============================== Option Descriptions ============================= This file describes the options available through the "=" command. They help customize your Angband experience, so make certain your choices get selected. Options you will want to change to your preferences include: -Roguelike commands, if you are used to the commands used in certain other roguelike games. -Pick things up by default. Toggle this on if you like instant pickup, but consider turning it off when pack space becomes an issue. -Alert user to critical hitpoints. Some find it annoying, but it can save your character's life. Don't forget to increase the HP warning. -Set the delay factor to two or more if you want to see pretty ball explosions and whatnot. -Change some of the monster options if the game seems too hard or easy. -Change some of the efficiency options if the game runs too slowly. === Listing of Options === In the descriptions below, each option is listed as the textual summary which is shown on the "options" screen, plus the internal name of the option in brackets, followed by a textual description of the option. Various concepts mentioned in the descriptions below: "disturb" : (cancel any running, resting, or repeated commands) "flush" : (forget any keypresses waiting in the keypress queue, including any macros in progress), "fresh" : (dump any pending output to the screen) "sub-windows": (see below). === Option Set 1 -- User Interface === Rogue-like commands [rogue_like_commands] Selects the "roguelike" command set (see the help file "cmdlist.txt" for more info). Activate quick messages [quick_messages] Allows the use of any keypress as a response to the "-more-" prompt (useful for monster farming). Allows most keys to mean "no" to any "[y/n]" prompt. Prompt for floor item selection [floor_query_flag] Makes the player explicitly select objects on the floor instead of using the only logical floor choice. This makes you type an extra keypress, but increases safety. Prompt before picking things up [carry_query_flag] Forces the game to ask your permission before allowing you to pick up any single object or stack. This is most often desired when the auto-pickup option is on. Use old target by default [use_old_target] Forces all commands which normally ask for a "direction" to use the current "target" if there is one. Use of this option can be dangerous if you target locations on the ground, unless you clear them when done. Pick things up by default [always_pickup] Tells the game that walking onto an item should attempt to pick it up. Picking up objects this way takes no additional energy. Note the "-" command, which can be used to reverse this option for a single turn. Repeat obvious commands [always_repeat] Tells the game that when you attempt to open a door or chest, bash a door, tunnel through walls, disarm traps or chests, or alter any grid, you wish to automatically repeat the command 99 times (see the help file "cmddesc.txt"), unless an explicit repeat count was given. Show dungeon level in feet (or meters) [depth_in_feet] Display dungeon depths in "feet" ("meters" if the "Use metric (SI) measurements" option is used) instead of "levels". Merge inscriptions when stacking [stack_force_notes] Force otherwise identical objects to merge, even if one has an empty inscription and the other does not. The resulting stack keeps the non-empty inscription. Merge discounts when stacking [stack_force_costs] Force otherwise identical objects to merge, even if they have different discounts. The resulting stack keeps the largest discount. This option may cause you to lose value, but will give you optimal pack usage. Show labels in equipment listings [show_labels] Display "labels" (what an object is being used for) for objects in all equipment listings. Show weights in all object listings [show_weights] Display weights (in pounds or kilograms) of objects in all inventory, equipment, store, and home listings. Show choices in inven/equip listings [show_choices] Display "choices" (legal responses) in any sub-windows which are being used to display your inventory or equipment. Also, if one sub-window is being used to display your inventory or equipment, then this option will cause it to be (temporarily) toggled as needed to always show the "appropriate" set of objects (inventory or equipment). Show details in monster descriptions [show_details] Display "details" (including number of monsters killed, and textual descriptions) in monster descriptions. Use Metric (SI) measurements [use_metric] Display a variety of measurable quantities using metric measurements. Conversions are: 3 meters ~ 10 feet, 1.0 kilograms ~ 2.2 pounds. Show flavors in object descriptions [show_flavors] Display "flavors" (color or variety) in object descriptions and infor- mation screens, even for objects whose type is known. This does not affect objects in stores. === Option Set 2 -- Disturbance === Run past stairs [run_ignore_stairs] Ignore stairs when running. Run through open doors [run_ignore_doors] Ignore open doors when running. Run past known corners [run_cut_corners] Cut sharply around known corners when running. This will result in faster running, but may cause you to run into a lurking monster. Run into potential corners [run_use_corners] Fully explore potential corners in hallways. Disturb whenever any monster moves [disturb_move] Disturb the