======================= Preferences, Macros and Keymaps ====================== Once you've played Angband for a while, you may decide to customize commands and various other things to better suit your tastes. The first thing you'll discover a use for are keymaps and macros. They can be set up relatively easily, and allow you to perform common tasks with a single keystroke. Setting and changing ASCII (textual symbol) preferences works similarly. Some people also wind up editing user preference files directly, which gives them considerable control over commands, graphics, and various other things. === An Introduction to Macros and Keymaps === Necromancers are forever casting spell "a", Magic Bolt, in spellbook "a", Beginner's Curses. In both keysets, that's "maa", plus "*" to enter targeting mode, and finally "t" to target. Wouldn't it be nice if you could do all this with a single keypress? You can. Choose an unused command (we shall pick "'" by way of example). Bring up the macro/keymap screen by typing "@". Press "8" to create a keymap, and the game will ask you for a keypress. Type "'". When you press Return, you shift to the action field, where you input all the commands you want "'" to perform when pressed. In this case, you would enter: "maa*t", and press return. Now save your new keymap by typing "6", and either allow the game to choose your character's name for the preference file, or (if you want all of your characters to use the same keymap) save to "user.prf". This is only the beginning. What you can do with a spell, you can do with arrows, Rods of Trap Location, resting, activating the Phial, searching; all sorts of command combinations can profitably be keymapped. Keymaps are even more flexible when used in combination with object inscriptions - see the help file "objs-mon.txt". === User Pref Files === Angband allows you to change various aspects of the game to suit your tastes. You may define keymaps (changing the way Angband maps your keypresses to underlying commands), create macros (allowing you to map a single keypress to a series of keypresses), modify the visuals (allowing you to change the appearance of monsters, objects, or terrain features), change the colors (allowing you to make a given color brighter, darker, or even completely different), or set options (turning them off or on). Angband stores your preferences in files called "user pref files", which contain comments and "user pref commands", which are simple strings describing one aspect of the system about which the user has a preference. There are many ways to load a user pref file, and in fact, some of these files are automatically loaded for you by the game. All of the files are kept in the "lib/user/" directory, though you may have to use one of the command line arguments to redirect this directory, especially on multi-user systems. You may also enter single user pref commands directly, using the special "Enter a user pref command" command, activated by "double quote". You may have to use the "redraw" command (^R) after changing certain of the aspects of the game, to allow Angband to adapt to your changes. When the game starts up, after you have loaded an old character, or created a new character, some user pref files are loaded automatically. First, the "pref.prf" file is loaded. This file contains some user pref commands which will work on all platforms. Then one of "font-xxx.prf" (for normal usage) or "graf-xxx.prf" (for bitmap usage) is loaded. These files contain attr/char changes to allow the monsters, objects, and/or terrain features to look "better" on your system. Then the "pref-xxx.prf" file is loaded. This file contains pre-defined system specific stuff (macros, color definitions, etc). Then, the "user-xxx.prf" file is loaded. This file contains user-defined system specific stuff. The "user-xxx.prf" file is used as the "default" user pref file in many places. The "xxx" is the "system suffix" for your system, taken from the "main-xxx.c" file which was used to generate your executable. Finally, the "Race.prf", "Class.prf", and "Name.prf" files are loaded, where "Race", "Class", and "Name" are replaced by the actual race, class, and name of the current character. Several commands allow you to both load existing user pref files, create new user pref files, append information to existing user pref files, and/or interact with various of the user preferences in a more intuitive way than the user pref commands allow. The commands include "Interact with macros" (@), "Interact with visuals" (%), and "Interact with colors" (&), described below. --- User Pref Files (Macros) --- The "Interact with macros" command allows you to define or remove "macros", which are mappings from a single logical keypress to a sequence of keypresses, allowing you to use special keys on the keyboard, such as function keys or keypad keys, possibly in conjunction with modifier keys, to "automate" repetitive multi-keypress commands that you use a lot. Since macros represent keypress sequences, and not all keypresses have a printable representation, macro triggers and actions must often be "encoded" into a human readable form. This is done using several types of encoding, including "\xHH" for character number HH in hexadecimal, "\e" for the "escape" code, "\n" for the "newline" code, "\r" for the "return" code, "\s" for the "space" code, "\\" for backslash, "\^" for caret, and "^X" for the code for any "control" key "ctrl-X". Note that the "action" of a macro will not be checked against other macro triggers (unless the macro action contains a "control-backslash"), so you cannot make infinite loops. You may specify extremely long macros, but you are limited in length by the underlying input mechanisms, which in general limit you to about 1024 keys in both triggers and actions. The special "\" command (which must be encoded in macros as "\\") is very useful in macros, since it bypasses all keymaps and allows the next keystroke to be considered a command in the underlying Angband command set. For a list of the Angband command set, see the "cmdlist.txt" help file. For example, a macro which maps Shift-KP6 to "\" + "." + "6" will induce the "run east" behavior, regardless of what keyset the user has chosen, and regardless of what keymaps have been defined. Macros can be specified in user pref files as a pair of lines, one of the form "A:", which defines the encoded macro action, and one of the form "P:", which defines the encoded macro trigger. --- User Pref Files (Keymaps) --- The "Interact with macros" command also allows you to define "keymaps", which are vaguely related to macros. A keymap maps a single keypress to a series of keypresses, which bypass both other keymaps and any macros. Angband uses keymaps to map the original and the roguelike keysets to the underlying command set, and allows the user to modify or add keymaps of their own. Note that all keymap actions must be specified using underlying commands, not keypresses from the original or roguelike keysets. The original keyset is almost identical to the underlying keyset, except that "numbers" are mapped to ";" plus a direction, "5" is mapped to ",", and a few control-keys are mapped to various things. See "command.txt" for the full set of underlying commands. Some uses for keymaps include the ability to "disable" a command by mapping it to "\x00", Keymaps can be specified in user pref files as lines of the form "M: ", where is the keyset (0/1 for original/roguelike), is the encoded trigger key, and is the encoded keymap action. --- User Pref Files (Visuals) --- You can use the "Interact with visuals" command to change various visual information, currently including the choice of what attr/char values are used to represent various monsters, objects, or terrain features. Note that in combination appropriate support in "main-xxx.c", and with the use of the "use_graphics" flag, you may be able to specify that "graphic bitmaps" should be used instead of normal "colored characters" for various things. When interactively modifying the attr/char values for monsters, objects, or terrain features, pressing "n" or "N" will change which entry you are changing, pressing "a" or "A" will rotate through the available attr values, and pressing "c" or "C" will rotate though the available char values. Note that attr/char values with the "high bit" set may induce the display of special "graphic" pictures if the "use_graphics" flag is set, and your system supports the "use_graphics" flag. Note that this command can be abused in various ways, and if you must do so, remember that you are only cheating yourself. Keymaps can be specified in user pref files as line of the form "R::/" or "K::/" or "F::/" or "U::/". --- User Pref Files (Colors) --- The "Interact with colors" command allows you to change the actual internal values used to display various colors. This command may or may not have any effect on your machine. Advanced machines may allow you to change the actual RGB values used to represent each of the 16 colors used by Angband, and perhaps even allow you to define new colors which are not currently used by Angband. Colors can be specified in user pref files as line of the form "V:::::". --- User Pref Files (Options) --- The "Interact with options" command allows you to turn options on or off. You may turn options off or on using the user pref commands of the form "X:O: