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Darshan Shaligram

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Posts: 285



(Msg. 12) Posted: Thu Oct 05, 2006 8:55 am
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ploog.DeleteThis@zio.mathematik.hu-berlin.de writes:

> Right now, I have given all information available.

Thanks for doing this. This is a great help.

> This includes several small ad hoc-lua's.

Documenting the Lua bindings is a brave endeavour. Smile They're very
incomplete and liable to change.

> 1- Starting screen options
> ===========================

> These should never be set on multi-player systems.

remember_name is fine on multiuser systems - each user's startup
preferences are tracked separately. If that's not happening, it's a
bug.

[...]
> The currently available lua's are
> base.lua -- needed for all other lua scripts

I'm planning to change this to let the other Lua scripts source
base.lua directly. No reason to force the player to do the work.

> [Which lua/option (and since when) does the improved change of
> clothing (I mean the automated undressing)? It is not easy_armour.]

gearset.lua does it. There's no option - you have to macro the
functions manually in-game. Yes, it's a pain.

> menu_color = <regex:color>
[...]
> [This should be renamed to menu_colour]

Both variants are accepted by Crawl, and internally the game thinks of
the option as menu_colour... Is the American spelling used somewhere
it shouldn't be?

[channel colour mapping options]
> [Has anyone used this in some more details?]

Never used them, ever. I've pretty much stuck to the vanilla init.txt
(apart from options added by the patches). Heck, it took me more than
a year to hear about auto_list. Smile (I still don't use auto_list.)

> [There was an option for switching between character sets - what is
> it?]

Early stone_soups had ascii_display = true|false. This is being
replaced by char_set=ascii|ibm|dec in 0.1.3 (as in 4.1), but the old
ascii_display option will continue to work.

--
Darshan Shaligram <scintilla.DeleteThis@gmail.com> Deus vult
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Darshan Shaligram

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Posts: 285



(Msg. 13) Posted: Thu Oct 05, 2006 9:55 am
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ploog.RemoveThis@zio.mathematik.hu-berlin.de writes:
> Darshan Shaligram schrieb:
>> ploog.RemoveThis@zio.mathematik.hu-berlin.de writes:

>> > The currently available lua's are
>> > base.lua -- needed for all other lua scripts

>> I'm planning to change this to let the other Lua scripts source
>> base.lua directly. No reason to force the player to do the work.

> Just try to announce publicly such changes (or also when new options
> are introduced, or new values for old options appear).

Sure, it'll be in the changelogs.

[what option controls automatic removal of armour]
> [I do not mean the remeberkit/swapkit stuff but the automated doff &
> don for armour.]

Ah, you mean automatically removing the old armour before wearing
something new? I don't think there's an option for that, it's
automatic.

> I think it's okay without option (actually, I really think there are
> too many options and we should get rid of some).

Agreed. They just get all left in there because there's at least one
player using each option. Smile

> There should be amulet.lua doing automatic amulet change. I tried
> to, but am not yet able coming up with one. This is not urgent, of
> course.

This is the reason why I called the Lua bindings incomplete. In
general, anytime you need to do something new, you have to go write
the bindings you need before you can write the Lua script itself. This
is largely because of the way Lua is used in Crawl - the bindings have
to ensure that stuff like giving players free actions per turn, or
giving free identify, or giving away hidden map information, never
happens, so they're not as simple to write as unleashing SWIG on the
source. Sad

[...]
> I thought American spelling is supposedly used nowhere?

The game accepts American spelling when reading user input. If there's
an option that *doesn't* accept the American spelling, that's a bug.

[...]
>> Early stone_soups had ascii_display = true|false. This is being
>> replaced by char_set=ascii|ibm|dec in 0.1.3 (as in 4.1), but the old
>> ascii_display option will continue to work.

> And then true==ascii, false==ibm?

Yes.

