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author | Bardur Arantsson <bardur@scientician.net> | 2010-01-08 20:28:34 +0100 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2010-01-08 23:46:06 +0100 |
commit | 6aa48afdd57d03314fdf4be6c9da911c32277c84 (patch) | |
tree | 2dc401f9aae2dc6736d2fc3811c8f8099d3eabe6 /lib/help/option.txt |
Import tome-2.3.5.
Diffstat (limited to 'lib/help/option.txt')
-rw-r--r-- | lib/help/option.txt | 715 |
1 files changed, 715 insertions, 0 deletions
diff --git a/lib/help/option.txt b/lib/help/option.txt new file mode 100644 index 00000000..33e0ce9e --- /dev/null +++ b/lib/help/option.txt @@ -0,0 +1,715 @@ +|||||oy +~~~~~05|Options +#####R=== Options and Effects (ToME 2.1.x) === + +Most of the options are accessible through the '=' command, which provides +an interface to the various sets of options available to the player. + +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. + +Note that the internal name of the option can be used in user pref files +to force the option to a given setting; see *****command.txt*105["command.txt"] for more info. + +Various concepts are mentioned in the descriptions below, including "disturb" +(cancel any running, resting, or repeated commands, which are in progress), +"flush" (forget any keypresses waiting in the keypress queue, including any +macros in progress), and "fresh" (dump any pending output to the screen). + +~~~~~06|Options|Startup +#####R=== Birth/Startup Options === + +The birth or startup options are only able to be changed during character +creation, and can be accessed by typing '=' during the creation process. They +can also be viewed from the option menu while playing, but not changed then. + +#####GMaximise stats [maximize] + Maximise causes the race and class stat bonuses to be applied like + equipment bonuses. This usually makes the character harder at the + beginning of the game, but easier later on, since the stats are no longer + limited to a "natural" value of 28 (18/100). + +#####GPreserve artifacts [preserve] + Preserve artifacts cancels all level feelings of the "special" variety, + but allows missed artifacts to be "saved" by wandering monsters and + found again at a later time. This only works for non-identified artifacts. + +#####GSpecify 'minimal' stats [autoroll] + Uses the standard autoroller for character creation. This allows the player + to specify a set of minimum values for the stats, and the game will keep + rerolling until it achieves them (or 1 million rolls, whichever comes + first). Be warned, however, that there is a maximum total power permitted + for a starting character. Setting one stat to near maximum is easily + achievable; 2 is reasonable; but 3 would require the remaining 3 stats to + be near their minimum values. + +#####GGenerate character using a point system [point_based] + Allows the player to distribute a certain number of points among her stats. + It results in the player being able to get one or two really high stats, at + the expense of other not-so-important stats; or to have a well-rounded + character who is above average (but not great) in all stats. Unused points + convert into starting gold for the player. + +#####GGenerate persistent dungeons [permanent_levels] + Setting this option means that level 1 of the dungeon will always have + the same dungeon map each time you visit it (like the Nethack dungeon). + +#####GAlways generate very unusual rooms [ironman_rooms] + Tries to place a special room or vault on every dungeon level. Very fun, + but extremely deadly - imagine that Greater Checkerboard Vault with Lokkak + on dungeon level 1! + +#####GAllow notes to be written to a file [take_notes] + Allows any player-written notes (with the "|" command) to be written to + a file and kept (instead of being put in the message list). + +#####GAutomatically note important events [auto_notes] + Used in conjunction with the take_notes option, this option makes a note + each time you gain a level, kill a unique, find an artifact, etc. + +#####GFast autoroller (NOT on multiuser systems) [fast_autoroller] + The normal autoroller has a built-in delay that helps prevent it from + overloading a system. This option reduces that delay, allowing characters + to be rolled in a much shorter time, but should not be used on multiuser + systems. + +#####GAllow use of some 'joke' monsters [joke_monsters] + Allows monsters flagged as being some of DarkGod's jokes to be generated. + +#####GAlways make small levels [always_small_level] + Overrides the in-game option of small_levels, generating smaller levels + whenever possible. + +#####GYou can receive fates, good or bad [fate_option] + Allows the player to turn off ToME's *****fatespoi.txt*0[fates] for that character. + +~~~~~07|Options|Ingame +#####RIN GAME OPTIONS +#####R=============== + +These options are available from within the game, and can be toggled on and +off at will during the course of the game. + +~~~~~08|Options|Interface +#####R=== Option Set 1 -- User Interface === + +#####GRogue-like commands [rogue_like_commands] + Selects the "roguelike" command set (see *****command.txt*0["command.txt"] for