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diff --git a/lib/help/option.html b/lib/help/option.html deleted file mode 100644 index 14167029..00000000 --- a/lib/help/option.html +++ /dev/null @@ -1,698 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="05"></A><FONT COLOR="#FF0000">=== Options and Effects (ToME 2.1.x) ===</FONT> - -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 <A HREF="command.html#105">"command.txt"</A> 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), "fresh" (dump any pending output to the screen). - -<A NAME="06"></A><FONT COLOR="#FF0000">=== Birth/Startup Options ===</FONT> - -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. - -<FONT COLOR="#00FF00">Maximise stats [maximize]</FONT> - Maximise causes the "race" and "class" stat bonuses to be applied as - "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 "18/100". - -<FONT COLOR="#00FF00">Preserve artifacts [preserve]</FONT> - 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. - -<FONT COLOR="#00FF00">Specify 'minimal' stats [autoroll]</FONT> - Uses the standard autoroller for character creation. This allows the player - to specify a series 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 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. - -<FONT COLOR="#00FF00">Generate character using a point system [point_based]</FONT> - Allows the player to split a certain amount of points around their 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. Unused points convert into starting - gold for the player. - -<FONT COLOR="#00FF00">Generate persistent dungeons [permanent_levels]</FONT> - 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). - -<FONT COLOR="#00FF00">Always generate very unusual rooms [ironman_rooms]</FONT> - Tries to place a special room or vault on every dungeon level. Very fun, - but extremely deadly - imagine that GCV with Lokkak on dungeon level 1! - -<FONT COLOR="#00FF00">Allow notes to be written to a file [take_notes]</FONT> - Allows any player written notes (with the "|" command) to be written to - a file and kept (instead of being put in the message list). - -<FONT COLOR="#00FF00">Automatically note important events [auto_notes]</FONT> - 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. - -<FONT COLOR="#00FF00">Fast autoroller (NOT on multiuser systems) [fast_autoroller]</FONT> - The normal autoroller has a built in delay that help 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. - -<FONT COLOR="#00FF00">Allow use of some 'joke' monsters [joke_monsters]</FONT> - Allows monsters flagged as being some of DarkGod's jokes to be generated. - -<FONT COLOR="#00FF00">Always make small levels [always_small_level]</FONT> - Overwrites the in-game option of small_levels, generating smaller levels - whenever possible. - -<FONT COLOR="#00FF00">You can receive fates, good or bad [fate_option]</FONT> - Allows the player to turn off ToME's <A HREF="fatespoi.html">fates</A> for that character. - -<A NAME="07"></A><FONT COLOR="#FF0000">IN GAME OPTIONS</FONT> -<FONT COLOR="#FF0000">===============</FONT> - -These options are available from within the game, and can be toggled on and -off at will during the course of the game. - -<A NAME="08"></A><FONT COLOR="#FF0000">=== Option Set 1 -- User Interface ===</FONT> - -<FONT COLOR="#00FF00">Rogue-like commands [rogue_like_commands]</FONT> - Selects the "roguelike" command set (see <A HREF="command.html">"command.txt"</A> for info). -<A NAME="1"></A><FONT COLOR="#00FF00">Activate quick messages [quick_messages]</FONT> - 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. - -<FONT COLOR="#00FF00">Prompt for various information [other_query_flag]</FONT> - No longer used. - -<FONT COLOR="#00FF00">Prompt before picking things up [carry_query_flag]</FONT> - Forces the game to ask you if you want to pick something up when you - do something that would normally cause the item to be picked up. -<A NAME="4"></A><FONT COLOR="#00FF00">Use old target by default [use_old_target]</FONT> - 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. - -<FONT COLOR="#00FF00">Pick things up by default [always_pickup]</FONT> - 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. - -<FONT COLOR="#00FF00">Prompt before picking up heavy objects [prompt_pickup_heavy]</FONT> - Generates a prompt whenever the character tries to pick up an item that - would slow them down. - -<FONT COLOR="#00FF00">Repeat obvious commands [always_repeat]</FONT> - 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 <A HREF="command.html">"command.txt"</A>). - -<FONT