|||||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. #####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 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 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"]). #####GAudible bell (on errors, etc) [ring_bell] Attempt to make a "bell" noise when various errors occur. ~~~~~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. #####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. #####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. #####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. ~~~~~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. #####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. #####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. #####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. ~~~~~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. #####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)