info). +~~~~~1 +#####GActivate 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. + +#####GPrompt for various information [other_query_flag] + No longer used. + +#####GPrompt before picking things up [carry_query_flag] + Forces the game to ask you for confirmation when you do something that + would normally cause an item to be picked up. +~~~~~4 +#####GUse 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. If the current target is a monster, it + becomes unset when that monster dies. Use of this option can be dangerous + if you target locations on the ground, unless you clear them when done. + +#####GPick things up by default [always_pickup] + Tells the game that walking onto an item should attempt to pick it up. + Otherwise, you must use the "g" command, or the "-" command while walking. + Combined with "carry_query_flag" (Prompt before picking things up), allows + you to selectively pick up all items which you step on. + +#####GPrompt before picking up heavy objects [prompt_pickup_heavy] + Generates a prompt whenever the character tries to pick up an item that + would slow him down. + +#####GRepeat obvious commands [always_repeat] + Tells the game that when you attempt to open a door or chest, bash + a door, tunnel through walls, or disarm traps or chests, that you + wish to repeat the command 99 times (see *****command.txt*0["command.txt"]). + +#####GShow dungeon level in feet [depth_in_feet] + Display the dungeon depth in "feet" instead of as a level number (one + level is equivalent to 50'). This also affects the monster memory display. + +#####GMerge 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. + +#####GMerge 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. + +#####GShow labels in object lists [show_labels] + Display the "labels" for objects in the equipment list, and in any + special window which is displaying the equipment. These labels + indicate what the player is using the object for, such as "wielding" + or "wearing" (in a given location). After you have played for a while, + this information is no longer useful, and can be annoying. + Note that in ToME this option no longer controls the "plain + flavoured object descriptions": a separate option for them has been added + under "ToME Options". + +#####GShow weights in object lists [show_weights] + Display the weight of objects in the inventory and equipment lists, + and in stores, and in any special window which is displaying any of + these lists. + +#####GShow graphics in inventory list [show_inven_graph] + Display the graphics of objects in the inventory list, and in any special + window which is displaying the inventory list. + +#####GShow graphics in equipment list [show_equip_graph] + Display the graphics of objects in the equipment list, and in any special + window which is displaying the equipment list. + +#####GShow graphics in stores [show_store_graph] + Display the graphics of objects in the store list. + +#####GShow choices in certain sub-windows [show_choices] + Indicate legal choices in special windows which display lists. + +#####GShow details in certain sub-windows [show_details] + Indicate extra details in special windows, currently used to activate + the display of death counts and monster descriptions when recalling + details about a monster. + +#####GAudible bell (on errors, etc) [ring_bell] + Attempt to make a "bell" noise when various errors occur. + +#####GUse color if possible (slow) [use_color] + This option enables the software support for colour. Since this makes + the game slower, you should always disable this option if you are using + a machine which is not capable of using colours. + +~~~~~09|Options|Disturbance +#####R=== Option Set 2 -- Disturbance === + +#####GRun past stairs [find_ignore_stairs] + Ignore stairs when running. + +#####GRun through open doors [find_ignore_doors] + Ignore open doors when running. + +#####GRun past known corners [find_cut] + Cut sharply around known corners when running. This will result in + faster running, but may cause you to run into a lurking monster. + +#####GRun into potential corners [find_examine] + Fully explore potential corners in hallways. This is strongly + recommended if your light source has a small radius (e.g. a torch). + +#####GDisturb 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. + +#####GDisturb 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. See also the "view_reduce_view" option. + +#####GDisturb whenever map panel changes [disturb_panel] + This option causes you to be disturbed (stop running) when the screen + scrolls, as it does when you get close to the edge of the visible screen. + +#####GDisturb whenever leaving trap-detected area [disturb_detect] + This option causes you to be disturbed whenever you are leaving + a trap-detected area. This option is strongly recommended. + +#####GDisturb 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. + +#####GDisturb 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 light-source fuel. + +#####GDisturb whenever random things happen [disturb_other] + In ToME, uncursed teleporting items may teleport you around sometimes, + asking for your confirmation (and possibly disturbing your rest). If you + unset this option, they will stop asking you and teleporting you randomly. + Cursed items will neither ask for confirmation nor stop teleporting you + even if this option is unset. (You may also inscribe an item with {.