COLOR="#00FF00">Show dungeon level in feet [depth_in_feet]</FONT> - Display the dungeon depth in "feet" instead of as an actual level (one - level is equivalent to 50'). This also affects the monster memory display. - -<FONT COLOR="#00FF00">Merge inscriptions when stacking [stack_force_notes]</FONT> - 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. - -<FONT COLOR="#00FF00">Merge discounts when stacking [stack_force_costs]</FONT> - 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. - -<FONT COLOR="#00FF00">Show labels in object lists [show_labels]</FONT> - 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". - -<FONT COLOR="#00FF00">Show weights in object lists [show_weights]</FONT> - Display the weights of objects in the "inventory" and "equipment" lists, - and in "stores", and in any "special" window which is displaying any of - these lists. - -<FONT COLOR="#00FF00">Show graphics in inventory list [show_inven_graph]</FONT> - Display the graphics of objects in the "inventory" list, and in any "special" - window which is displaying the "inventory" list. - -<FONT COLOR="#00FF00">Show graphics in equipment list [show_equip_graph]</FONT> - Display the graphics of objects in the "equipment" list, and in any "special" - window which is displaying the "equipment" list. - -<FONT COLOR="#00FF00">Show graphics in stores [show_store_graph]</FONT> - Display the graphics of objects in the "store" list. - -<FONT COLOR="#00FF00">Show choices in certain sub-windows [show_choices]</FONT> - Indicate legal choices in "special" windows which display lists. - -<FONT COLOR="#00FF00">Show details in certain sub-windows [show_details]</FONT> - Indicate extra details in "special" windows, currently used to activate - the display of "death counts" and "monster descriptions" when recalling - details about a monster. - -<FONT COLOR="#00FF00">Audible bell (on errors, etc) [ring_bell]</FONT> - Attempt to make a "bell" noise when various "errors" occur. - -<FONT COLOR="#00FF00">Use color if possible (slow) [use_color]</FONT> - This option enables the software support for "color". Since this makes - the game slower, you should always disable this option if you are using - a machine which is not capable of using color. - -<A NAME="09"></A><FONT COLOR="#FF0000">=== Option Set 2 -- Disturbance ===</FONT> - -<FONT COLOR="#00FF00">Run past stairs [find_ignore_stairs]</FONT> - Ignore stairs when running. - -<FONT COLOR="#00FF00">Run through open doors [find_ignore_doors]</FONT> - Ignore open doors when running. - -<FONT COLOR="#00FF00">Run past known corners [find_cut]</FONT> - Cut sharply around "known" corners when running. This will result in - "faster" running, but may cause you to run into a "lurking" monster. - -<FONT COLOR="#00FF00">Run into potential corners [find_examine]</FONT> - Fully explore "potential corners" in hallways. - -<FONT COLOR="#00FF00">Disturb whenever any monster moves [disturb_move]</FONT> - 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. - -<FONT COLOR="#00FF00">Disturb whenever viewable monster moves [disturb_near]</FONT> - 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. - -<FONT COLOR="#00FF00">Disturb whenever map panel changes [disturb_panel]</FONT> - This option causes you to be disturbed by the screen "scrolling", - as it does when you get close to the "edge" of the screen. - -<FONT COLOR="#00FF00">Disturb whenever leaving trap-detected area [disturb_detect]</FONT> - This option causes you to be disturbed whenever you are leaving - a trap-detected area. - -<FONT COLOR="#00FF00">Disturb whenever player state changes [disturb_state]</FONT> - This option causes you to be disturbed whenever the player state - changes, including changes in hunger, resistance, confusion, etc. - -<FONT COLOR="#00FF00">Disturb whenever boring things happen [disturb_minor]</FONT> - 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. - -<FONT COLOR="#00FF00">Disturb whenever random things happen [disturb_other]</FONT> - 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. - -<FONT COLOR="#00FF00">Alert user to critical hitpoints [alert_hitpoint]</FONT> - Produce a "bell" noise, and flushes all pending input, when your hitpoints - reach the "critical point" chosen elsewhere, preventing stupid deaths. - -<FONT COLOR="#00FF00">Alert user to various failures [alert_failure]</FONT> - Produce a "bell" noise, and flushes all pending input, when various - "failures" occur, as described above. - -<FONT COLOR="#00FF00">Get last words when the character dies [last_words]</FONT> - 