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Crawl options documention - long, boring

 
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Haran Pilpel

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Since: Jun 05, 2006
Posts: 82



(Msg. 16) Posted: Thu Oct 05, 2006 3:55 pm
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>misc (more info?)

"JPEG" <erinacea.DeleteThis@hotmail.de> writes:

> ploog.DeleteThis@zio.mathematik.hu-berlin.de wrote [a nifty guide on Crawl
> options]:
>
>> @*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?

I'm not sure what you mean:
An item inscribed with !w will, if selected for wielding, prompt for
confirmation. If you select a different item, not marked with !w, no
confirmation will be needed. If you choose this item with a different
action (e.g. throwing), again no confirmation will be needed. Is
that what you were looking for?

>
>> !* -- 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?

Not much, I guess, but you could disable pickup_thrown and still
inscribe specific missiles with =g.

Also, there's a new inscription - "=k" - which will cause the item
to be ignored in all listings on the ground (unless it's the only
item on the ground, in which case it still won't be listed but can
be picked up.)

Haran

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ploog

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Since: Jun 23, 2006
Posts: 40



(Msg. 17) Posted: Fri Oct 06, 2006 2:48 am
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

JPEG schrieb:

> ploog RemoveThis @zio.mathematik.hu-berlin.de wrote [a nifty guide on Crawl
> options]:
>
> Great! Very Happy That was very much necessary!

Thanks!

> 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.

I basically included all suggestions. Only a couple of notes follow:

> > 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.

Yes, maybe. I leave it in right now for (my own) convenience, but am
not much attached to it.

> 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.)

I didn't have them when I wrote that. You have them Smile Send them or we
could meet and swap init files.

> 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.

This will definitely be done.

> > target_oos = true
> > target_los_first = true
>
> Somewhere here oos (out of sight) and los (line of sight) should be
> explained.

I think it's self-explaining if you look close enough.

> > travel_stair_cost = 500
>
> Is that something new? I've never seen it before. And don't stairs take
> longer than a "normal" move anyway?

New, yes. Longer, I think yes.

> > 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.

I am willing to change this, but they should improve statues first Smile
To a newbie, your description seems probably even weirder than my one.
We could just skip that and state: default = 68.

> > * Declaring certain traps to be safe
>
> Nifty. Smile Thanks.

Yes, but will move elsefile.

> > 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.

Yes, maybe I went too far. It's very easy to take 'em out, so I'll
leave them in for the moment.

> > fire_order = launcher, dart, stone, dagger, spear, handaxe, club
>
> *stares* Does anyone fire _clubs_?

Not me.

> 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 tried the latter and failed on the former (_what_ are the defaults?)

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

Done by now.

Thanks, and good bye!
David

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ploog

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Since: Jun 23, 2006
Posts: 40



(Msg. 18) Posted: Fri Oct 06, 2006 6:00 am
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

ploog.RemoveThis@zio.mathematik.hu-berlin.de schrieb:

Sorry for self-reply (I seem to write this rather often these days Smile

The following link
www.mathematik.hu-berlin.de/~ploog/CRAWL/crawl_options.txt
still contains the documentation of Crawl's options. It has been
updated all the time, so it should look much nicer than before. I have
included toc of it at the end of this post. If you want to look at how
an init.txt could look like later on, follow the link
www.mathematik.hu-berlin.de/~ploog/CRAWL/init.txt
(The init.txt is the one I currently use. So some options do not appear
there yet.)

Cheers, I am off until Monday
David

init.txt -------------------------------------------------

#
# Crawl Init file
#
# Lines begining with '#' are comments. The basic syntax is:
#
# field = value or field.subfield = value
#
# Only one specification is allowed per line.
#
# The terms are typically case-insensitive except in the fairly obvious
# cases (the character's name and specifying files or directories when
# on a system that has case-sensitive filenames).
#
# White space is stripped from the begining and end of the line, as
# well as imediately before and after the '='. All other whitespace
# is left alone.
#
# For descriptions concerning the option consult the file
# crawl_options.txt
# in your crawl/doc directory. Also note that the ordering of the
# options is taken from that file; this is for presentational reasons
# only.
#
# Note that all boolean options (i.e. values of 'true' or 'false') are
# commented out; so you can see their default values at once.

