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".
163 Show choices in certain sub-windows [show_choices]
164 Indicate legal choices in "special" windows which display lists.
166 ***** <player_symbols>
167 Use special symbols for the player char [player_symbols]
168 This option is needed only when the system platform is "ibm".
169 This option allows you to display your character using race /
170 class / sex dependent colours and graphical symbols.
172 ***** <equippy_chars>
173 Display 'equippy' chars [equippy_chars]
174 This option will show you a graphical representation of your worn
175 equipment on the main screen. The 'equippy' chars will use the
176 standard symbols of the respective items.
178 ***** <display_mutations>
179 Display mutations in 'C'haracter Display [display_mutations]
180 Normally, if your character has gained mutations, they will be
181 displayed in an extra 'h' mode window under the 'C'haracter
182 Description command. Some players may wish to view mutations only
183 via the knowledge command ('~' or '|') and do not want any extra
184 screens in the Character Description: they should set this option.
186 ***** <plain_descriptions>
187 Plain object descriptions [plain_descriptions]
188 This option disables "full" names for identified 'flavored'
189 objects, in other words, if this option is not in use, an
190 identified Potion of Speed could be listed (for example) as a Blue
191 Potion of Speed. If you prefer simpler, less verbose descriptions,
194 ***** <center_player>
195 Center map while walking (*slow*) [center_player]
196 The map always centers on the player with this option on. With it off, it
197 is divided into 25 sections, with coordinates (0,0) to (4,4), and will
198 show one section at a time.
200 ***** <center_running>
201 Centering even while running [center_running]
202 Normally, the map does not center on the player if the player
203 moves with the "run" command, only when the running finishes. If
204 this option is set, the map always centers on the player.
206 ***** <view_yellow_lite>
207 Use special colors for torch-lit grids [view_yellow_lite]
208 This option causes special colors to be used for "torch-lit" grids
209 in certain situations (see the entries for"view_granite_lite" and
210 "view_special_lite"). Turning this option off will slightly improve
213 ***** <view_bright_lite>
214 Use special colors for 'viewable' grids [view_bright_lite]
215 This option causes special colors to be used for non "viewable"
216 grids in certain situations (see "view_granite_lite" and
217 "view_special_lite"). When this option is set, floor grids which
218 are normally drawn in "white" but which are not currently
219 "viewable" by the player are instead drawn in "dark gray". This
220 makes the "viewable" grids to appear "brighter" than the others,
221 allowing the player to easily determine which floor grids are in
222 "line of sight". Turning this option off will probably increase the
225 ***** <view_granite_lite>
226 Use special colors for wall grids (slow) [view_granite_lite]
227 This option activates a special color scheme for all "wall" grids
228 which are normally drawn in "white" (as walls and rubble normally
229 are). When the player is blind, we use "dark gray", else if the
230 grid is torch-lit, we use "yellow" (or "white") depending on the
231 "view_yellow_lite" option, else if the "view_bright_lite" option
232 is set, and the grid is not in line of sight, or the grid is dark,
233 or the grid is only "partially" lit, then we use "gray", otherwise
234 we use the normal "white". Turning this option off will probably
235 increase the speed of the game. This option may not work well if
236 the attr/char codes for walls/veins have been changed.
238 ***** <view_special_lite>
239 Use special colors for floor grids (slow) [view_special_lite]
240 This option activates a special color scheme for all "floor" grids
241 which are normally drawn in "white" (as they normally are). When
242 the player is blind, we use "dark gray", else if the grid is
243 torch-lit, we use "yellow" (or "white") depending on the
244 "view_yellow_lite" option, else if the grid is "dark", we use
245 "dark gray", else if the "view_bright_lite" option is set, and the
246 grid is not in line of sight, we use "gray", otherwise we use the
247 normal "white". Turning this option off will probably increase the
248 speed of the game. This option may not work well if the attr/char
249 codes for walls/veins have been changed
251 ***** <new_ascii_graphics>
252 Show a clear contrast between light and dark [new_ascii_graphics]
253 This option activates a special color scheme for all grids other
254 than normal white color, when used with view_bright_lite and/or
258 Display actual path before shooting [display_path]
259 When this option is set, the targeting mode will show path from
260 you to current target point continuously.
262 ***** <always_show_list>
263 Always show list at first when select items [always_show_list]
264 When this option is set, all commands which lets you to choose an
265 item from inventory or equipment list will automatically show list
269 === Option set 3 -- Game playing ===
272 Auto-scum for good levels [auto_scum]
273 This is a hack but allows you to force the generation of "good"
274 levels in the dungeon. This option may be extremely slow on some
275 machines, especially deep in the dungeon. The minimum "goodness" of
276 the level is based on the dungeon level, so the deeper you go, the
277 better the level will be.
279 ***** <stack_force_notes>
280 Merge inscriptions when stacking [stack_force_notes]
281 Force otherwise identical objects to merge, even if one has an
282 empty inscription and the other does not. The resulting stack keeps
283 the non-empty inscription.
285 ***** <stack_force_costs>
286 Merge discounts when stacking [stack_force_costs]
287 Force otherwise identical objects to merge, even if they have
288 different discounts. The resulting stack keeps the largest
289 discount. This option may cause you to lose "value", but will give
290 you optimal pack usage.
292 ***** <stack_allow_items>
293 Allow weapons and armor to stack [stack_allow_items]
294 Allow identical weapons and armor to be combined into a stack. This
295 also allows unidentified, but identical, ammo to be combined, which
296 may result in the auto-identification of some of the ammo, but
297 which makes it a lot easier to actually use unidentified ammo.
300 Expand the power of the look command [expand_look]
301 Expand the "look" command to allow the user to "look" at grids
302 which are not actually in view of the player, allowing the
303 examination of objects/monsters which have only been detected by
304 spells, or sensed via telepathy.
307 Expand the power of the list commands [expand_list]
308 Expand the "listing" commands so that they "wrap" at the "edges" of
309 the appropriate list. This allows the "look" and "target" commands
310 to "cycle" through all appropriate grids forever, and the "identify
311 symbol" to browse through all of the monsters of a given type.
313 ***** <view_perma_grids>
314 Map remembers all perma-lit grids [view_perma_grids]
315 Memorize all perma-lit floor grids which are seen by the player.
316 This option allows you to keep track of which explored floor grids
317 were perma-lit, but does not distinguish between dark floor grids,
318 unexplored floor grids, and unknown grids. Turning off this option
319 allows the player to always know which lit floor grids are in line
320 of sight, but this is better accomplished by the "view_bright_lite"
321 option. Note that any non-floor grids which is seen by the player
322 are always memorized, and "object" which is seen by the player is
323 memorized independently from the memorization of the grid itself.
325 ***** <view_torch_grids>
326 Map remembers all torch-lit grids [view_torch_grids]
327 Memorize all (torch-lit) floor grids which are seen by the player.
328 This option not only allows you to keep track of which floor grids
329 have been explored, but also which ones are "dark", because the use
330 of this option activates a special "color scheme" for the display
331 of floor grids, in which "dark" grids are drawn in "dark gray",
332 "lit" grids are drawn in "white", and (if the "view_bright_lite"
333 option is set) "lit" grids which are also in line of sight are
334 drawn in "orange". Note that grids which are currently "torch-lit"
335 are considered to be "lit", and are thus drawn in "white", unless
336 the "view_yellow_lite" option is set, in which case they are drawn
339 ***** <view_unsafe_grids>
340 Map marked by detect traps [view_unsafe_grids]
341 Unknown grids that have not been traversed previously, or had a
342 detect trap spell cast on them are marked with a grey 'x'. This
343 allows you to determine where in the dungeon you have cast detect
344 traps, but does not ensure that grids not marked with a grey 'x'
345 are trap free. This option has no effect on surface grids, but
346 outdoor locations cannot be trapped.
349 Allow unusually small dungeon levels [small_levels]
350 This option enables the creation of levels of varying sizes. Levels
351 that are as small as the town level (i.e. 1 'screen') are possible,
352 yet they can be dangerous, especially for a low level character.
353 Note that this option has the side effect of enabling / disabling
354 'destroyed' levels (they are enabled if small levels are).
356 ***** <always_small_levels>
357 Always create unusually small dungeon levels [always_small_levels]
358 If this option is enabled, then every level will be smaller than
359 usual. See the 'Allow unusually small dungeon levels' option
360 above. In the 'Yeek cave', this option is always enabled.
363 Allow empty 'arena' levels [empty_levels]
364 Normal dungeon levels consist mostly of rock. If this option is in
365 use, levels which have empty floor instead of solid rock may also
366 be created (somewhat reminiscent of Nethack's "big-room" levels).
367 These levels can be extremely deadly, especially with breathing
368 monsters (since there are few obstructions to shield). Arena levels
369 may have vaults, nests and pits in them like normal levels. Some
370 arena levels are dark when they are created, but most are lit.
372 ***** <bound_walls_perm>
373 Boundary walls become 'permanent wall' [bound_walls_perm]
374 If this option is set, boundaries of dungeon floors will
375 explicitly look like permanent walls. If unset, those will look
376 like normal walls, but still behave as permanent walls.
379 Leave last words when your character dies [last_words]
380 Display a random line from the "death.txt" file when your
381 character dies and then allow you to rewrite this last words. If
382 this option is not selected, the "You die." message is displayed
386 Send score dump to the world score server [send_score]
387 If this option is set, Hengband will allow you to send the score
388 record of your character to the world score board on the Internet
389 when your character dies.
391 ***** <allow_debug_opts>
392 Allow use of debug/cheat options [allow_debug_opts]
393 Since use of debug command(^A), wizard mode(^W), and Cheating
394 options ('C' in options panel) mark the player as "Cheater" who
395 can't register their score, these debug/cheat options are
396 forbidden to use on default. The allow_debug_opts option removes
397 these restrictions, and allow the player to become "Cheater".
401 === Option set 4 -- Disturbance ===
403 ***** <find_ignore_stairs>
404 Run past stairs [find_ignore_stairs]
405 Ignore stairs when running.
407 ***** <find_ignore_doors>
408 Run through open doors [find_ignore_doors]
409 Ignore open doors when running.
412 Run past known corners [find_cut]
413 Cut sharply around "known" corners when running. This will result
414 in "faster" running, but may cause you to run into a "lurking"
418 Run into potential corners [find_examine]
419 Fully explore "potential corners" in hallways.
422 Disturb whenever any monster moves [disturb_move]
423 Disturb the player when any monster moves, appears, or disappears.
424 This includes monsters which are only visible due to telepathy, so
425 you should probably turn this option off if you want to "rest" near
429 Disturb whenever high-level monster moves [disturb_high]
430 Disturb the player when any monster whose level is higher than the
431 player moves, appears, or disappears. This includes monsters
432 which are only visible due to telepathy.
435 Disturb whenever viewable monster moves [disturb_near]
436 Disturb the player when any viewable monster moves, whenever any
437 monster becomes viewable for the first time, and also whenever any
438 viewable monster becomes no longer viewable. This option ignores
439 the existence of "telepathy" for the purpose of determining whether
440 a monster is "viewable". See also the "view_reduce_view" option.
443 Disturb when visible pets move [disturb_pets]
444 The player may wish that some of the disturbance options do not
445 apply to pets: for example, it can be annoying if your rest is
446 always disturbed by a pet dog who pops in every now and then. By
447 default, pets do not disturb you even if full monster disturbance
448 options are set. If you want your pets to disturb you like normal
449 monsters, set this option.
451 ***** <disturb_panel>
452 Disturb whenever map panel changes [disturb_panel]
453 This option causes you to be disturbed by the screen "scrolling",
454 as it does when you get close to the "edge" of the screen.
456 ***** <disturb_state>
457 Disturb whenever player state changes [disturb_state]
458 This option causes you to be disturbed whenever the player state
459 changes, including changes in hunger, resistance, confusion, etc.
461 ***** <disturb_minor>
462 Disturb whenever boring things happen [disturb_minor]
463 This option causes you to be disturbed by various bring things,
464 including monsters bashing down doors, inventory feelings, and
465 beginning to run out of fuel.
468 Audible bell (on errors, etc) [ring_bell]
469 Attempt to make a "bell" noise when various "errors" occur.
471 ***** <alert_hitpoint>
472 Alert user to critical hitpoints [alert_hitpoint]
473 Produce a "bell" noise, and flush all pending input, when your
474 hitpoints reach the "critical point" chosen elsewhere, preventing
477 ***** <disturb_trap_detect>
478 Disturb when leaving trap detected area [disturb_trap_detect]
479 This option causes you to be disturbed when the player is running
480 out of trap-detected area.
482 ***** <alert_trap_detect>
483 Alert when leaving trap detected area [alert_trap_detect]
484 This option alerts you with message when the player is moving out
485 of the trap-detected area.
489 === Option set 5 -- Efficiency ===
491 ***** <view_reduce_lite>
492 Reduce lite-radius when running [view_reduce_lite]
493 Reduce the "radius" of the player's "lite" to that of a "torch"
494 when the player is "running", which makes running more "efficient",
495 but is extremely annoying. Certain older versions of Angband used
496 this behavior always, so "purists" should turn it on.
498 ***** <view_reduce_view>
499 Reduce view-radius in town [view_reduce_view]
500 Reduce the "radius" of the player's "view" by half when the player
501 is in town. This makes running faster in town, and also allows the
502 player to ignore monsters in town which are more than ten grids
503 away, which is usually safe, since none have distance attacks.
506 Check for user abort while continuous command [check_abort]
507 Avoid checking to see if the user has pressed a key during resting
508 or running or repeated commands. This not only makes the game much
509 more efficient (on many systems), but also allows the use of
510 certain obscure macro sequences, such as turning this option on,
511 resting until done, turning this option off, and casting a spell.
512 Note that the use of this option may be dangerous on certain
513 "graphic" machines. Resting for long periods of time with this
514 option set is dangerous since the resting may not stop until the
515 user takes damage from starvation.
517 ***** <flush_failure>
518 Flush input on various failures [flush_failure]
519 This option forces the game to flush all pending input whenever
520 various "failures" occur, such as failure to cast a spell, failure
521 to use a wand, etc. This is very useful if you use macros which
522 include "directional" components with commands that can fail, since
523 it will prevent you from walking towards monsters when your spells
526 ***** <flush_disturb>
527 Flush input whenever disturbed [flush_disturb]
528 This option forces the game to flush all pending input whenever
529 the character is "disturbed". This is useful if you use macros
530 which take time, since it will prevent you from continuing your
531 macro while being attacked by a monster.
534 Flush output while continuous command [fresh_before]
535 This option forces the game to flush all output before every
536 command. This will give you maximal information, but may slow down
537 the game somewhat. Note that this option is only useful when using
538 macros, resting, running, or repeating commands, since the output
539 is always flushed when the game is waiting for a keypress from the
543 Flush output after monster's move [fresh_after]
544 This option forces the game to flush all output after not only
545 every player command, but also after every round of processing
546 monsters and objects, which will give you maximal information, but
547 may slow down the game a lot, especially on slower machines, and on
548 faster machines you normally do not have a chance to see the
551 ***** <fresh_message>
552 Flush output after every message [fresh_message]
553 This option forces the game to flush all output after every message
554 displayed by the game. This will give you maximal information, but
555 may slow down the game somewhat.
557 ***** <compress_savefile>
558 Compress messages in savefiles [compress_savefile]
559 Compress the savefile, by only saving the most recent "messages"
560 that the player has received. This can cut the size of the savefile
561 by a drastic amount, but will result in the loss of message
564 ***** <hilite_player>
565 Hilite the player with the cursor [hilite_player]
566 Place the visible cursor on the player. This looks fine on some
567 Unix machines, but horrible on most graphics machines. Note that
568 only some machines are able to *not* show the cursor, but on those
569 machines, hiding the cursor often speeds up the game and looks
572 ***** <AutoDestroyer>
573 === Option set 6 -- Easy Auto-Destroyer ===
575 ***** <destroy_items>
576 Use easy auto-destroyer [destroy_items]
577 If this option is set, Hengband will automatically destroy all
578 objects which you touch unless the object is protected by various
579 'leave_...' options below.
581 ***** <destroy_feeling>
582 Apply auto-destroy as sense feeling [destroy_feeling]
583 If this option is set, Hengband will apply auto-destroyer on an
584 item just when you sensed its feeling. Typically it will destroy
585 {cursed} items just after the sensing.
587 ***** <destroy_identify>
588 Apply auto-destroy as identify an item [destroy_identify]
589 If this option is set, Hengband will apply auto-destroyer on an
590 item just when you identified it using magical items or spells.
