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-<!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>