player when any monster moves, appears, or disappears. This includes monsters which are only visible due to telepathy, so you should probably turn this option off if you want to rest near such monsters. Disturb whenever viewable monster moves [disturb_near] Disturb the player when any viewable monster moves, whenever any monster becomes viewable for the first time, and also whenever any viewable monster becomes no longer viewable. This option ignores the existence of "telepathy" for the purpose of determining whether a monster is "viewable". Disturb whenever map panel changes [disturb_panel] This option causes you to be disturbed by the screen scrolling, as it does when your character gets close to the edge of the screen. Disturb when leaving last trap detect area [disturb_trap_detect] This option causes you to be disturbed when attempting to run outside the region of your last 'detect traps' spell. It will take effect only once per trap detection spell you use. Disturb whenever player state changes [disturb_state] This option causes you to be disturbed whenever the player state changes, including changes in hunger, resistance, confusion, etc. Disturb whenever boring things happen [disturb_minor] This option causes you to be disturbed by various boring things, including monsters bashing down doors, inventory feelings, and beginning to run out of fuel. Disturb whenever various things happen [disturb_other] This option is currently unused. Alert user to critical hitpoints [alert_hitpoint] Produce a "bell" noise, and flush all pending input, when your hitpoints reach the "critical point" chosen elsewhere, preventing stupid deaths. Make certain you change the hitpoint warning number. Alert user to various failures [alert_failure] This option is currently unused. Verify destruction of objects [verify_destroy] Prompt for verification of the "destroy" command. Verify destruction of worthless objects [verify_destroy_junk] Prompt for verification of the "destroy" command when destroying worthless objects. This option has no effect if verify_destroy is off. Verify use of special commands [verify_special] Prompt for verification of the "special" commands (borg and debug). Ring bell on error [ring_bell] Attempt to make a "bell" sound upon various failures or illegal inputs. === Option Set 3 -- Game-play === Auto-haggle in stores [auto_haggle] Disable haggling in stores, resulting in a ten percent sales tax on items which you would have otherwise been forced to haggle for. When this option is on, all prices listed in stores will be the actual price that you pay for an item, as opposed to shop-keeper's initial offer. Auto-scum for good levels [auto_scum] This is a hack but allows you to force the generation of "good" levels in the dungeon. This option may be extremely slow on some machines, especially deep in the dungeon. The minimum "goodness" of the level is based on the dungeon level, so the deeper you go, the better the level will be. A lot of people consider this option to be cheating. Open and close doors automatically [easy_open] Open doors automatically if you move into them. Opens and closes doors automatically if only one logical choice is available when you issue the open command. From Tim Baker's Easy Patch. Disarm traps automatically [easy_disarm] Disarm traps automatically if you move into them, or if only one logical choice is available when you issue the disarm command. From Tim Baker's Easy Patch. Note that this option will not cause a Rogue to undo a monster trap. Expand the power of the look command [expand_look] Expand the "look" command to allow the user to "look" at grids which are not actually in view of the player, allowing the examination of objects/monsters which have only been detected by spells, or sensed via telepathy. Expand the power of the list commands [expand_list] Expand the "listing" commands so that they "wrap" at the "edges" of the appropriate list. This allows the "look" and "target" commands to "cycle" through all appropriate grids forever, and the "identify symbol" to browse through all of the monsters of a given type. Map remembers all perma-lit grids [view_perma_grids] Memorize all perma-lit floor grids which are seen by the player. This option allows you to keep track of which explored floor grids were perma-lit, but does not distinguish between dark floor grids, unexplored floor grids, and unknown grids. Turning off this option allows the player to always know which lit floor grids are in line of sight, but this is better accomplished by the "view_bright_lite" option. Note that any non-floor grids which is seen by the player are always memorized, and objects seen by the player are memorized independently from the grid itself. Map remembers all torch-lit grids [view_torch_grids] Memorize all floor grids which have ever been lit up by the player. Generate dungeons with aligned rooms [dungeon_align] Force all rooms to be "aligned" with the "panel" divisions. This results in a much "prettier" dungeon, but may result in fewer greater vaults. Generate dungeons with connected stairs [dungeon_stair] Always generate a staircase back to the level you came from, if you used a staircase to get to the level. This is more "realistic", and "safer", but less of a "challenge" for some people. Empty levels [empty_levels] If on, the game will occasionally produce an arena level, in which rooms