1 === Options and Effects ===
3 Most of the "options" are accessible through the '=' command, which
4 provides an interface to the various "sets" of options available to the
7 In the descriptions below, each option is listed as the textual summary
8 which is shown on the "options" screen, plus the internal name of the
9 option in brackets, followed by a textual description of the option.
11 Note that the internal name of the option can be used in user pref
12 files to force the option to a given setting, see "command.txt" for
15 Various concepts are mentioned in the descriptions below, including
16 "disturb", (cancel any running, resting, or repeated commands, which
17 are in progress), "flush" (forget any keypresses waiting in the keypress
18 queue, including any macros in progress), "fresh" (dump any pending
19 output to the screen).
23 === Option Set 1 -- Input from keyboard ===
25 ***** <rogue_like_commands>
26 Rogue-like commands [rogue_like_commands]
27 Selects the "roguelike" command set (see "command.txt" for info).
30 Pick things up by default [always_pickup]
31 Tells the game that walking onto an item should attempt to pick it
32 up. Otherwise, you must use the "g" command, or the "-" command
33 while walking. Combined with "carry_query_flag", allows you to
34 selectively pick up all items which you step on.
36 ***** <carry_query_flag>
37 Prompt before picking things up [carry_query_flag]
38 Forces the game to ask you if you want to pick something up when
39 you do something that would normally cause the item to be picked
42 ***** <quick_messages>
43 Activate quick messages [quick_messages]
44 Allows the use of any keypress as a response to the "-more-" prompt
45 (useful for monster farming). Allows most keys to mean "no" to any
49 Automatically clear '-more-' prompts [auto_more]
50 The game does not wait for a keypress when it comes to a -more-
51 prompt, but carries on going.
54 Enable command selection menu [command_menu]
56 ***** <other_query_flag>
57 Prompt for floor item selection [other_query_flag]
58 Forces the game to ask you before select an item on floor.
60 ***** <use_old_target>
61 Use old target by default [use_old_target]
62 Forces all commands which normally ask for a "direction" to use the
63 current "target" if there is one. Use of this option can be
64 dangerous if you target locations on the ground, unless you clear
68 Repeat obvious commands [always_repeat]
69 Tells the game that when you attempt to "open" a door or chest,
70 "bash" a door, "tunnel" through walls, or "disarm" traps or chests,
71 that you wish to "repeat" the command 99 times (see "command.txt").
73 ***** <confirm_destroy>
74 Prompt for destruction of known worthless items [confirm_destroy]
75 Normally, no confirmation will be asked if you attempt to destroy
76 an object which you know to be worthless. If this option is set,
77 the Destroy command always asks for confirmation.
80 Confirm to wear/wield known cursed items [confirm_wear]
81 Some players may occasionally, due to a typing mistake, find
82 themselves wearing an item which they knew was cursed. If this
83 option is set, you should be safe from such typing mistakes: you
84 will be prompted if you attempt to wear or wield an item if your
85 character knows it is cursed.
88 Prompt before exiting a quest level [confirm_quest]
89 In the dungeon, you can freely climb up/down stairs and can return
90 to former floors normally. But in some quest level, including the
91 random quest, you can not return once you escaped from the level.
92 If this option is set, the program asks for confirmation before
93 you go up the stairs from such quest levels.
96 Allow targetting pets [target_pet]
97 Normally, the program doesn't automatically choose pets as target
98 in the targeting mode of attack spells. If this option is set, the
99 program always choose every monsters in sight as target.
102 Automatically open doors [easy_open]
103 Makes it easy for your character to open a door: simply by walking
104 into it! Also the open command will automatically select one
105 direction if only one door is near you.
108 Automatically disarm traps [easy_disarm]
109 Makes it easy for your character disarm a trap: simply by walking into
110 it! Also the disarm command will automatically select one direction
111 if only one known trap is near you.
114 Display floor stacks in a list [easy_floor]
115 Lets you select an item from a stack on the floor by browsing a
116 list. Also the look command will describe floor stack as "You see
117 a stack of n items.", when there is more than one item on a floor
118 grid, and display a list of items when you press 'x' at that time.
121 Allow unified use command [use_command]
122 Unifies the item commands like "zap a rod", "use a staff", "eat
123 food", "aim a wand", ... into a general "use object" command. The
124 command in the original keymap is "u", and "a" in the roguelike
125 mode. The standard commands for eat, quaff, read, zap, aim, ... are
126 still available, but can be used for macros.