} + to suppress its random-teleportation power, unless it is cursed.) + +#####GAlert user to critical hitpoints [alert_hitpoint] + Produce a "bell" noise, and flushes all pending input, when your hitpoints + reach the warning point chosen elsewhere, preventing stupid deaths. + +#####GAlert user to various failures [alert_failure] + Produce a "bell" noise, and flushes all pending input, when various + failures occur, as described above. + +#####GGet last words when the character dies [last_words] + Display a random line from the "death.txt" file when your character + dies. If this option is not selected, the "You die." message is displayed + instead. + +#####GAllow shopkeepers and uniques to speak [speak_unique] + If this option is in use, shopkeepers may sometimes whisper rumours to + you. Also certain monsters start boasting as they attack you, and when + they die, they say their "last words". + +#####GNo query to destroy known worthless items [auto_destroy] + It can sometimes be annoying that the Destroy command asks for confirmation + when you are attempting to destroy a Broken sword {cursed}. If this option + is set, no confirmation will be asked if you attempt to destroy an object + which you know to be worthless. Of course, cursed artifacts cannot be + destroyed even if this option is set. + +#####GConfirm to wear/wield known cursed items [confirm_wear] + Some players may occasionally, due to a typing mistake, find themselves + wearing an item which they knew was cursed. If this option is set, you + should be safe from such typing mistakes: you will be prompted if you + attempt to wear or wield an item if your character knows it is cursed. + +#####GPrompt before exiting a dungeon level [confirm_stairs] + Some players (such as myself) often accidentally press the '<' key + and exit a Special feeling level. If this option is set, the program + asks for confirmation before you go up or down the stairs. Others may + find the prompt annoying; they should of course not set this option. :-) + +#####GDisturb when visible pets move [disturb_pets] + The player may wish that some of the disturbance options do not apply + to pets: for example, it can be annoying if your rest is always disturbed + by a pet dog who pops in every now and then. By default, pets do not + disturb you even if full monster disturbance options are set. If you + want your pets to disturb you like normal monsters, set this option. + +#####GAutomatically open doors [easy_open] + Opens (and unlocks) doors by walking into them. Also, if you are adjacent + to only one known door, using the "o"pen command will not prompt you for + a direction. + +#####GAutomatically disarm traps [easy_disarm] + Attempts to disarm traps by walking into/over them. Also, if you are + adjacent to only one known trap, using the "D"isarm command will not + prompt you for a direction. If your disarming ability is particularly + low, you should probably not enable this option, because you will often + fail to disarm the traps, and sometimes trigger them. + +#####GAutomatically tunnel walls [easy_tunnel] + Automatically tunnels into walls by walking into them. + +~~~~~10|Options|Game-play +#####R=== Option Set 3 -- Game-play === + +#####GAuto-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 the price + that the shop-keeper will suggest. + +#####GAuto-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. + +#####GAllow weapons and armor to stack [stack_allow_items] + Allow identical weapons and armor to be combined into a stack. This + also allows unidentified, but identical, ammo to be combined, which + may result in the auto-identification of some of the ammo, but which + makes it a lot easier to actually use unidentified ammo. + +#####GAllow wands/staffs/rods to stack [stack_allow_wands] + Allow identical wands/staffs/rods to be combined into a stack. This + may force the items to be unstacked to use them, which may result + in overflow of the pack. Also, the entire stack can be recharged + (and possibly destroyed) at the same time. + +#####GExpand the power of the look command [expand_look] + Expand the "l"ook 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. + +#####GExpand 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 "l"ook and "t"arget commands + to cycle through all appropriate grids forever, and the "identify + symbol" to browse through all of the monsters of a given type. + +#####GMap remembers all perma-lit grids [view_perma_grids] + Memorise 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 memorised, and any object which is seen by the player is + memorised independently from the memorisation of the grid itself. + +#####GMap remembers all torch-lit grids [view_torch_grids] + Memorise all (torch-lit) floor grids which are seen by the player. + This option not only allows you to keep track of which floor