are isolated one from another in a sea of empty floor space. Al- though dangerous, arenas allow your firepower to really wreak havoc. Monsters chase current location (v.slow) [flow_by_sound] Allow monsters to make paths to the player when they are nearby. This option is extremely slow, but can produce viciously smart monsters. Monsters chase recent locations (v.slow) [flow_by_smell] Allow monsters to take advantage of "old" trails that you may have left in the dungeon. This has no effect unless "flow_by_sound" is also set. Monsters learn from their mistakes [smart_learn] Allow monsters to learn what spell attacks you are resistant to, and to use this information to choose the best attacks. Monsters exploit players weaknesses [smart_cheat] Allow monsters to know what spell attacks you are resistant to, and to use this information to choose the best attacks. === Option Set 4 -- Efficiency === Reduce light radius when running [view_reduce_lite] Reduce the "radius" of the player's light to that of a torch when the player is running. This speeds up running on slower machines, but is rather annoying. Hide player symbol when running [hidden_player] Hide the player symbol when the player is running, which makes the game somewhat faster. Avoid checking for user abort [avoid_abort] Avoid checking to see if the user has pressed a key during resting or running or repeated commands. This not only makes the game much more efficient (on many systems), but also allows the use of certain obscure macro sequences, such as turning this option on, resting until done, turning this option off, and casting a spell. Note that the use of this option may be dangerous on certain "graphic" machines. Resting for long periods of time with this option set is dangerous since the resting may not stop until the user takes damage from starvation. Avoid processing special colors [avoid_other] Avoid processing the multi-hued or clear attributes of monsters. This will cause all multi-hued monsters to appear violet, all clear monsters to appear white, and will cause "trappers" and "lurkers" to be visible on some machines, but it may greatly increase efficiency especially when telepathy is active. Flush input on various failures [flush_failure] This option forces the game to flush all pending input whenever various "failures" occur, such as failure to cast a spell, failure to use a wand, etc. This is very useful if you use macros which include "directional" components with commands that can fail, since it will prevent you from walking towards monsters when your spells fail. Flush input whenever disturbed [flush_disturb] This option forces the game to flush all pending input whenever the character is disturbed. This is useful if you use macros which take time, since it will prevent you from continuing your macro while being attacked by a monster. Flush output before every command [fresh_before] This option forces the game to flush all output before every command. This will give you maximal information, but may slow down the game somewhat. Note that this option is only useful when using macros, resting, running, or repeating commands, since the output is always flushed when the game is waiting for a keypress from the user. Flush output after various things [fresh_after] This option forces the game to flush all output after not only every player command, but also after every round of processing monsters and objects, and after every message, which will maximize your information, but may slow down the game a lot, especially on slower machines, and on faster machines you cannot see the results anyway. Compress messages in savefiles [compress_savefile] Compress the savefile, saving only the most recent player messages. This can cut the size of the savefile substantially, but will result in the loss of message information. Highlight the player with the cursor [hilite_player] Place the visible cursor on the player. This looks fine on some Unix machines, but horrible on most graphics machines. Use special colors for torch-lit grids [view_yellow_lite] If the option "view_special_lite" is also on, floor grids that are only lit by the player's own light source will appear yellow. If the option "view_granite_lite" is on, walls will be colored in the same way. Turning this option off will slightly increase the speed of the game. Use special colors for field of view [view_bright_lite] If the option "view_special_lite" is also on, those floor grids that the player can see directly are drawn in white, and all other known grids are drawn in dark gray. If the option "view_granite_lite" is on, walls will be colored in the same way. Turning this option off will slightly increase the speed of the game. Use special colors for wall grids (slow) [view_granite_lite] If either the option "view_yellow_lite" or "view_bright_lite" is on, wall grids will change color depending on lighting conditions instead of always being gray. This option may not work well if the attr/char codes for walls/veins have been changed, or if graphics are being used. Turning it off will slightly increase the speed of the game. Use special colors for floor grids (slow) [view_special_lite] If either the option "view_yellow_lite" or "view_bright_lite" is on, floor grids will change color depending on lighting conditions instead of always being gray. This option may not work well if the attr/char codes