129 Allow casting spells when short of mana [over_exert]
130 Normally, Hengband restricts you from casting spells when you don't
131 have enough mana. If this option is set, the program allow you to
132 cast spells at such dangerous situation.
135 === Option set 2 -- Screen output ===
137 ***** <depth_in_feet>
138 Show dungeon level in feet [depth_in_feet]
139 Display the dungeon depth in "feet" instead of as an actual level.
140 This also affects the monster memory display.
143 Show labels in object listings [show_labels]
144 Display the "labels" for objects in the "equipment" list, and in
145 any "special" window which is displaying the "equipment". These
146 labels indicate what the player is "using" the object for, such as
147 "wielding" or "wearing" (in a given location). After you have
148 played for a while, this information is no longer useful, and can
152 Show weights in object listings [show_weights]
153 Display the weights of objects in the "inventory" and "equipment"
154 lists, and in "stores", and in any "special" window which is
155 displaying any of these lists.
157 ***** <show_item_graph>
158 Show items graphics [show_item_graph]
159 Displays small icons of the items in your "inventory" list,
160 "equipment" list and "stores".
162 ***** <equippy_chars>
163 Display 'equippy' chars [equippy_chars]
164 This option will show you a graphical representation of your worn
165 equipment on the main screen. The 'equippy' chars will use the
166 standard symbols of the respective items.
168 ***** <display_mutations>
169 Display mutations in 'C'haracter Display [display_mutations]
170 Normally, if your character has gained mutations, they will be
171 displayed in an extra 'h' mode window under the 'C'haracter
172 Description command. Some players may wish to view mutations only
173 via the knowledge command ('~' or '|') and do not want any extra
174 screens in the Character Description: they should set this option.
176 ***** <plain_descriptions>
177 Plain object descriptions [plain_descriptions]
178 This option disables "full" names for identified 'flavored'
179 objects, in other words, if this option is not in use, an
180 identified Potion of Speed could be listed (for example) as a Blue
181 Potion of Speed. If you prefer simpler, less verbose descriptions,
184 ***** <center_player>
185 Center map while walking (*slow*) [center_player]
186 The map always centers on the player with this option on. With it off, it
187 is divided into 25 sections, with coordinates (0,0) to (4,4), and will
188 show one section at a time.
190 ***** <center_running>
191 Centering even while running [center_running]
192 Normally, the map does not center on the player if the player
193 moves with the "run" command, only when the running finishes. If
194 this option is set, the map always centers on the player.
196 ***** <view_yellow_lite>
197 Use special colors for torch-lit grids [view_yellow_lite]
198 This option causes special colors to be used for "torch-lit" grids
199 in certain situations (see the entries for"view_granite_lite" and
200 "view_special_lite"). Turning this option off will slightly improve
203 ***** <view_bright_lite>
204 Use special colors for 'viewable' grids [view_bright_lite]
205 This option causes special colors to be used for non "viewable"
206 grids in certain situations (see "view_granite_lite" and
207 "view_special_lite"). When this option is set, floor grids which
208 are normally drawn in "white" but which are not currently
209 "viewable" by the player are instead drawn in "dark gray". This
210 makes the "viewable" grids to appear "brighter" than the others,
211 allowing the player to easily determine which floor grids are in
212 "line of sight". Turning this option off will probably increase the
215 ***** <view_granite_lite>
216 Use special colors for wall grids (slow) [view_granite_lite]
217 This option activates a special color scheme for all "wall" grids
218 which are normally drawn in "white" (as walls and rubble normally
219 are). When the player is blind, we use "dark gray", else if the
220 grid is torch-lit, we use "yellow" (or "white") depending on the
221 "view_yellow_lite" option, else if the "view_bright_lite" option
222 is set, and the grid is not in line of sight, or the grid is dark,
223 or the grid is only "partially" lit, then we use "gray", otherwise
224 we use the normal "white". Turning this option off will probably
225 increase the speed of the game. This option may not work well if
226 the attr/char codes for walls/veins have been changed.
228 ***** <view_special_lite>
229 Use special colors for floor grids (slow) [view_special_lite]
230 This option activates a special color scheme for all "floor" grids
231 which are normally drawn in "white" (as they normally are). When
232 the player is blind, we use "dark gray", else if the grid is
233 torch-lit, we use "yellow" (or "white") depending on the
234 "view_yellow_lite" option, else if the grid is "dark", we use
235 "dark gray", else if the "view_bright_lite" option is set, and the
236 grid is not in line of sight, we use "gray", otherwise we use the
237 normal "white". Turning this option off will probably increase the
238 speed of the game. This option may not work well if the attr/char
239 codes for walls/veins have been changed
241 ***** <new_ascii_graphics>
242 Show a clear contrast between light and dark [new_ascii_graphics]
243 This option activates a special color scheme for all grids other
244 than normal white color, when used with view_bright_lite and/or
248 Display actual path before shooting [display_path]
249 When this option is set, the targeting mode will show path from
250 you to current target point continuously.
252 ***** <always_show_list>
253 Always show list at first when select items [always_show_list]
254 When this option is set, all commands which lets you to choose an
255 item from inventory or equipment list will automatically show list
258 ***** [b] objects.txt#AbbrevList
260 Describe obj's extra resistances by abbreviation [abbrev_extra]
261 When an *identified* equipment is displayed, an abbreviation
262 string for the object's extra resitances and extra abilities are
263 added as fake inscriptions of the object.
265 A word "EXTRA" means that the ability must not be obvious from the
266 objects name. For example, a pair of boots of Levitation
267 sometimes has EXTRA shard resistance. But fire resistance of an
268 armor of Resist Fire is not an EXTRA resistance.
270 The list of abbreviations for each resistances and abilities are
271 described in (objects.txt#AbbrevList [b])
274 Describe obj's all resistances by abbreviation [abbrev_all]
275 When an *identified* equipment is displayed, an abbreviation
276 string for all the object's resitances and abilities are added as
277 fake inscriptions of the object.
279 The list of abbreviations for each resistances and abilities are
280 described in (objects.txt#AbbrevList [b])
284 === Option set 3 -- Game playing ===
287 Auto-scum for good levels [auto_scum]
288 This is a hack but allows you to force the generation of "good"
289 levels in the dungeon. This option may be extremely slow on some
290 machines, especially deep in the dungeon. The minimum "goodness" of
291 the level is based on the dungeon level, so the deeper you go, the
292 better the level will be.
294 ***** <stack_force_notes>
295 Merge inscriptions when stacking [stack_force_notes]
296 Force otherwise identical objects to merge, even if one has an
297 empty inscription and the other does not. The resulting stack keeps
298 the non-empty inscription.
300 ***** <stack_force_costs>
301 Merge discounts when stacking [stack_force_costs]
302 Force otherwise identical objects to merge, even if they have
303 different discounts. The resulting stack keeps the largest
304 discount. This option may cause you to lose "value", but will give
305 you optimal pack usage.
308 Expand the power of the list commands [expand_list]
309 Expand the "listing" commands so that they "wrap" at the "edges" of
310 the appropriate list. This allows the "look" and "target" commands
311 to "cycle" through all appropriate grids forever, and the "identify
312 symbol" to browse through all of the monsters of a given type.
314 ***** <view_perma_grids>
315 Map remembers all perma-lit grids [view_perma_grids]
316 Memorize all perma-lit floor grids which are seen by the player.
317 This option allows you to keep track of which explored floor grids
318 were perma-lit, but does not distinguish between dark floor grids,
319 unexplored floor grids, and unknown grids. Turning off this option
320 allows the player to always know which lit floor grids are in line
321 of sight, but this is better accomplished by the "view_bright_lite"
322 option. Note that any non-floor grids which is seen by the player
323 are always memorized, and "object" which is seen by the player is
324 memorized independently from the memorization of the grid itself.
326 ***** <view_torch_grids>
327 Map remembers all torch-lit grids [view_torch_grids]
328 Memorize all (torch-lit) floor grids which are seen by the player.
329 This option not only allows you to keep track of which floor grids
330 have been explored, but also which ones are "dark", because the use
331 of this option activates a special "color scheme" for the display
332 of floor grids, in which "dark" grids are drawn in "dark gray",
333 "lit" grids are drawn in "white", and (if the "view_bright_lite"
334 option is set) "lit" grids which are also in line of sight are
335 drawn in "orange". Note that grids which are currently "torch-lit"
336 are considered to be "lit", and are thus drawn in "white", unless
337 the "view_yellow_lite" option is set, in which case they are drawn
340 ***** <view_unsafe_grids>
341 Map marked by detect traps [view_unsafe_grids]
342 Unknown grids that have not been traversed previously, or had a
343 detect trap spell cast on them are marked with a grey 'x'. This
344 allows you to determine where in the dungeon you have cast detect
345 traps, but does not ensure that grids not marked with a grey 'x'
346 are trap free. This option has no effect on surface grids, but
347 outdoor locations cannot be trapped.
350 Allow unusually small dungeon levels [small_levels]
351 This option enables the creation of levels of varying sizes. Levels
352 that are as small as the town level (i.e. 1 'screen') are possible,
353 yet they can be dangerous, especially for a low level character.
354 Note that this option has the side effect of enabling / disabling
355 'destroyed' levels (they are enabled if small levels are).
357 ***** <always_small_levels>
358 Always create unusually small dungeon levels [always_small_levels]
359 If this option is enabled, then every level will be smaller than
360 usual. See the 'Allow unusually small dungeon levels' option
361 above. In the 'Yeek cave', this option is always enabled.
364 Allow empty 'arena' levels [empty_levels]
365 Normal dungeon levels consist mostly of rock. If this option is in
366 use, levels which have empty floor instead of solid rock may also
367 be created (somewhat reminiscent of Nethack's "big-room" levels).
368 These levels can be extremely deadly, especially with breathing
369 monsters (since there are few obstructions to shield). Arena levels
370 may have vaults, nests and pits in them like normal levels. Some
371 arena levels are dark when they are created, but most are lit.
373 ***** <bound_walls_perm>
374 Boundary walls become 'permanent wall' [bound_walls_perm]
375 If this option is set, boundaries of dungeon floors will
376 explicitly look like permanent walls. If unset, those will look
377 like normal walls, but still behave as permanent walls.
380 Leave last words when your character dies [last_words]
381 Display a random line from the "death.txt" file when your
382 character dies and then allow you to rewrite this last words. If
383 this option is not selected, the "You die." message is displayed
387 Send score dump to the world score server [send_score]
388 If this option is set, Hengband will allow you to send the score
389 record of your character to the world score board on the Internet
390 when your character dies.
392 ***** <allow_debug_opts>
393 Allow use of debug/cheat options [allow_debug_opts]
394 Since use of debug command(^A), wizard mode(^W), and Cheating
395 options ('C' in options panel) mark the player as "Cheater" who
396 can't register their score, these debug/cheat options are
397 forbidden to use on default. The allow_debug_opts option removes
398 these restrictions, and allow the player to become "Cheater".
402 === Option set 4 -- Disturbance ===
404 ***** <find_ignore_stairs>
405 Run past stairs [find_ignore_stairs]
406 Ignore stairs when running.
408 ***** <find_ignore_doors>
409 Run through open doors [find_ignore_doors]
410 Ignore open doors when running.
413 Run past known corners [find_cut]
414 Cut sharply around "known" corners when running. This will result
415 in "faster" running, but may cause you to run into a "lurking"
419 Disturb whenever any monster moves [disturb_move]
420 Disturb the player when any monster moves, appears, or disappears.
421 This includes monsters which are only visible due to telepathy, so
422 you should probably turn this option off if you want to "rest" near
426 Disturb whenever high-level monster moves [disturb_high]
427 Disturb the player when any monster whose level is higher than the
428 player moves, appears, or disappears. This includes monsters
429 which are only visible due to telepathy.
432 Disturb whenever viewable monster moves [disturb_near]
433 Disturb the player when any viewable monster moves, whenever any
434 monster becomes viewable for the first time, and also whenever any
435 viewable monster becomes no longer viewable. This option ignores
436 the existence of "telepathy" for the purpose of determining whether
437 a monster is "viewable". See also the "view_reduce_view" option.
440 Disturb when visible pets move [disturb_pets]
441 The player may wish that some of the disturbance options do not
442 apply to pets: for example, it can be annoying if your rest is
443 always disturbed by a pet dog who pops in every now and then. By
444 default, pets do not disturb you even if full monster disturbance
445 options are set. If you want your pets to disturb you like normal
446 monsters, set this option.
448 ***** <disturb_panel>
449 Disturb whenever map panel changes [disturb_panel]
450 This option causes you to be disturbed by the screen "scrolling",
451 as it does when you get close to the "edge" of the screen.