591 Typically it will destroy {cursed} items and other useless items
592 which you set up to be auto-destroyed.
595 Auto-destroyer leaves known worthy items [leave_worth]
596 This option protects known objects that can be sold in stores from
597 auto-destruction by the destroy_items option.
600 Auto-destroyer leaves weapons and armour [leave_equip]
601 This option protects all weapons and armour from auto-destruction
602 by the destroy_items option.
605 Auto-destroyer leaves closed chests [leave_chest]
606 This option protects all chests which are not yet opened from
607 auto-destruction by the destroy_items option.
610 Auto-destroyer leaves wanted corpses [leave_wanted]
611 This option protects corpses of monsters wanted at the Hunter's
612 office from auto-destruction by the destroy_items option.
615 Auto-destroyer leaves corpses and skeletons [leave_corpse]
616 This option protects all corpses and skeletons from
617 auto-destruction by the destroy_items option.
620 Auto-destroyer leaves junk [leave_junk]
621 This option protects all 'junk', such as Shards of Pottery or
622 Broken Stick, from auto-destruction by the destroy_items option.
623 This is especially helpful for Archers.
625 ***** <leave_special>
626 Auto-destroyer leaves items your race/class needs [leave_special]
627 This option protects specific items which are normally worthless,
628 but very important for specific classes or races. These include
629 bones for Archers, ego light source of darkness for Ninja,
630 humanoid corpses for Balrogs, etc...
634 === Option set R -- Play-record ===
636 ***** <record_fix_art>
637 Record fixed artifacts [record_fix_art]
638 If this option is set, names of fixed artifacts you discover will
639 be written in the Play-record.
641 ***** <record_rand_art>
642 Record random artifacts [record_rand_art]
643 If this option is set, names of random artifacts you discover will
644 be written in the Play-record.
646 ***** <record_destroy_uniq>
647 Record when destroy unique monster [record_destroy_uniq]
648 If this option is set, names of unique monsters you defeated will
649 be written in the Play-record.
651 ***** <record_fix_quest>
652 Record fixed quests [record_fix_quest]
653 If this option is set, result of every fixed quests will be
654 written in the Play-record.
656 ***** <record_rand_quest>
657 Record random quests [record_rand_quest]
658 If this option is set, result of every random quests will be
659 written in the Play-record.
661 ***** <record_maxdeapth>
662 Record movements to deepest level [record_maxdeapth]
663 If this option is set, deepest level will be written in the
664 Play-record when you reached new deepest level.
667 Record recall and stair movements [record_stair]
668 If this option is set, every move using stairs will be written in
672 Record purchased items [record_buy]
673 If this option is set, names and numbers of every items you
674 purchased will be written in the Play-record.
677 Record sold items [record_sell]
678 If this option is set, names and numbers of every items you sold
679 will be written in the Play-record.
681 ***** <record_danger>
682 Record hitpoint warning [record_danger]
683 If this option is set, a record of hitpoint warnings will be written
684 in the Play-record when you take major hitpoint damage.
687 Record arena victories [record_arena]
688 If this option is set, every victory and defeated game will be
689 written in the Play-record.
692 Record first identified items [record_ident]
693 If this option is set, names of objects identified for the first
694 time will be written in the Play-record.
696 ***** <record_named_pet>
697 Record informations of named pets [record_named_pet]
698 If this option is set, every action with your pets which are given
699 their own name will be written in the Play-record.
703 === Option D -- Base Delay Factor ===
705 The "delay_factor" value, if non-zero, is used to "slow down" the
706 game, which is useful to allow you to "observe" the temporal effects
707 of bolt, beam, and ball attacks. The actual delay is equal to
708 "delay_factor" cubed, in milliseconds.
712 === Option H -- Hitpoint Warning ===
714 The "hitpoint_warn" value, if non-zero, is the percentage of maximal
715 hitpoints at which the player is warned that he may die. It is also
716 used as the cut-off for using red to display both hitpoints and mana.
720 === Option A -- Autosave Options ===
722 Ideally, the game should be so stable that these options are not
723 needed at all. However, even if the game were 100% reliable (which it,
724 to be frank, probably is not), the user might forget to and his
725 hardware could fail him. For all of these reasons, you may want to use
729 Autosave when entering new levels [autosave_l]
730 If this option is set, the program will attempt to save your
731 character every time before creating a new dungeon level.