##### 1- Starting screen options ####################################
#
# name = Delilah
# remember_name = false
# weapon = (random | short sword | hand axe | spear | mace | trident)
# chaos_knight = (Xom | Makhleb | random)
# death_knight = (necromancy | Yredelemnul | random)
# priest = (Zin | Yredelemnul | random)
# race = (Human |...| Merfolk | random)
# class = (Fighter |...| Wanderer | random)
# random_pick = true

##### 2- File system ###############################################
#
# crawl_dir= <path>
# sound = <regex>:<path to sound file>

##### 3- Lua files #################################################
#
lua_file = lua/base.lua
lua_file = lua/stash.lua
lua_file = lua/wield.lua
lua_file = lua/kills.lua
lua_file = lua/runrest.lua
lua_file = lua/gearset.lua
lua_file = lua/eat.lua

##### 4- Interface #################################################
#
##### 4-a Picking up and dropping ###############
#
autopickup = $?!:"/%
default_autopickup = true
safe_autopickup = true
pickup_thrown = true
pickup_dropped = false
assign_item_slot = backward
#
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
# drop_filter = skeleton, rotting, corpse

##### 4-b Targetting ############################
#
target_zero_exp = true
target_wrap = true
target_oos = true
target_los_first = true
confirm_self_target = true
confirm_spell_fizzle = true
default_fizzlecheck = true

##### 4-c Passive sightings (via detection and rememberance)
#
detected_monster_colour = lightred
detected_item_colour = green
remembered_monster_colour = darkgrey
colour_map = true
clean_map = false

##### 4-d Branding ##############################
#
heap_brand = reverse
friend_brand = hi:green
stab_brand = hi:blue
# may_stab_brand = hi:yellow

##### 4-e Level map #############################
#
level_map_cursor_step = 10
item_colour = true
show_waypoints = true

##### 4-f Travel and explore ####################
#
travel_colour = true
travel_delay = 20
travel_stair_cost = 1
# travel_avoid_terrain = shallow water
travel_exclude_radius2 = 68
#
stop_travel = Something appears
stop_travel = god:wrath finds you
#
explore_stop = items,stairs,shops,altars
#
runrest_ignore_poison = 25:3
runrest_ignore_poison = 50:3
runrest_ignore_poison = 75:3
runrest_ignore_poison = 100:4
#
runrest_ignore_message = prayer ends

##### 4-g Stashes ###############################
#
stash_tracking = dropped
# stash_filter = 14, 4:21

##### 4-h Command improvements ##################
#
auto_list = true
lowercase_invocations = true
easy_open = true
easy_butcher = true
easy_armour = false
easy_confirm = safe
easy_quit_item_lists = true
easy_exit_menu = false
default_autoprayer = false

##### 4-i Messages and display improvement ######
#
show_uncursed = true
hp_warning = 55
terse_hand = true
delay_message_clear = false
always_greet = true
#
menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\)
menu_colour = green:(worn|neck|hand|weapon)\)
menu_colour = red: cursed
menu_colour = cyan:(potions? of heal wounds|teleportation)
menu_colour = lightcyan:(blinking|fire|cold|draining)
menu_colour = lightred:potions? of (degeneration|decay)

##### 4-j Firing commands #######################
#
fire_items_start = c
fire_order = launcher, dart, stone, dagger, spear, handaxe, club

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

##### 4-l Inscriptions ##########################
#
autoinscribe = royal jell:=g

##### 4-m Macro related options #################
#
flush.failure = true
flush.command = false
flush.message = false

##### 5- Dump file #################################################
#
##### 5-a Items and kill list ###################
#
# kill_map = friend:you, other:you
dump_kill_places = all
dump_item_origins = all
dump_item_origin_price = 100
dump_message_count = 6
verbose_dump = false

##### 5-b Notes #################################
#
use_notes = true
note_items = rod,book,rune
ood_interesting = 8
note_hp_percent = 5
note_skill_levels = 1,5,10,15,27
note_skill_max = true

##### 6- Technical options #########################################
#
##### 6-a All OS ################################
#
# colour.lightgray = black
# colour.lightcyan = cyan
# colour.yellow = brown
#
use_ascii = false
wiz_mode = no