grids + have been explored, but also which ones are dark, because the use + of this option activates a special color scheme for the display of + floor grids, in which dark grids are drawn in dark grey, lit grids + are drawn in white, and (if the "view_bright_lite" option is set) + lit grids which are also in line of sight are drawn in orange. Note + that grids which are currently torch-lit are considered to be "lit", + and are thus drawn in white, unless the "view_yellow_lite" option is + set, in which case they are drawn in yellow. + +#####GAllow some monsters to carry light [monster_lite] + This option allows some monsters to carry light sources around with them, + lighting up the space around them. It can also allow you to see when some + monsters are heading your way before they reach the bend in the corridor + where you are hiding in ambush.... + +#####GGenerate 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. + +#####GGenerate dungeons with connected stairs [dungeon_stair] + Always generate a staircase back to the level whence you came, if you used + a staircase to get to the level. This is more "realistic", and safer, + but less of a challenge for some people. + +#####GMonsters 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. + +#####GMonsters chase recent locations (v.slow) [flow_by_smell] + As above, but also allow monsters to take advantage of "old" trails + that you may have left in the dungeon. +~~~~~3 +#####GUse special symbols for the player char [player_symbols] + If this option has been compiled in, it allows you to display your + character using race / class / sex dependent colours and graphical + symbols. Note that the support for this option may not have been + compiled in on all platforms. + +#####GPlain object descriptions [plain_descriptions] + In ToME, this option disables "full" names for identified flavoured + objects; in other words, if this option is not in use, an identified + Potion of Speed could be listed (for example) as a Blue Potion of Speed. + If you prefer simpler, less verbose descriptions, set this option. + +#####GMonsters 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. + +#####GMonsters exploit players weaknesses [smart_cheat] + Allow monsters to know what spell attacks you are resistant to, without + first having to observe such an attack upon you, and to use this + information to choose the best attacks. + +#####GMonsters behave stupidly [stupid_monsters] + ToME incorporates Keldon Jones' improved monster Artificial + Intelligence patch. While this patch most certainly makes monsters + behave more realistically, they will also be more deadly with the + improved AI. If you are a sissy, set this option to get the old, + really stupid monster AI. + Note that the new AI is a bit processing power expensive. If you have + an old computer (386sx) and ToME is running too slowly, you could + try turning stupid_monsters on. Or dumpster-dive for a Pentium so you can + run ToME. :-) + +#####GAllow unusually small dungeon levels [small_levels] + This option enables the creation of levels of varying sizes. Levels + that are as small as one "screen" (80x24) are possible, and they can be + quite dangerous, especially for a low level character, because they have + as many monsters and traps as their full-sized counterparts. + Note that this option has the side effect of enabling / disabling + 'destroyed' levels (they are enabled if small levels are). + +#####GAllow empty 'arena' levels [empty_levels] + Normal dungeon levels consist mostly of rock. If this option is in + use, levels which have empty floor instead of solid rock may also + be created (somewhat reminiscent of Nethack's "big-room" levels). + These levels can be extremely deadly, especially with breathing + monsters (since there are few obstructions to shield you). Arena levels + may have vaults, nests and pits in them like normal levels. Some + arena levels are dark when they are created, but most are lit. + +~~~~~11|Options|Efficiency +#####R=== Option Set 4 -- Efficiency === + +#####GReduce lite-radius when running [view_reduce_lite] + Reduce the radius of the player's light to that of a torch (radius 1) + when the player is running, which makes running more efficient (CPU-wise), + but is extremely annoying. Certain older versions of Angband used + this behavior always, so "purists" should turn it on. + +#####GReduce view-radius in town [view_reduce_view] + No longer in use. + +#####GAvoid 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. + +#####GAvoid 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 and 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. Certain systems may choose to set + this option if they are unable to support the special color processing, + but if they handle graphics "correctly", by using attr/char pairs with + the "high bits" set, then not only will the game correctly avoid using + any "dangerous" color processing, but it will allow such processing to + occur when it is not dangerous. So if you are using graphics, and you + use a normal attr/char for the floor grids, then you can use the + "special lighting effects" for