732 Useful if you experience hangups in level generation (although
733 these should have been eliminated in 2.1.0).
736 Timed autosave [autosave_t]
737 If this option is set, the program will attempt to save your
738 character every n game turns, where n is the "frequency". To
739 set frequency press n: it will increase the frequency to the
740 next category (and from 25000 to 0), the categories being
741 every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and 25000
742 turns. Note that the frequency must be higher than 0 and the
743 "Timed autosave" set to "yes" for timed autosaves to take
748 === Option W - Window Flags ===
750 Selects what kind of information is displayed in which window.
751 Some platforms support "sub-windows", which are windows which can be used to
752 display useful information generally available through other means. The best
753 thing about these windows is that they are updated automatically (usually) to
754 reflect the current state of the world. The "window options" can be used to
755 specify what should be displayed in each window. The possible choices should
759 Display the player inventory (and sometimes the equipment).
762 Display the player equipment (and sometimes the inventory).
765 Display a spell list of your magic realm.
768 Display a brief description of the character, including a breakdown
769 of the current player "skills" (including attacks/shots per round).
772 Display the most recently generated "messages".
774 Display overhead view
775 Display an overhead view of the entire dungeon. This is very slow
776 and does not even look very good.
778 Display monster recall
779 Display a description of the most monster which has been most recently
780 attacked, targeted, or examined in some way.
782 Display object recall
783 Display a description of the most recently selected object. Currently
784 this only affects spellbooks and prayerbooks. This window flag may be
785 usefully combined with others, such as "monster recall".
788 Display a copy of dungeon map.
791 This window flag is currently unused.
793 Display borg messages
794 This window flag is currently used only by the Borg which is not
798 This window flag is currently used only by the Borg which is not
804 === Option C - Cheating Options ===
806 Using the cheating options marks your character as "Cheater" and
807 you won't get into the high-score list. Turning off the cheating
808 options later does NOT allow your character to get a highscore entry,
809 so think twice before using any cheat.
812 Peek into object creation [cheat_peek]
813 Cheaters never win. But they can peek at object creation.
816 Peek into monster creation [cheat_hear]
817 Cheaters never win. But they can peek at monster creation.
820 Peek into dungeon creation [cheat_room]
821 Cheaters never win. But they can peek at room creation.
824 Peek into something else [cheat_xtra]
825 Cheaters never win. But they can see debugging messages.
828 Know complete monster info [cheat_know]
829 Cheaters never win. But they can know all about monsters.
832 Allow player to avoid death [cheat_live]
833 Cheaters never win. But they can cheat death.
836 Ask for saving death [cheat_save]
837 Cheaters never win. But they can choose whether they save dead
838 character data or not when they die.
842 === Start up options ===
844 While cheating makes the game easier, the following options can make
845 Hengband harder or easier. So if you think the game is too easy or too
846 hard, or if you want to impress your friends, then switch on the
847 following options. The startup-options can only be accessed while
848 creating a new character (press '=' while creating the character).
849 There is no way to turn them off after the creation is finished!
850 Indicators "(*)" after the name of options means that options effect
851 estimation of your score.
853 ***** <manual_haggle>
854 Manually haggle in stores [manual_haggle]
855 Usually, auto-haggle is used in stores, resulting in a ten
856 percent sales tax on items which you would have otherwise been
857 forced to haggle for. If this option is set, auto-haggle is
861 Easy Mode (*) [easy_band]
862 This option enables easy game mode for beginners. If this option is
863 set, you takes only half damage from any enemy's attack compared
864 to normal mode, and monster's summoning spells become much
865 weaker. But your score will be estimated to be negative number,
866 and you cannot send score record to world score board.
869 Monsters learn from their mistakes (*) [smart_learn]
870 Allow monsters to learn what spell attacks you are resistant to,
871 and to use this information to choose the best attacks.
874 Monsters exploit players weaknesses (*) [smart_cheat]
875 Allow monsters to know what spell attacks you are resistant to,
876 and to use this information to choose the best attacks.