##### 6-b DOS and Windows #######################
#
dos_use_background_intensity = false

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

1- Starting Screen.
name, remember_name, weapon, book,
chaos_knight, death_knight, priest, race, class, random_pick
2- File System 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 and 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 Functions.
level_map_cursor_step, item_colour, show_waypoints
4-f Travel and Exploration.
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 Enhancements.
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_colour
4-j Missiles.
fire_items_start, fire_order
4-k Message Channels.
4-l Inscriptions.
autoinscribe
4-m Macro related Options.
flush.failure, flush.command, flush.message
5- Character Dump.
5-a Items and Kills.
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.
6-a All OS.
macro_meta_entry, wiz_mode, colours, ascii_display
6-b DOS and Windows.
dos_use_background_intensity
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Jarmo Kielosto

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Since: Dec 30, 2005
Posts: 14



(Msg. 19) Posted: Fri Oct 06, 2006 10:55 am
Post subject: Re: Crawl options documention - long, boring [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2006-10-05, JPEG <erinacea.RemoveThis@hotmail.de> wrote:
> ploog.RemoveThis@zio.mathematik.hu-berlin.de wrote [a nifty guide on Crawl
> options]:
>> menu_color = lightred: cursed.*(worn|neck|hand|weapon)
>> menu_color = green:(worn|neck|hand|weapon)

You should add \) at the end of these lines. At the moment they
match also scrolls of curse weapon.

--
Jarmo Kielosto
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Christopher Evenstar

External


Since: Sep 13, 2006
Posts: 45



(Msg. 20) Posted: Wed Oct 11, 2006 10:58 am
Post subject: Re: Quick questions - [Login to view extended thread Info.]
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Christopher Evenstar wrote:
> eris-
> I know you're quite busy, so feel free to ignore this. Or flame it, I
> can take it. Cool
>
> 1. I think you're a google groups user; do you know of an easy way to
> save an entire thread to a file in windows?
>
> 2. I'm working on an early level branch for the rgr.dev.
> 7-day-roguelike contest. May I send you a concept sheet for comments?
> Even very brief comments such as "Bad idea", "Don't go there", "Go
> home, codecrawler" are helpful. I'm want to avoid _some_ pitfalls if I
> can.
Oops, I meant to post that privatly, but hit the wrong button. Maybe I
wanted to post it publickly on some subconscious level. Anyway, sorry
about the weird change of subject, and now, incidently, for replying to
myself. Cool

Christopher Evenstar
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erisdiscordia

External


Since: Apr 20, 2005
Posts: 381



(Msg. 21) Posted: Wed Oct 11, 2006 12:02 pm
Post subject: Re: Quick questions - [Login to view extended thread Info.]
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Christopher Evenstar wrote:
> Christopher Evenstar wrote:
> > eris-
> > I know you're quite busy, so feel free to ignore this. Or flame it, I
> > can take it. Cool
> >
> > 1. I think you're a google groups user; do you know of an easy way to
> > save an entire thread to a file in windows?

Sadly, I don't. However, I do know that you can use the non-tree view
(the one that I'd guess that you're normally *not* using, as the tree
is quite useful) -- and only that view -- to eliminate the "click for
the rest of this post" phenomenon and to raise the posts-per-page to 25
-- and only to 25. That tactic at least makes copy-paste-based work
easier.


> > 2. I'm working on an early level branch for the rgr.dev.
> > 7-day-roguelike contest. May I send you a concept sheet for comments?
> > Even very brief comments such as "Bad idea", "Don't go there", "Go
> > home, codecrawler" are helpful. I'm want to avoid _some_ pitfalls if I
> > can.

"Go home, codecrawler?!" Sounds like a line from a geek western. Smile

I think the collective mind of rgrm is a better judge than my mind. I
realize that it's a bit frightening to throw your concept "to the
wolves" like that, but keep in mind that people have
already posted *truly* unfinished, little-thought-out work to rgrm and
rgrd in the past many times before and receive constructive, not
offensive, criticism for it. Don't, worry!

e.
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Christopher Evenstar

External


Since: Sep 13, 2006
Posts: 45



(Msg. 22) Posted: Wed Oct 11, 2006 3:36 pm
Post subject: [crawl] 7drl announcement wanderers [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia wrote:
> Christopher Evenstar wrote:
> > Christopher Evenstar wrote:

> > > 2. I'm working on an early level branch for the rgr.dev.
> > > 7-day-roguelike contest. May I send you a concept sheet for comments?
> > > Even very brief comments such as "Bad idea", "Don't go there", "Go
> > > home, codecrawler" are helpful. I'm want to avoid _some_ pitfalls if I
> > > can.