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. - -<FONT COLOR="#00FF00">Allow shopkeepers and uniques to speak [speak_unique]</FONT> - 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'. A speaking monster may also (if - the option is selected) be wanted by the law, in which case you get the - reward if you kill it. - -<FONT COLOR="#00FF00">No query to destroy known worthless items [auto_destroy]</FONT> - 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. - -<FONT COLOR="#00FF00">Confirm to wear/wield known cursed items [confirm_wear]</FONT> - 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. - -<FONT COLOR="#00FF00">Prompt before exiting a dungeon level [confirm_stairs]</FONT> - 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. :-) - -<FONT COLOR="#00FF00">Disturb when visible pets move [disturb_pets]</FONT> - 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. - -<FONT COLOR="#00FF00">Automatically open doors [easy_open]</FONT> - Opens (and unlocks) doors by walking into them. - -<FONT COLOR="#00FF00">Automatically disarm traps [easy_disarm]</FONT> - Disarms traps by walking into/over them. - -<FONT COLOR="#00FF00">Automatically tunnel walls [easy_tunnel]</FONT> - Automatically tunnels into walls by walking into them. - -<A NAME="10"></A><FONT COLOR="#FF0000">=== Option Set 3 -- Game-play ===</FONT> - -<FONT COLOR="#00FF00">Auto-haggle in stores [auto_haggle]</FONT> - 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. - -<FONT COLOR="#00FF00">Auto-scum for good levels [auto_scum]</FONT> - 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. - -<FONT COLOR="#00FF00">Allow weapons and armor to stack [stack_allow_items]</FONT> - 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. - -<FONT COLOR="#00FF00">Allow wands/staffs/rods to stack [stack_allow_wands]</FONT> - 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 stack. Also, the entire stack can be recharged - (and possibly destroyed) at the same time. - -<FONT COLOR="#00FF00">Expand the power of the look command [expand_look]</FONT> - 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. - -<FONT COLOR="#00FF00">Expand the power of the list commands [expand_list]</FONT> - 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. - -<FONT COLOR="#00FF00">Map remembers all perma-lit grids [view_perma_grids]</FONT> - 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 "object" which is seen by the player is - memorised independently from the memorisation of the grid itself. - -<FONT COLOR="#00FF00">Map remembers all torch-lit grids [view_torch_grids]</FONT> - Memorize 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 gray", "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". - -<FONT COLOR="#00FF00">Allow some monsters to carry light [monster_lite]</FONT> - 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 - that you are hiding behind . . . - -<FONT COLOR="#00FF00">Generate dungeons with aligned rooms [dungeon_align]</FONT> - Force all rooms to be "aligned" with the "panel" divisions. This results - in a much "prettier" dungeon, but may result in fewer greater vaults. - -<FONT COLOR="#00FF00">Generate dungeons with connected stairs [dungeon_stair]</FONT> - 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. - -<FONT COLOR="#00FF00">Monsters chase current location (v.slow) [flow_by_sound]</FONT> - Allow monsters to make paths to the player when they are nearby. This - option is extremely slow, but can produce viciously smart monsters. - -<FONT COLOR="#00FF00">Monsters chase recent locations (v.slow) [flow_by_smell]</FONT> - As above, but also allow monsters to take advantage of "old" trails - that you may have left in the dungeon. -<A NAME="3"></A><FONT COLOR="#00FF00">Use special symbols for the player char [player_symbols]</FONT> - 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. - -<FONT COLOR="#00FF00">Plain object descriptions [plain_descriptions]</FONT> - In ToME, this option disables "full" names for identified - 'flavored' 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. - -<FONT COLOR="#00FF00">Monsters learn from their mistakes [smart_learn]</FONT> - Allow monsters to learn what spell attacks you are resistant to, - and to use this information to choose the best attacks. - -<FONT COLOR="#00FF00">Monsters exploit players weaknesses [smart_cheat]</FONT> - Allow monsters to know what spell attacks you are resistant to, - and to use this information to choose the best attacks. - -<FONT COLOR="#00FF00">Monsters behave stupidly [stupid_monsters]</FONT> - 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 buying that Pentium II so you can - run ToME. :-) - -<FONT COLOR="#00FF00">Allow unusually small dungeon levels [small_levels]</FONT> - This option enables the creation of levels of varying sizes. Levels - that are as small as the town level (i.e. 1 'screen') are possible, - yet they can be dangerous, especially for a low level character. - Note that this option has the side effect of enabling / disabling - 'destroyed' levels (they are enabled if small levels are). - -<FONT COLOR="#00FF00">Allow empty 'arena' levels [empty_levels]</FONT> - 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). 