--
Darshan Shaligram <scintilla.RemoveThis@gmail.com> Deus vult
 >> Stay informed about: Crawl options documention - long, boring 
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Darshan Shaligram

External


Since: Oct 10, 2004
Posts: 285



(Msg. 14) Posted: Thu Oct 05, 2006 9:55 am
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"erisdiscordia" <erik.TakeThisOut@sky.cz> writes:
> Darshan Shaligram wrote:
>> ploog.TakeThisOut@zio.mathematik.hu-berlin.de writes:
>> [...]
>> > I thought American spelling is supposedly used nowhere?

>> The game accepts American spelling when reading user input. If
>> there's an option that *doesn't* accept the American spelling,
>> that's a bug.

> Here I go trying to save you work, and you spoil it for me. Shame on
> you!

I'm just documenting the existing (good) policy that pre-dates
stone_soup. Smile

> OTOH I still think that the presentational spelling should be
> consistent (e.g. colour).

Yup, any place the game uses American spellings in the code, or in
messages displayed to the user, that's also a bug.

--
Darshan Shaligram <scintilla.TakeThisOut@gmail.com> Deus vult
 >> Stay informed about: Crawl options documention - long, boring 
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JPEG

External


Since: Oct 12, 2005
Posts: 21



(Msg. 15) Posted: Thu Oct 05, 2006 11:21 am
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
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ploog.TakeThisOut@zio.mathematik.hu-berlin.de wrote [a nifty guide on Crawl
options]:

Great! Very Happy That was very much necessary!

Yesterday I wrote a long and detailed commentary on the file, but I
accidentally deleted my reply (I was using a foreign terminal) and was
unable to salvage it. So it'll be less detailed now... and a few points
might have been mentioned by now, anyway.

> The contents of this text are:
[snip a long list of existing options, put in categories]

Eeek! What's with the long scary list? If it's for quick look-ups of
options wouldn't it be easier for users to just search the file? (Even
the simplest writing tool should have such an option.) So, would it
hurt much to just list the categories and subcategories here?

> Some options need a path as an argument; here you have to enter
> yourself whatever your system is demanding.

Better might be: here you have to manually enter whatever ...

> Some other options accept
> regexes (regular expressions): here you can either choose to ignore
> this and simply use ordinary strings or you can gather what little is
> needed from looking around
> here or you start a quick internet search (regexes are fairly easy).

This paragraph is a bit confusing to me, even though I know what
regexes are and how to use them. Instead I suggest the following:
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.

I mean there's nothing to stop you from ignoring options anyway, so why
mention it?

> weapon = (random|short sword|hand axe|spear|mace|trident)

I agree that there should be a space between the options.

> default_autopickup = true
> When set false, the game starts with autopickup turned off. You can
> toggle autopickup in-game with Ctrl-A.

Could you mention somewhere that teleportation/blinking ignores
autopickup on the new square?

> ban_pickup = <regex>
> List of item name regexes for items which autopickup will never touch.
>
> You can use multiple ban_pickup lines. Some typical examples are
> ban_pickup = degeneration,decay,confusion,potions? of slowing
> ban_pickup = potions? of strong poison,potions? of poison
> ban_pickup = inaccuracy
> ban_pickup = scrolls? of paper,immolation,curse armor,curse weapon
> ban_pickup = forgetfulness,uselessness,noise,torment

I don't think your entire list of options is necessary. Choose two or
three example lines, and let newbies figure something out for
themselves.

Also, what happened to the you.race() and you.class() options? These
can be really useful, but then again it appears you've moved that to
lua. (I really don't get lua.)

> drop_filter = <regex>
[snip]
> drop_filter = skeleton, rotting, corpse
> [Who is using this? With which options?]

Here I distinguish between Kobolds and Trolls on the one hand (via
you.race()) and all other races on the other, with the first two not
filtering rotting while the others do.

> target_oos = true
> When cycling through items/features with 'x' look-around, setting
> target_oos to true allows you to jump the cursor to items and
> features that are outside line-of-sight but in the main view. See
> also target_los_first.
>
> target_los_first = true
> When cycling through items/features with the 'x' look-around command,
> setting target_los_first to true will force the cursor to squares in
> line-of-sight before going to squares outside LOS. Defaults to true.