879 Use 'vanilla' town without quests and wilderness [vanilla_town]
880 Uses the basic town known from the standard Angband. This town is
881 only one screen in size and contains only the 8 stores, your home,
882 and the stairs to the dungeon. If you use the 'vanilla' town, then
883 there is no wilderness, no special buildings and no set quests
884 (but you can still use the random quests). This also speeds up the
885 game on slower machines, since the wilderness doesn't need to be
889 Use 'lite' town without a wilderness [lite_town]
890 Uses a special town with all stores, your home, all buildings,
891 most quests, and a dungeon, but without the wilderness and without
892 other towns, and other dungeons. This also speeds up the game on
893 slower machines, since the wilderness doesn't need to be
894 created. This option will have no effect, if the 'vanilla_town'
897 ***** <ironman_shops>
898 Stores are permanently closed (*) [ironman_shops]
899 This option closes all shops. Try to survive in the deeps of
900 the dungeon without supplies from town.
902 ***** <ironman_small_levels>
903 Always create unusually small dungeon levels (*) [ironman_small_levels]
904 If this option is enabled, then every level will be smaller than
905 usual. See the 'Allow unusually small dungeon levels' option above.
907 ***** <ironman_downward>
908 Disable recall and use of up stairs (*) [ironman_downward]
909 You are not allowed to climb upwards, or recall to town. All stairs
910 are downstairs and every time you teleport level, you'll teleport
913 ***** <ironman_autoscum>
914 Permanently enable the autoscummer [ironman_autoscum]
915 This option switches the "autoscummer" permanently on, so that only
916 "good" levels are created. This can mean, that there are good
917 items on this level, or that the level is protected by especially
918 powerful monsters. In Hengband it often is the later, so use this
921 ***** <ironman_empty_levels>
922 Always create empty 'arena' levels (*) [ironman_empty_levels]
923 If this option is enabled, then every level will be empty 'arena'
924 level . See the "Allow empty 'arena' levels" option above.
926 ***** <ironman_rooms>
927 Always generate very unusual rooms (*) [ironman_rooms]
928 If this option is enabled, every room becomes a vault.
930 ***** <ironman_nightmare>
931 Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
932 If this option is enabled, all monsters become unusually
933 powerful, and fast. And there will be various unbelievable
934 happening in various situations. Furthermore, at 12:00 every
935 night, you will have a real nightmare.
938 Left-Hander [left_hander]
939 Normally, you wield a weapon on the right hand and a shield on the
940 left hand. If this option is enabled, you will wield a weapon on
943 ***** <preserve_mode>
944 Preserve artifacts (*) [preserve_mode]
945 In non-preserve mode, once a fixed artifact is generated (either
946 on the dungeon floor or in a monster drop), it will never be
947 generated again during that game. This means that if you miss the
948 artifact by leaving the level before you pick it up it is gone
949 forever. On the other hand, in preserve mode this behavior is only
950 exhibited once you have identified the artifact. It is therefor
951 safer to leave a level before it is completely explored as any
952 fixed artifact can be regenerated in subsequent levels.
955 Allow use of autoroller for stats (*) [autoroller]
956 If you choose to use the auto-roller, you can specify minimum
957 limit of each stats. Once you have specified your desired
958 statistics, the computer will then randomly roll successive
959 start-up characters and compare them to your specified
960 criteria. Each stat is rolled as a number from 8 to 17, with a
961 normal distribution, and is then immediately modified based upon
962 the race and class which you have chosen. Once a character that
963 matches or exceeds your expectations has been rolled, the computer
964 will display the character for you to look at, and asks you
965 whether you accept or not. You may press Enter to accept. If you
966 do not accept, you may press 'r' to resume rolling and searching
967 for the next match or, if this is not your first match, 'p' to
968 return to the previous character which met your criteria.
971 Autoroll for weight, height and social status [autochara]
972 If this option is enabled, you can specify weight, height and
973 social status for auto-roller.
976 Increase capacity of your home (*) [powerup_home]
977 If this option is enabled, the capacity of your home will be expanded
978 to 20 pages. If not, capacity is only 2 pages.
983 Original : Ben Harrison
984 Updated : Zangband 2.1.* by Topi Ylinen
985 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
986 Updated : Zangband DevTeam
987 Updated : Hengband 1.5.2