453 ***** <disturb_state>
454 Disturb whenever player state changes [disturb_state]
455 This option causes you to be disturbed whenever the player state
456 changes, including changes in hunger, resistance, confusion, etc.
458 ***** <disturb_minor>
459 Disturb whenever boring things happen [disturb_minor]
460 This option causes you to be disturbed by various bring things,
461 including monsters bashing down doors, inventory feelings, and
462 beginning to run out of fuel.
465 Audible bell (on errors, etc) [ring_bell]
466 Attempt to make a "bell" noise when various "errors" occur.
468 ***** <disturb_trap_detect>
469 Disturb when leaving trap detected area [disturb_trap_detect]
470 This option causes you to be disturbed when the player is running
471 out of trap-detected area.
473 ***** <alert_trap_detect>
474 Alert when leaving trap detected area [alert_trap_detect]
475 This option alerts you with message when the player is moving out
476 of the trap-detected area.
480 === Option set 5 -- Efficiency ===
482 ***** <view_reduce_view>
483 Reduce view-radius in town [view_reduce_view]
484 Reduce the "radius" of the player's "view" by half when the player
485 is in town. This makes running faster in town, and also allows the
486 player to ignore monsters in town which are more than ten grids
487 away, which is usually safe, since none have distance attacks.
490 Check for user abort while continuous command [check_abort]
491 Avoid checking to see if the user has pressed a key during resting
492 or running or repeated commands. This not only makes the game much
493 more efficient (on many systems), but also allows the use of
494 certain obscure macro sequences, such as turning this option on,
495 resting until done, turning this option off, and casting a spell.
496 Note that the use of this option may be dangerous on certain
497 "graphic" machines. Resting for long periods of time with this
498 option set is dangerous since the resting may not stop until the
499 user takes damage from starvation.
501 ***** <flush_failure>
502 Flush input on various failures [flush_failure]
503 This option forces the game to flush all pending input whenever
504 various "failures" occur, such as failure to cast a spell, failure
505 to use a wand, etc. This is very useful if you use macros which
506 include "directional" components with commands that can fail, since
507 it will prevent you from walking towards monsters when your spells
510 ***** <flush_disturb>
511 Flush input whenever disturbed [flush_disturb]
512 This option forces the game to flush all pending input whenever
513 the character is "disturbed". This is useful if you use macros
514 which take time, since it will prevent you from continuing your
515 macro while being attacked by a monster.
518 Flush output while continuous command [fresh_before]
519 This option forces the game to flush all output before every
520 command. This will give you maximal information, but may slow down
521 the game somewhat. Note that this option is only useful when using
522 macros, resting, running, or repeating commands, since the output
523 is always flushed when the game is waiting for a keypress from the
527 Flush output after monster's move [fresh_after]
528 This option forces the game to flush all output after not only
529 every player command, but also after every round of processing
530 monsters and objects, which will give you maximal information, but
531 may slow down the game a lot, especially on slower machines, and on
532 faster machines you normally do not have a chance to see the
535 ***** <fresh_message>
536 Flush output after every message [fresh_message]
537 This option forces the game to flush all output after every message
538 displayed by the game. This will give you maximal information, but
539 may slow down the game somewhat.
541 ***** <compress_savefile>
542 Compress messages in savefiles [compress_savefile]
543 Compress the savefile, by only saving the most recent "messages"
544 that the player has received. This can cut the size of the savefile
545 by a drastic amount, but will result in the loss of message
548 ***** <hilite_player>
549 Hilite the player with the cursor [hilite_player]
550 Place the visible cursor on the player. This looks fine on some
551 Unix machines, but horrible on most graphics machines. Note that
552 only some machines are able to *not* show the cursor, but on those
553 machines, hiding the cursor often speeds up the game and looks
556 ***** <AutoDestroyer>
557 === Option set 6 -- Easy Auto-Destroyer ===
559 ***** <destroy_items>
560 Use easy auto-destroyer [destroy_items]
561 If this option is set, Hengband will automatically destroy all
562 objects which you touch unless the object is protected by various
563 'leave_...' options below.
565 ***** <destroy_feeling>
566 Apply auto-destroy as sense feeling [destroy_feeling]
567 If this option is set, Hengband will apply auto-destroyer on an
568 item just when you sensed its feeling. Typically it will destroy
569 {cursed} items just after the sensing.
571 ***** <destroy_identify>
572 Apply auto-destroy as identify an item [destroy_identify]
573 If this option is set, Hengband will apply auto-destroyer on an
574 item just when you identified it using magical items or spells.
575 Typically it will destroy {cursed} items and other useless items
576 which you set up to be auto-destroyed.
579 Auto-destroyer leaves known worthy items [leave_worth]
580 This option protects known objects that can be sold in stores from
581 auto-destruction by the destroy_items option.
584 Auto-destroyer leaves weapons and armour [leave_equip]
585 This option protects all weapons and armour from auto-destruction
586 by the destroy_items option.
589 Auto-destroyer leaves closed chests [leave_chest]
590 This option protects all chests which are not yet opened from
591 auto-destruction by the destroy_items option.
594 Auto-destroyer leaves wanted corpses [leave_wanted]
595 This option protects corpses of monsters wanted at the Hunter's
596 office from auto-destruction by the destroy_items option.
599 Auto-destroyer leaves corpses and skeletons [leave_corpse]
600 This option protects all corpses and skeletons from
601 auto-destruction by the destroy_items option.
604 Auto-destroyer leaves junk [leave_junk]
605 This option protects all 'junk', such as Shards of Pottery or
606 Broken Stick, from auto-destruction by the destroy_items option.
607 This is especially helpful for Archers.
609 ***** <leave_special>
610 Auto-destroyer leaves items your race/class needs [leave_special]
611 This option protects specific items which are normally worthless,
612 but very important for specific classes or races. These include
613 bones for Archers, ego light sources of darkness for Ninja, Wands
614 of Heal Monster for BeastMaster and Cavalry, and humanoid corpses
619 === Option set R -- Play-record ===
621 ***** <record_fix_art>
622 Record fixed artifacts [record_fix_art]
623 If this option is set, names of fixed artifacts you discover will
624 be written in the Play-record.
626 ***** <record_rand_art>
627 Record random artifacts [record_rand_art]
628 If this option is set, names of random artifacts you discover will
629 be written in the Play-record.
631 ***** <record_destroy_uniq>
632 Record when destroy unique monster [record_destroy_uniq]
633 If this option is set, names of unique monsters you defeated will
634 be written in the Play-record.
636 ***** <record_fix_quest>
637 Record fixed quests [record_fix_quest]
638 If this option is set, result of every fixed quests will be
639 written in the Play-record.
641 ***** <record_rand_quest>
642 Record random quests [record_rand_quest]
643 If this option is set, result of every random quests will be
644 written in the Play-record.
646 ***** <record_maxdeapth>
647 Record movements to deepest level [record_maxdeapth]
648 If this option is set, deepest level will be written in the
649 Play-record when you reached new deepest level.
652 Record recall and stair movements [record_stair]
653 If this option is set, every move using stairs will be written in
657 Record purchased items [record_buy]
658 If this option is set, names and numbers of every items you
659 purchased will be written in the Play-record.
662 Record sold items [record_sell]
663 If this option is set, names and numbers of every items you sold
664 will be written in the Play-record.
666 ***** <record_danger>
667 Record hitpoint warning [record_danger]
668 If this option is set, a record of hitpoint warnings will be written
669 in the Play-record when you take major hitpoint damage.
672 Record arena victories [record_arena]
673 If this option is set, every victory and defeated game will be
674 written in the Play-record.
677 Record first identified items [record_ident]
678 If this option is set, names of objects identified for the first
679 time will be written in the Play-record.
681 ***** <record_named_pet>
682 Record informations of named pets [record_named_pet]
683 If this option is set, every action with your pets which are given
684 their own name will be written in the Play-record.
688 === Option D -- Base Delay Factor ===
690 The "delay_factor" value, if non-zero, is used to "slow down" the
691 game, which is useful to allow you to "observe" the temporal effects
692 of bolt, beam, and ball attacks. The actual delay is equal to
693 "delay_factor" cubed, in milliseconds.
697 === Option H -- Hitpoint Warning ===
699 The "hitpoint_warn" value, if non-zero, is the percentage of maximal
700 hitpoints at which the player is warned that he may die. It is also
701 used as the cut-off for using red to display both hitpoints and mana.
705 === Option A -- Autosave Options ===
707 Ideally, the game should be so stable that these options are not
708 needed at all. However, even if the game were 100% reliable (which it,
709 to be frank, probably is not), the user might forget to and his
710 hardware could fail him. For all of these reasons, you may want to use
714 Autosave when entering new levels [autosave_l]
715 If this option is set, the program will attempt to save your
716 character every time before creating a new dungeon level.
717 Useful if you experience hangups in level generation (although
718 these should have been eliminated in 2.1.0).
721 Timed autosave [autosave_t]
722 If this option is set, the program will attempt to save your
723 character every n game turns, where n is the "frequency". To
724 set frequency press n: it will increase the frequency to the
725 next category (and from 25000 to 0), the categories being
726 every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and 25000
727 turns. Note that the frequency must be higher than 0 and the
728 "Timed autosave" set to "yes" for timed autosaves to take
733 === Option W - Window Flags ===
735 Selects what kind of information is displayed in which window.
736 Some platforms support "sub-windows", which are windows which can be used to
737 display useful information generally available through other means. The best
738 thing about these windows is that they are updated automatically (usually) to
739 reflect the current state of the world. The "window options" can be used to
740 specify what should be displayed in each window. The possible choices should
744 Display the player inventory (and sometimes the equipment).
747 Display the player equipment (and sometimes the inventory).
750 Display a spell list of your magic realm.
753 Display a brief description of the character, including a breakdown
754 of the current player "skills" (including attacks/shots per round).
757 Display the most recently generated "messages".
759 Display overhead view
760 Display an overhead view of the entire dungeon. This is very slow
761 and does not even look very good.
763 Display monster recall
764 Display a description of the most monster which has been most recently
765 attacked, targeted, or examined in some way.
767 Display object recall
768 Display a description of the most recently selected object. Currently
769 this only affects spellbooks and prayerbooks. This window flag may be
770 usefully combined with others, such as "monster recall".
773 Display a copy of dungeon map.
776 This window flag is currently unused.
778 Display borg messages
779 This window flag is currently used only by the Borg which is not
783 This window flag is currently used only by the Borg which is not
789 === Option C - Cheating Options ===
791 Using the cheating options marks your character as "Cheater" and
792 you won't get into the high-score list. Turning off the cheating
793 options later does NOT allow your character to get a highscore entry,
794 so think twice before using any cheat.
797 Peek into object creation [cheat_peek]
798 Cheaters never win. But they can peek at object creation.
801 Peek into monster creation [cheat_hear]
802 Cheaters never win. But they can peek at monster creation.
805 Peek into dungeon creation [cheat_room]
806 Cheaters never win. But they can peek at room creation.
809 Peek into something else [cheat_xtra]
810 Cheaters never win. But they can see debugging messages.
813 Know complete monster info [cheat_know]
814 Cheaters never win. But they can know all about monsters.
817 Allow player to avoid death [cheat_live]
818 Cheaters never win. But they can cheat death.
821 Ask for saving death [cheat_save]
822 Cheaters never win. But they can choose whether they save dead
823 character data or not when they die.
827 === Birth options ===
829 While cheating makes the game easier, the following options can make
830 Hengband harder or easier. So if you think the game is too easy or too
831 hard, or if you want to impress your friends, then switch on the
832 following options. The birth options can only be accessed while
833 creating a new character (press '=' while creating the character).
834 There is no way to turn them off after the creation is finished!
835 Indicators "(*)" after the name of options means that options effect
836 estimation of your score.
838 ***** <manual_haggle>
839 Manually haggle in stores [manual_haggle]
840 Usually, auto-haggle is used in stores, resulting in a ten
841 percent sales tax on items which you would have otherwise been
842 forced to haggle for. If this option is set, auto-haggle is
846 Easy Mode (*) [easy_band]
847 This option enables easy game mode for beginners. If this option is
848 set, you takes only half damage from any enemy's attack compared
849 to normal mode, and monster's summoning spells become much
850 weaker. But your score will be estimated to be negative number,
851 and you cannot send score record to world score board.
854 Monsters learn from their mistakes (*) [smart_learn]
855 Allow monsters to learn what spell attacks you are resistant to,
856 and to use this information to choose the best attacks.
859 Monsters exploit players weaknesses (*) [smart_cheat]
860 Allow monsters to know what spell attacks you are resistant to,
861 and to use this information to choose the best attacks.