Somewhere here oos (out of sight) and los (line of sight) should be
explained.

> travel_stair_cost = 500
> travel_stair_cost determines how costly interlevel travel considers
> stairs. With a high travel_stair_cost (such as the default of 500),
> interlevel travel will always choose routes with the minimum number of
> level changes possible. If you set travel_stair_cost to a low value
> (such as the minimum of 1), interlevel travel will treat a staircase
> just like a normal move, and it may consequently choose routes that
> involve extra level transitions.

Is that something new? I've never seen it before. And don't stairs take
longer than a "normal" move anyway?

> travel_exclude_radius2 = 68
> The square of the radius around travel-excluded squares where travel
> will refuse to go. Set to zero if you want to exclude single squares.
> The current default of 68 ensures that travel will not go into any
> square seen by a statue at the travel-exclusion center.

To reduce the spoiliness I'd reformulate this to the following:
.... ensures that travel will not enter the line of sight (8 square
radius) of a non-moving monster standing at the travel-exclusion
centre.

Personally I'd prefer something more general but it doesn't make sense
to mention LOS (which travel exclusion does refer to) in connotation
with an empty square.

> Using small scripts in init.txt, travel can get even more convenient.
>
> * Declaring certain traps to be safe

Nifty. Smile Thanks.

> menu_color = <regex:color>

Nope: The way you've listed it below, it's <colour:regex>.

> This prints a line (of the inventory, a menu, or the discoveries
> screen) containing regex in the stated colour. There can be several
> statements in a list, or also several menu_color lines.
> To color worn stuff and highlight cursed items, use (the order of
> lines is important here!)

Instead of the sentence in brackets, I'd add the fact that the colour
of the _first_ matching regex is used right after "several menu_color
lines."

> menu_color = lightred: cursed.*(worn|neck|hand|weapon)
> menu_color = green:(worn|neck|hand|weapon)
> menu_color = red: cursed
> If you are notoriously dying without resorting to all means, adapt
> menu_color = cyan:(potions? of heal wounds|teleportation)
> menu_color = lightcyan:(blinking|fire|cold|draining)
> If you want a quick check if that mummy ruined your potions, use
> menu_color = lightred:potions? of (degeneration|decay)

Again, I don't think all of these example lines are necessary.
Personally, I'd cut it off after the heal wounds/teleportation line.
Also, it would be useful to move the list of available colours here or
above wherever the first colour-related option occurs.

> [This should be renamed to menu_colour]

I agree. Razz

> fire_order = launcher, dart, stone, dagger, spear, handaxe, club

*stares* Does anyone fire _clubs_?

> In Crawl, items can be manually inscribed with the '{' command. This
> adds a note in curly braces to the item inscription. Several
> inscriptions are functional, namely all containing (in the example 'w'
> could be any sensible command and '9' could be any digit)

It looks like you wanted to include a general formula before the
brackets but forgot about it.

> @w9 -- now typing 'r9' will wield this item

Don't you mean 'w9'?

> @*9 -- now any action command followed by '9' will use this item
> !w -- before wielding this item, Crawl will ask for confirmation

Question: Does this only refer to the short-cut action or wielding
stuff in general?

> !* -- any action with this item causes a prompt
> =g -- item will be picked up automatically if autopickup is on

Does this make any sense if not set in init.txt already?

Great job, David! Very Happy

--------------------------------

A number of general comments:

The text should be consistent in mentioning the default value for every
existing option. Also, wherever there's an in-game key in conjunction
with an option (e.g. toggling options, or handling stashes) I'd mention
them in the appropriate section.

I like the reference to r.g.r.m. but I agree that this should be done
somewhere in the introduction.

I'm almost entirely sure there was something else but I really can't
think of it now, so before I manage to lose this reply as well, I'll
just send it off.
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