for floors have been changed, or if graphics are being used. Turning it off will slightly increase the speed of the game. Keep the player centered (slow) [center_player] Scrolls the display whenever the character moves. When this option is off, the display scrolls when the character reaches the edges of the visible dungeon. Keep player centered while running (slow) [center_running] When this option is on, the center_player option is enabled while running. Otherwise, the screen is recentered on the player when running is finished. This option has no effect if center_player is off. Show stacks using special attr/char [show_piles] Causes piles of object to be displayed as a generic symbol rather than looking like the "top" object. === Option Set 5 -- Birth Options === These options are described in the help files for character creation. === Option Set 5 -- Cheat Options === Peek into object creation [cheat_peek] Cheaters never win. But they can peek at object creation. Peek into monster creation [cheat_hear] Cheaters never win. But they can peek at monster creation. Peek into dungeon creation [cheat_room] Cheaters never win. But they can peek at room creation. Peek into something else [cheat_xtra] Cheaters never win. But they can see debugging messages. Know complete monster info [cheat_know] Cheaters never win. But they can know all about monsters. Allow player to avoid death [cheat_live] Cheaters never win. But they can cheat death. === Window flags === Some platforms support "sub-windows", which are windows which can be used to display useful information generally available through other means. The best thing about these windows is that they are updated automatically (usually) to reflect the current state of the world. The "window options" can be used to specify what should be displayed in each window. The possible choices should be pretty obvious. Display inven/equip Display the player inventory (and sometimes the equipment). Display equip/inven Display the player equipment (and sometimes the inventory). Display player flags Display a special description of the character, including some of the "flags" which pertain to a character, broken down by equipment item. Display player screen Display a brief description of the character, including a breakdown of the current player "skills" (including attacks/shots per round). Display player flags Display a brief description of the character, including a breakdown of the contributions of each equipment item to various resistances and stats. Display messages Display the most recently generated "messages". Display overhead view Display an overhead view of the entire dungeon. This is very slow and does not even look very good. Display monster recall Display a description of the monster which has been most recently attacked, targeted, or examined in some way. Display object recall Display a description of the most recently selected object. Currently this only affects spellbooks and prayerbooks. This window flag may be usefully combined with others, such as "monster recall". Display snap-shot This window flag is currently unused. Display borg messages This window flag is currently used only by the Borg. Display borg status This window flag is currently used only by the Borg. === Item squleching menus === Item squelching (from the Autosquelch patch by David Blackston) allows you define certain items that you know do not interest you. These items are deleted automatically. They are not replaced by new items. Autosquelch in no way affects the frequency of other items. Autosquelch makes use of only information you have access to in game, and does not provide any degree of "free" identification. Oangband support two types of autosquelching for two different classes of object. The main autosquelch screen allows you to select item types through menus. Items set to be squelched will be deleted if that class of object is known to you. For example, if you choose to squelch "Amulets of DOOM", they will be generated normally until you have identified your first such amulet. After that they will be deleted. No indication is given that an item was squelched. This is refered to as "squelch-on-generate" and is usable in Oangband for items other than weapons, armor, and ammunition. The secondary autosquelch menu allows you to set miminum "quality" threshholds for various categories of armor, weaponry and ammunition. For any given category, you may choose to squelch no items (N), only cursed items (C), cursed and average items (V), all but ego items and artifacts (G), or all but artifacts (A). These items will be generated normally. Any items identified as squlechable will be immediately removed from the game. This will be indicated in the player messages. This refered to as "squelch-on-identify". === Miscellaneous Options === The "hitpoint_warn" value, if non-zero, is the percentage of maximal hitpoints at which the player is warned that he may die. It is also used as the cut-off for using red to display both hitpoints and mana. The "delay_factor" value, if non-zero, will slow down the visual effects used for missile, bolt, beam, and ball attacks. The actual time delay is equal to "delay_factor" squared, in milliseconds. You may set Oangband to save your character every so often by using the auto- save option. Set the option itself to "yes" and tweak the timer until you are satisfied.