864 Use 'vanilla' town without quests and wilderness [vanilla_town]
865 Uses the basic town known from the standard Angband. This town is
866 only one screen in size and contains only the 8 stores, your home,
867 and the stairs to the dungeon. If you use the 'vanilla' town, then
868 there is no wilderness, no special buildings and no set quests
869 (but you can still use the random quests). This also speeds up the
870 game on slower machines, since the wilderness doesn't need to be
874 Use 'lite' town without a wilderness [lite_town]
875 Uses a special town with all stores, your home, all buildings,
876 most quests, and a dungeon, but without the wilderness and without
877 other towns, and other dungeons. This also speeds up the game on
878 slower machines, since the wilderness doesn't need to be
879 created. This option will have no effect, if the 'vanilla_town'
882 ***** <ironman_shops>
883 Stores are permanently closed (*) [ironman_shops]
884 This option closes all shops. Try to survive in the deeps of
885 the dungeon without supplies from town.
887 ***** <ironman_small_levels>
888 Always create unusually small dungeon levels (*) [ironman_small_levels]
889 If this option is enabled, then every level will be smaller than
890 usual. See the 'Allow unusually small dungeon levels' option above.
892 ***** <ironman_downward>
893 Disable recall and use of up stairs (*) [ironman_downward]
894 You are not allowed to climb upwards, or recall to town. All stairs
895 are downstairs and every time you teleport level, you'll teleport
898 ***** <ironman_autoscum>
899 Permanently enable the autoscummer [ironman_autoscum]
900 This option switches the "autoscummer" permanently on, so that only
901 "good" levels are created. This can mean, that there are good
902 items on this level, or that the level is protected by especially
903 powerful monsters. In Hengband it often is the later, so use this
906 ***** <ironman_empty_levels>
907 Always create empty 'arena' levels (*) [ironman_empty_levels]
908 If this option is enabled, then every level will be empty 'arena'
909 level . See the "Allow empty 'arena' levels" option above.
911 ***** <ironman_rooms>
912 Always generate very unusual rooms (*) [ironman_rooms]
913 If this option is enabled, every room becomes a vault.
915 ***** <ironman_nightmare>
916 Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
917 If this option is enabled, all monsters become unusually
918 powerful, and fast. And there will be various unbelievable
919 happening in various situations. Furthermore, at 12:00 every
920 night, you will have a real nightmare.
923 Left-Hander [left_hander]
924 Normally, you wield a weapon on the right hand and a shield on the
925 left hand. If this option is enabled, you will wield a weapon on
928 ***** <preserve_mode>
929 Preserve artifacts (*) [preserve_mode]
930 In non-preserve mode, once a fixed artifact is generated (either
931 on the dungeon floor or in a monster drop), it will never be
932 generated again during that game. This means that if you miss the
933 artifact by leaving the level before you pick it up it is gone
934 forever. On the other hand, in preserve mode this behavior is only
935 exhibited once you have identified the artifact. It is therefor
936 safer to leave a level before it is completely explored as any
937 fixed artifact can be regenerated in subsequent levels.
940 Allow use of autoroller for stats (*) [autoroller]
941 If you choose to use the auto-roller, you can specify minimum
942 limit of each stats. Once you have specified your desired
943 statistics, the computer will then randomly roll successive
944 start-up characters and compare them to your specified
945 criteria. Each stat is rolled as a number from 8 to 17, with a
946 normal distribution, and is then immediately modified based upon
947 the race and class which you have chosen. Once a character that
948 matches or exceeds your expectations has been rolled, the computer
949 will display the character for you to look at, and asks you
950 whether you accept or not. You may press Enter to accept. If you
951 do not accept, you may press 'r' to resume rolling and searching
952 for the next match or, if this is not your first match, 'p' to
953 return to the previous character which met your criteria.
956 Autoroll for weight, height and social status [autochara]
957 If this option is enabled, you can specify weight, height and
958 social status for auto-roller.
961 Increase capacity of your home (*) [powerup_home]
962 If this option is enabled, the capacity of your home will be expanded
963 to 20 pages. If not, capacity is only 2 pages.
968 Original : Ben Harrison
969 Updated : Zangband 2.1.* by Topi Ylinen
970 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
971 Updated : Zangband DevTeam
972 Updated : Hengband 1.5.2