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.
134 ***** <numpad_as_cursorkey>
135 Use numpad keys as cursor keys in editor mode [numpad_as_cursorkey]
136 This option makes numpad keys work as cursor movement keys while
137 text editing mode. Which include auto-picker editor, inputing an
138 inscription, a macro action, and etc.
142 === Option set 2 -- Map Screen ===
144 ***** <center_player>
145 Center map while walking (*slow*) [center_player]
146 The map always centers on the player with this option on. With it off, it
147 is divided into 25 sections, with coordinates (0,0) to (4,4), and will
148 show one section at a time.
150 ***** <center_running>
151 Centering even while running [center_running]
152 Normally, the map does not center on the player if the player
153 moves with the "run" command, only when the running finishes. If
154 this option is set, the map always centers on the player.
156 ***** <view_yellow_lite>
157 Use special colors for torch-lit grids [view_yellow_lite]
158 This option causes special colors to be used for "torch-lit" grids
159 in certain situations (see the entries for"view_granite_lite" and
160 "view_special_lite"). Turning this option off will slightly improve
163 ***** <view_bright_lite>
164 Use special colors for 'viewable' grids [view_bright_lite]
165 This option causes special colors to be used for non "viewable"
166 grids in certain situations (see "view_granite_lite" and
167 "view_special_lite"). When this option is set, floor grids which
168 are normally drawn in "white" but which are not currently
169 "viewable" by the player are instead drawn in "dark gray". This
170 makes the "viewable" grids to appear "brighter" than the others,
171 allowing the player to easily determine which floor grids are in
172 "line of sight". Turning this option off will probably increase the
175 ***** <view_granite_lite>
176 Use special colors for wall grids (slow) [view_granite_lite]
177 This option activates a special color scheme for all "wall" grids
178 which are normally drawn in "white" (as walls and rubble normally
179 are). When the player is blind, we use "dark gray", else if the
180 grid is torch-lit, we use "yellow" (or "white") depending on the
181 "view_yellow_lite" option, else if the "view_bright_lite" option
182 is set, and the grid is not in line of sight, or the grid is dark,
183 or the grid is only "partially" lit, then we use "gray", otherwise
184 we use the normal "white". Turning this option off will probably
185 increase the speed of the game. This option may not work well if
186 the attr/char codes for walls/veins have been changed.
188 ***** <view_special_lite>
189 Use special colors for floor grids (slow) [view_special_lite]
190 This option activates a special color scheme for all "floor" grids
191 which are normally drawn in "white" (as they normally are). When
192 the player is blind, we use "dark gray", else if the grid is
193 torch-lit, we use "yellow" (or "white") depending on the
194 "view_yellow_lite" option, else if the grid is "dark", we use
195 "dark gray", else if the "view_bright_lite" option is set, and the
196 grid is not in line of sight, we use "gray", otherwise we use the
197 normal "white". Turning this option off will probably increase the
198 speed of the game. This option may not work well if the attr/char
199 codes for walls/veins have been changed
201 ***** <view_reduce_view>
202 Reduce view-radius in town [view_reduce_view]
203 Reduce the "radius" of the player's "view" by half when the player
204 is in town. This makes running faster in town, and also allows the
205 player to ignore monsters in town which are more than ten grids
206 away, which is usually safe, since none have distance attacks.
209 Flush output while continuous command [fresh_before]
210 This option forces the game to flush all output before every
211 command. This will give you maximal information, but may slow down
212 the game somewhat. Note that this option is only useful when using
213 macros, resting, running, or repeating commands, since the output
214 is always flushed when the game is waiting for a keypress from the
218 Flush output after monster's move [fresh_after]
219 This option forces the game to flush all output after not only
220 every player command, but also after every round of processing
221 monsters and objects, which will give you maximal information, but
222 may slow down the game a lot, especially on slower machines, and on
223 faster machines you normally do not have a chance to see the
226 ***** <fresh_message>
227 Flush output after every message [fresh_message]
228 This option forces the game to flush all output after every message
229 displayed by the game. This will give you maximal information, but
230 may slow down the game somewhat.
232 ***** <hilite_player>
233 Hilite the player with the cursor [hilite_player]
234 Place the visible cursor on the player. This looks fine on some
235 Unix machines, but horrible on most graphics machines. Note that
236 only some machines are able to *not* show the cursor, but on those
237 machines, hiding the cursor often speeds up the game and looks
241 Display actual path before shooting [display_path]
242 When this option is set, the targeting mode will show path from
243 you to current target point continuously.
