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Software Vault: The Diamond Collection
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NETHACK.CNF
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1994-12-29
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7KB
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129 lines
OPTIONS=rawio,BIOS,IBMgraphics,showexp,showscore,time,rest_on_space
OPTIONS=pickup_type: $!?+/"=,pickup,number_pad,!tombstone,hpwarn:50
OPTIONS=silent,lit_corridor,!legacy
HACKDIR=
SAVE=.\save;n
#Boolean options available in all versions (with default values in []):
#
#confirm ask before hitting tame or peaceful monsters [TRUE]
#DECgraphics use DEC/VT line-drawing characters for the dungeon [FALSE]
#disclose offer information at the end of the game [TRUE]
#(fe)male sex of the player (may only be set on startup) [MALE]
#fixinv try to retain the same letter for the same object [TRUE]
#help print all available info when using the / command [TRUE]
#IBMgraphics use IBM extended characters for the dungeon [FALSE]
#ignintr ignore interrupt signal, including breaks [FALSE]
#legacy print introductory message [TRUE]
#lit_corridor show a dark corridor as lit if in sight [FALSE]
#null allow nulls to be sent to your terminal [TRUE]
# try turning this option off (forcing NetHack to use its own
# delay code) if moving objects seem to teleport across rooms
#number_pad use the number keys to move instead of yuhjklbn [FALSE]
#pickup automatically pick up objects you move over [TRUE]
#rest_on_space count the space bar as a rest character [FALSE]
#safe_pet prevent you from (knowingly) attacking your pet(s) [TRUE]
#silent don't use your terminal's bell sound [TRUE]
#sortpack group similar kinds of objects in inventory [TRUE]
#standout use standout mode for --More-- on messages [FALSE]
#time display elapsed game time, in moves [FALSE]
#tombstone print tombstone when you die [TRUE]
#verbose print more commentary during the game [TRUE]
#
#
#There are further boolean options that exist in some versions of NetHack
#3.1. (You can learn which options exist in your version by checking your
#current option setting, which is reached via the 'O' cmd.)
#
#Boolean option if INSURANCE was set at compile time:
#checkpoint save game state after each level change, for possible [TRUE]
# recovery after program crash
#
#Boolean option if NEWS was set at compile time:
#news print any news from game administrator on startup [TRUE]
#
#Boolean options if DGK was set at compile time:
#BIOS allow the use of IBM ROM BIOS calls [FALSE]
#rawio allow the use of raw I/O (may only be set on startup) [FALSE]
#
#Boolean option if EXP_ON_BOTL was set at compile time:
#showexp display your accumulated experience points [FALSE]
#
#Boolean option if SCORE_ON_BOTL was set at compile time:
#showscore display your approximate accumulated score [FALSE]
#
#Boolean options if TEXTCOLOR was set at compile time:
#color use different colors for objects on screen [TRUE for micros]
#hilite_pet if color is FALSE, display pets in a highlighted way [FALSE]
#
#Any Boolean option can be negated by prefixing it with a '!' or 'no'.
#
#
#Compound options are written as option_name:option_value.
#
#Compound options which can be set during the game are:
#
#fruit the name of a fruit you enjoy eating [slime mold]
# (basically a whimsy which NetHack uses from time to time).
#packorder a list of default symbols for kinds of objects that gives the
# order in which your pack will be displayed [")[%?+!=/(*`0_]
# (If you specify only some kinds of items, the others from the
# default order will be appended to the end.)
#scores the parts of the score list you wish to see when the game ends
# You choose a combination of top scores, scores around the top
# scores, and all of your own scores. [!own/3 top/2 around]
#
#Compound options which may be set only on startup are:
#
#catname the name of your first cat [NONE]
#dogname the name of your first dog [NONE]
#graphics a list of symbols to be used in place of the default ones for
# drawing the dungeon.
# The symbols are subjected to a fair amount of processing, so
# that you can use C-style escapes such as \n or \081 as well as
# indicate control characters by ^x or meta characters by \Mx.
# As usual, \ can force the next character to be taken literally.
# Since many of the default symbols are overloaded, they are
# given here by name instead of symbol, with some added notes:
# stone (solid rock, normally ' ')
# vwall hwall tlcorn trcorn blcorn brcorn (room boundaries)
# crwall tuwall tdwall tlwall trwall (wallified maze characters)
# nodoor vodoor hodoor (no, vertical, horizontal open door)
# vcdoor hcdoor (vertical, horizontal closed door)
# room darkcorr litcorr upstair dnstair upladder dnladder
# trap web altar throne sink fountain pool ice lava
# vodbridge hodbridge (vertical, horizontal open drawbridge)
# vcdbridge hcdbridge (vertical, horizontal closed drawbridge)
# air cloud water
# vbeam hbeam lslant rslant (generic zap beams)
# digbeam flashbeam (special beams for digging and cameras)
# boomleft boomright (boomerangs)
# ss1 ss2 ss3 ss4 (shielding sequence)
# sw_topl, sw_topm, sw_topr, (swallow, top row)
# sw_midl, sw_midr, (swallow, middle row [no center])
# sw_botl, sw_botm, sw_botr (swallow, bottom row)
# extl extm extr (explosion matrix top row)
# exml exmm exmr (explosion matrix middle row)
# exbl exbm exbr (explosion matrix bottom row)
#monsters like graphics, but for monster symbols
# default: abcdefghijklmnopqrstuvwxyz
# ABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \\&;:~]
#msghistory number of top line messages to save [20]
#
#hpwarn number of HP to be warned of low HP (Does that make sense? :)
#
#name the name of your character [obtained by asking the system or
# the player]
#objects like graphics, but for object symbols
# default: ])[="(%!?+/$*`0_.
#pettype your preferred type of pet (cat or dog), if your character
# class uses both types [RANDOM]
#windowtype windowing system to be used [depends on operating system]
# NOTE: If the Water Weird patch is *NOT* used, delete the last character in
# the "graphics" line below (ie. the "£" at the end)
OPTIONS=graphics:║═╔╗╚╝╬╩╦╣╠ïî╥Ä╨▀▒▓ôöòûùÿÖÜ¢£╓╫╪áúó╤ñ┌ªº█▄┐½¼«»░╒╘╞╟╡╢╖╧╙Ç└┴╜┬├ü─┼é£
OPTIONS=monsters:σµΦΘΩδ∞φε∩±≥≤⌠⌡÷≈°∙·√ⁿ²■åçêëìÅÉæÆ¥₧ƒíÑ¿⌐¬│┤╕è┘âà╛▌α▐äßΓπΣ
OPTIONS=objects:¡τ