floors. + +#####GFlush 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. + +#####GFlush 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. + +#####GFlush input before every command [flush_command] + This option forces the game to flush all pending input before every + command. This option is silly, unless you are very paranoid. + +#####GFlush 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. + +#####GFlush output after every command [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, which will give you maximal information, but may slow down + the game a lot, especially on slower machines; and on faster machines + you normally do not have a chance to see the results anyway. + +#####GFlush output after every message [fresh_message] + This option forces the game to flush all output after every message + displayed by the game. This will give you maximal information, but + may slow down the game somewhat. + +#####GCompress messages in savefiles [compress_savefile] + Compress the savefile, by only saving the most recent messages that + the player has received. This can cut the size of the savefile by a + drastic amount, but will result in the loss of message information. +~~~~~2 +#####GHilite 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. Note that only some + machines are able to *not* show the cursor, but on those machines, hiding + the cursor often speeds up the game and looks better. + +#####GUse special colors for torch-lit grids [view_yellow_lite] + This option causes special colors to be used for "torch-lit" grids in + certain situations (see "view_granite_lite" and "view_special_lite"). + Turning this option off will slightly improve game speed. + +#####GUse special colors for 'viewable' grids [view_bright_lite] + This option causes special colors to be used for non "viewable" grids + in certain situations (see "view_granite_lite" and "view_special_lite"). + When this option is set, floor grids which are normally drawn in white + but which are not currently viewable by the player are instead drawn + in dark grey. This makes the viewable grids appear brighter than the + others, allowing the player to easily determine which floor grids are + in line of sight. Turning this option off will probably increase the + speed of the game. + +#####GUse special colors for wall grids (slow) [view_granite_lite] + This option activates a special color scheme for all wall grids which + are normally drawn in white (as walls and rubble normally are). When + the player is blind, we use dark grey, else if the grid is torch-lit, + we use yellow (or white, depending on the "view_yellow_lite" option), + else if the "view_bright_lite" option is set, and the grid is not in line + of sight, or the grid is dark, or the grid is only "partially" lit, then + we use grey, otherwise we use the normal white. Turning this option + off will probably increase the speed of the game. + +#####GUse special colors for floor grids (slow) [view_special_lite] + This option activates a special color scheme for all floor grids which + are normally drawn in white (as they normally are). When the player is + blind, we use dark grey, else if the grid is torch-lit, we use yellow + (or white, depending on the "view_yellow_lite" option), else if the grid + is dark, we use dark grey, else if the "view_bright_lite" option is + set, and the grid is not in line of sight, we use grey, otherwise we + use the normal white. Turning this option off will probably increase + the speed of the game. + +#####GCentre the view on the player (very slow) [center_player] + Keeps the player's character in the centre of the screen, and moves the + dungeon around the player. Can be useful to prevent off-screen breaths. + +~~~~~12|Options|ToME Options +#####R=== ToME Options === + +Features which are unique to ToME are collected in this menu. + +#####GIngame contextual help [ingame_help] + Setting this option allows the game to trigger a help message the first + time you come across an item or some other trigger. This is very useful + for new players. More experienced players may wish to switch this option + off. + +#####GShow the experience needed for the next level [exp_need] + Setting this option alters the display of experience on the left of + the main screen to the experience needed to reach the next character level, + instead of the character's current total experience. + +#####GUse the old(Z) coloring scheme(reload the game) [old_colors] + Setting this option toggles the ASCII game colour display from the + standard Angband monster colours to the Zangband-based monster colours. + Since this alters the display and monster memory display, you need to + reload the game when you alter this setting before it will display the + new colours. + +#####GAutomatically clear '-more-' prompts [auto_more] + Setting this option automatically clears any messages from the top + of the window. Be warned that this could be dangerous, as you don't + actually get to see the messages unless you use ^P. + +#####GPlayer char represent his/her health [player_char_health] + Setting this option only affects the game when playing without