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optdesc.txt
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============================== 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.