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. - -<A NAME="11"></A><FONT COLOR="#FF0000">=== Option Set 4 -- Efficiency ===</FONT> - -<FONT COLOR="#00FF00">Reduce lite-radius when running [view_reduce_lite]</FONT> - Reduce the "radius" of the player's "lite" to that of a "torch" - when the player is "running", which makes running more "efficient", - but is extremely annoying. Certain older versions of Angband used - this behavior always, so "purists" should turn it on. - -<FONT COLOR="#00FF00">Reduce view-radius in town [view_reduce_view]</FONT> - No longer in use. - -<FONT COLOR="#00FF00">Avoid checking for user abort [avoid_abort]</FONT> - 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. - -<FONT COLOR="#00FF00">Avoid processing special colors [avoid_other]</FONT> - 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. - -<FONT COLOR="#00FF00">Flush input on various failures [flush_failure]</FONT> - 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. - -<FONT COLOR="#00FF00">Flush input whenever disturbed [flush_disturb]</FONT> - 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. - -<FONT COLOR="#00FF00">Flush input before every command [flush_command]</FONT> - This option forces the game to flush all pending input before every - command. This option is silly, unless you are very paranoid. - -<FONT COLOR="#00FF00">Flush output before every command [fresh_before]</FONT> - 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. - -<FONT COLOR="#00FF00">Flush output after every command [fresh_after]</FONT> - 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. - -<FONT COLOR="#00FF00">Flush output after every message [fresh_message]</FONT> - 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. - -<FONT COLOR="#00FF00">Compress messages in savefiles [compress_savefile]</FONT> - 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. -<A NAME="2"></A><FONT COLOR="#00FF00">Hilite the player with the cursor [hilite_player]</FONT> - 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. - -<FONT COLOR="#00FF00">Use special colors for torch-lit grids [view_yellow_lite]</FONT> - 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. - -<FONT COLOR="#00FF00">Use special colors for 'viewable' grids [view_bright_lite]</FONT> - 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 gray". This makes the "viewable" grids to 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. - -<FONT COLOR="#00FF00">Use special colors for wall grids (slow) [view_granite_lite]</FONT> - 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 gray", 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 "gray", otherwise we use the normal "white". Turning this option - off will probably increase the speed of the game. - -<FONT COLOR="#00FF00">Use special colors for floor grids (slow) [view_special_lite]</FONT> - 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 gray", 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 gray", else if the "view_bright_lite" option is - set, and the grid is not in line of sight, we use "gray", otherwise we - use the normal "white". Turning this option off will probably increase - the speed of the game. - -<FONT COLOR="#00FF00">Centre the view on the player (very slow) [center_player]</FONT> - 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. - -<A NAME="12"></A><FONT COLOR="#FF0000">=== ToME Options ===</FONT> - -Features which are unique to ToME are collected in this menu. - -<FONT COLOR="#00FF00">Ingame contextual help [ingame_help]</FONT> - Setting this option allows the game to trigger a help message the first time - you come across an item or some other trigger. Very useful for new players, - more experienced players may wish to switch this option off. - -<FONT COLOR="#00FF00">Show the experience needed for the next level [exp_need]</FONT> - Setting this option to yes 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. - -<FONT COLOR="#00FF00">Use the old(Z) coloring scheme(reload the game) [old_colors]</FONT> - Setting this option to yes toggles the ASCII game color display from the - standard Angband monster colors to the Z-based monster colors. 