tiles. + As the player becomes injured, his icon changes to a figure representing + the percentage of health remaining; for example if he is down to 68% of + his maximum hitpoints, his character will be a '6' instead of an '@'. + The character used only starts changing once the player has lost at + least 30% of his maximum hitpoints. + +#####GStats are represented in a linear way [linear_stats] + Setting this option alters the display of character stats. The default + is 3 to 40 (linear), but the older 3 to 18/220 (Moria/Angband style) is + retained for players who prefer it. + +#####GIn option windows, just omit the select char [inventory_no_move] + If this option is set, the equipment/inventory windows don't move items + around when a prompt asks for an item. + + +#####R=== Stacking Options === + +In ToME items are allowed to stack on floors and monsters are allowed to +maintain inventories. These features are enabled by default, and aren't +accessible through the option menu, but can still be disabled through +user pref files (see *****command.txt*105["command.txt"]). + +#####GAllow objects to stack on the floor [testing_stack] + Allows a cave grid to hold more than one object (or one kind of + object). + +#####GAllow monsters to carry objects [testing_carry] + If this option is set, monsters which "pick up" objects will drop + the objects they were carrying when you kill them. Note that monsters + which "crush" objects are not affected by this option. + +~~~~~13|Options|Base Delay Factor +#####R=== Base Delay Factor === + +The "delay_factor" value, if non-zero, is used to slow down the game, which is +useful to allow you to observe the temporal effects of bolt, beam, and ball +attacks. The actual delay is equal to "delay_factor" cubed, in milliseconds. +Frequently used factors are 2 or 3. + +~~~~~14|Options|Hitpoint Warning +#####R=== Hitpoint Warning === + +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 hitpoints, mana and sanity. It is entered as a value +between 0 and 9 (0% and 90%). + +~~~~~15|Options|Autosave +#####R=== Autosave Options === + +Ideally, the game should be so stable that these options are not needed +at all. However, even if the game were 100% reliable (which, to be frank, it +probably is not), the user might forget to save, and his hardware could fail +him. For all of these reasons, you may want to use these options: + +#####GAutosave when entering new levels [autosave_l] + If this option is set, the program will attempt to save your + character every time before creating a new dungeon level. Useful + if you experience any game or computer crashes (or your dog enjoys + kicking your power cords out of the wall like mine does!). + +#####GTimed autosave [autosave_t] + If this option is set, the program will attempt to save your + character every n game turns, where n is the "frequency". To set + frequency, press n: it will increase the frequency to the next + category, these being every 50, 100, 250, 500, 1000, 2500, 5000, + 10000 or 25000 turns. (After 25000, pressing n again will cycle back + to 0.) Note that the frequency must be higher than 0 and the + "Timed autosave" set to "yes" for timed autosaves to take place. + +~~~~~16|Options|Automatizer +#####R=== The Automatizer === + +Allows you to set options for the game to automatically destroy or pick up +objects when you identify them, for example skeletons, essences, cursed +daggers, etc. Useful for reducing the clutter in the dungeon, and reducing the +amount of loot to have to sort through. This *****automat.txt*0[Tutorial] may help you. + +~~~~~17|Options|Window Flags +#####R=== Window Flags === + +Selects what kind of information is displayed in which window, on platforms +which use multiple windows. + +You can select a window to be able to toggle between 2 different +sets of information (e.g. Basic Character stats and monster recall) +by pressing the "y" key over the second display option. + +~~~~~18|Options|Cheating +#####R=== Cheating Options === + +#####GPeek into object creation [cheat_peek] + Cheaters never win. But they can peek at object creation. + +#####GPeek into monster creation [cheat_hear] + Cheaters never win. But they can peek at monster creation. + +#####GPeek into dungeon creation [cheat_room] + Cheaters never win. But they can peek at room creation. + +#####GPeek into something else [cheat_xtra] + Cheaters never win. But they can see debugging messages. + +#####GKnow complete monster info [cheat_know] + Cheaters never win. But they can know all about monsters. + +#####GAllow player to avoid death [cheat_live] + Cheaters never win. But they can cheat death. + +~~~~~19|Options|Dump/Load Options +#####R=== Dump Options === + +Allows the player to save the options to a file (defaults to charname.prf) +so that they can be reloaded into other character files. + + +#####R=== Load Options === + +Allows you to load a preference file saved through the "Dump Options" +command in another character file, hence saving all the initial time of having +to reset all the options every time you wish to play. + + ++++ Ben +++ (Updated by Dark God and Dawnmist et al. for ToME) |