> I think the collective mind of rgrm is a better judge than my mind. I
> realize that it's a bit frightening to throw your concept "to the
> wolves" like that, but keep in mind that people have
> already posted *truly* unfinished, little-thought-out work to rgrm and
> rgrd in the past many times before and receive constructive, not
> offensive, criticism for it. Don't, worry!
All right, thanks. So, bear in mind I will probably fall flat on my
face y'all, but I'm going to try a Seven Day Roguelike Crawl Variant.
My progress is available to the bored at:
http://crawl7drl.blogspot.com
Any and all suggestions, pointers, flames, questions, or basically any
other typographical activity are welcome and appreciated.

Above blog is spoily of course.

Thanks,
Christopher Evenstar
My 168 hour period begins next Monday at midnight, Alaska-time.
'til then I shall be reading and reading and reading and experimenting
and reading and reading
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erisdiscordia

External


Since: Apr 20, 2005
Posts: 381



(Msg. 23) Posted: Thu Oct 12, 2006 1:55 am
Post subject: Re: Quick questions - [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Christopher Evenstar wrote:
> Christopher Evenstar wrote:
> > eris-
> > I know you're quite busy, so feel free to ignore this. Or flame it, I
> > can take it. Cool
> >
> > 1. I think you're a google groups user; do you know of an easy way to
> > save an entire thread to a file in windows?
> >
> > 2. I'm working on an early level branch for the rgr.dev.
> > 7-day-roguelike contest. May I send you a concept sheet for comments?
> > Even very brief comments such as "Bad idea", "Don't go there", "Go
> > home, codecrawler" are helpful. I'm want to avoid _some_ pitfalls if I
> > can.
> Oops, I meant to post that privatly, but hit the wrong button. Maybe I
> wanted to post it publickly on some subconscious level. Anyway, sorry
> about the weird change of subject, and now, incidently, for replying to
> myself. Cool
>
> Christopher Evenstar

I've visited the blog (http://crawl7drl.blogspot.com ) and I'm curious
to see if amnesia attacks (skill level draining) will be tenable
balance-wise. That is, I'm curious to see if it's abusable. Not every
game cares about whether it has abusable features or not. Traditional
Crawl does. There's no special reason why Wanderers should. But it
shouldn't cease caring *accidentally.*

On the other hand, it's probably a moot point -- I doubt the benefit of
faster learning of other skills is worth the bother, especially since I
assume the skill drained will be random?

e.
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Christopher Evenstar

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Since: Sep 13, 2006
Posts: 45



(Msg. 24) Posted: Thu Oct 12, 2006 1:57 pm
Post subject: Re: Quick questions - [Login to view extended thread Info.]
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erisdiscordia wrote:

> I've visited the blog (http://crawl7drl.blogspot.com ) and I'm curious
> to see if amnesia attacks (skill level draining) will be tenable
> balance-wise. That is, I'm curious to see if it's abusable. Not every
> game cares about whether it has abusable features or not. Traditional
> Crawl does. There's no special reason why Wanderers should. But it
> shouldn't cease caring *accidentally.*
I'm curious too. I certainly don't see game balance as a critical
component to a game. I find balance interesting and I like maintain a
good balance while I play, but (for me at least) crawl is a solitaire
game so balance isn't the most thing.

> On the other hand, it's probably a moot point -- I doubt the benefit of
> faster learning of other skills is worth the bother, especially since I
> assume the skill drained will be random?
It's hard for me to speculate, but I aim to find out. The skill will
be drained in a semi-random way. That is, some monsters will drain
completely randomly, whilst others attack/reward specific skill sets.
Therefore you will be able to design your wanderer by choosing which
monsters/traps you'd like to defeat. There will be some element of
randomness in all attacks/rewards though. Randomness will prevail
heavily as befits, in my mind, a branch featuring wanderers.

Regarding scumming capabilities,
I'll not, at this point, put too much thought into foiling scummers. I
don't wish to pretend I could keep up with a scummer's agile mind.
Besides, one person's scum in another's fun. Cool
Thanks,
Christopher
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