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 colors. - -<FONT COLOR="#00FF00">Automatically clear '-more-' prompts [auto_more]</FONT> - Setting this option to yes 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. - -<FONT COLOR="#00FF00">Player char represent his/her health [player_char_health]</FONT> - Setting this option to yes only affects the player character when playing - in ASCII. As the player becomes injured, their icon changes to a figure - representing the percentage of health remaining, for example if they are - down to 68% of their maximum hitpoints, their character will be a '6' - instead of a '@'. The character used only starts changing once the player - has lost at least 30% of their maximum hitpoints. - -<FONT COLOR="#00FF00">Stats are represented in a linear way [linear_stats]</FONT> - Setting this option to yes alters the display of character stats from - 3-18/220 to 3-38. - -<FONT COLOR="#00FF00">In option windows, just omit the select char [inventory_no_move]</FONT> - If this option is set, the equipment/inventory windows don't move items - around when a prompt ask for an item. - - -<FONT COLOR="#FF0000">=== Stacking Options ===</FONT> - -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 <A HREF="command.html#105">"command.txt"</A>). - -<FONT COLOR="#00FF00">Allow objects to stack on the floor [testing_stack]</FONT> - Allows a cave grid to hold more than one object (or one kind of - object). - -<FONT COLOR="#00FF00">Allow monsters to carry objects [testing_carry]</FONT> - 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. - -<A NAME="13"></A><FONT COLOR="#FF0000">=== Base Delay Factor ===</FONT> - -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. - -<A NAME="14"></A><FONT COLOR="#FF0000">=== Hitpoint Warning ===</FONT> - -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. It is entered as a value -between 0 and 9 (0% and 90%). - -<A NAME="15"></A><FONT COLOR="#FF0000">=== Autosave Options ===</FONT> - -Ideally, the game should be so stable that these options are not needed -at all. However, even if the game were 100% reliable (which it, to be frank, -probably is not), the user might forget to and his hardware could fail -him. For all of these reasons, you may want to use these options: - -<FONT COLOR="#00FF00">Autosave when entering new levels [autosave_l]</FONT> - 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!). - -<FONT COLOR="#00FF00">Timed autosave [autosave_t]</FONT> - 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 (and from 25000 to 0), the categories - being every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and - 25000 turns. Note that the frequency must be higher than 0 - and the "Timed autosave" set to "yes" for timed autosaves - to take place. - -<A NAME="16"></A><FONT COLOR="#FF0000">=== The Automatizer ===</FONT> - -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 <A HREF="automat.html">Tutorial</A> may help you. - -<A NAME="17"></A><FONT COLOR="#FF0000">=== Window Flags ===</FONT> - -Selects what kind of information is displayed in which window. - -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. - -<A NAME="18"></A><FONT COLOR="#FF0000">=== Cheating Options ===</FONT> - -<FONT COLOR="#00FF00">Peek into object creation [cheat_peek]</FONT> - Cheaters never win. But they can peek at object creation. - -<FONT COLOR="#00FF00">Peek into monster creation [cheat_hear]</FONT> - Cheaters never win. But they can peek at monster creation. - -<FONT COLOR="#00FF00">Peek into dungeon creation [cheat_room]</FONT> - Cheaters never win. But they can peek at room creation. - -<FONT COLOR="#00FF00">Peek into something else [cheat_xtra]</FONT> - Cheaters never win. But they can see debugging messages. - -<FONT COLOR="#00FF00">Know complete monster info [cheat_know]</FONT> - Cheaters never win. But they can know all about monsters. - -<FONT COLOR="#00FF00">Allow player to avoid death [cheat_live]</FONT> - Cheaters never win. But they can cheat death. - -<A NAME="19"></A><FONT COLOR="#FF0000">=== Dump Options ===</FONT> - -Allows the player to save their options to a file (defaults to charname.prf) -so that they can reload them into other character files. - - -<FONT COLOR="#FF0000">=== Load Options ===</FONT> - -Allows the player 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 for ToME) - -</TT></PRE> -</FONT> -</body> -</html> |