247 === Option set 3 -- Text Display ===
249 ***** <plain_descriptions>
250 Plain object descriptions [plain_descriptions]
251 This option disables "full" names for identified 'flavored'
252 objects, in other words, if this option is not in use, an
253 identified Potion of Speed could be listed (for example) as a Blue
254 Potion of Speed. If you prefer simpler, less verbose descriptions,
257 ***** <always_show_list>
258 Always show list when choosing items [always_show_list]
259 When this option is set, all commands which lets you to choose an
260 item from inventory or equipment list will automatically show list
263 ***** <depth_in_feet>
264 Show dungeon level in feet [depth_in_feet]
265 Display the dungeon depth in "feet" instead of as an actual level.
266 This also affects the monster memory display.
269 Show labels in object listings [show_labels]
270 Display the "labels" for objects in the "equipment" list, and in
271 any "special" window which is displaying the "equipment". These
272 labels indicate what the player is "using" the object for, such as
273 "wielding" or "wearing" (in a given location). After you have
274 played for a while, this information is no longer useful, and can
278 Show weights in object listings [show_weights]
279 Display the weights of objects in the "inventory" and "equipment"
280 lists, and in "stores", and in any "special" window which is
281 displaying any of these lists.
283 ***** <show_item_graph>
284 Show items graphics [show_item_graph]
285 Displays small icons of the items in your "inventory" list,
286 "equipment" list and "stores".
288 ***** <equippy_chars>
289 Display 'equippy' chars [equippy_chars]
290 This option will show you a graphical representation of your worn
291 equipment on the main screen. The 'equippy' chars will use the
292 standard symbols of the respective items.
294 ***** <display_mutations>
295 Display mutations in 'C'haracter Display [display_mutations]
296 Normally, if your character has gained mutations, they will be
297 displayed in an extra 'h' mode window under the 'C'haracter
298 Description command. Some players may wish to view mutations only
299 via the knowledge command ('~' or '|') and do not want any extra
300 screens in the Character Description: they should set this option.
302 ***** <compress_savefile>
303 Compress messages in savefiles [compress_savefile]
304 Compress the savefile, by only saving the most recent "messages"
305 that the player has received. This can cut the size of the savefile
306 by a drastic amount, but will result in the loss of message
309 ***** [b] objects.txt#AbbrevList
311 Describe obj's extra resistances by abbreviation [abbrev_extra]
312 When an *identified* equipment is displayed, an abbreviation
313 string for the object's extra resitances and extra abilities are
314 added as fake inscriptions of the object.
316 A word "EXTRA" means that the ability must not be obvious from the
317 objects name. For example, a pair of boots of Levitation
318 sometimes has EXTRA shard resistance. But fire resistance of an
319 armor of Resist Fire is not an EXTRA resistance.
321 The list of abbreviations for each resistances and abilities are
322 described in (objects.txt#AbbrevList [b])
325 Describe obj's all resistances by abbreviation [abbrev_all]
326 When an *identified* equipment is displayed, an abbreviation
327 string for all the object's resitances and abilities are added as
328 fake inscriptions of the object.
330 The list of abbreviations for each resistances and abilities are
331 described in (objects.txt#AbbrevList [b])
334 Show the experience needed for the next level [exp_need]
335 Setting this option to yes alters the display of experience on the
336 left of the main screen to the experience needed to reach the next
337 character level, instead of the character's current total
342 === Option set 4 -- Game playing ===
344 ***** <stack_force_notes>
345 Merge inscriptions when stacking [stack_force_notes]
346 Force otherwise identical objects to merge, even if one has an
347 empty inscription and the other does not. The resulting stack keeps
348 the non-empty inscription.
350 ***** <stack_force_costs>
351 Merge discounts when stacking [stack_force_costs]
352 Force otherwise identical objects to merge, even if they have
353 different discounts. The resulting stack keeps the largest
354 discount. This option may cause you to lose "value", but will give
355 you optimal pack usage.
358 Expand the power of the list commands [expand_list]
359 Expand the "listing" commands so that they "wrap" at the "edges" of
360 the appropriate list. This allows the "look" and "target" commands
361 to "cycle" through all appropriate grids forever, and the "identify
362 symbol" to browse through all of the monsters of a given type.
364 ***** <view_perma_grids>
365 Map remembers all perma-lit grids [view_perma_grids]
366 Memorize all perma-lit floor grids which are seen by the player.
367 This option allows you to keep track of which explored floor grids
368 were perma-lit, but does not distinguish between dark floor grids,
369 unexplored floor grids, and unknown grids. Turning off this option
370 allows the player to always know which lit floor grids are in line
371 of sight, but this is better accomplished by the "view_bright_lite"
372 option. Note that any non-floor grids which is seen by the player
373 are always memorized, and "object" which is seen by the player is
374 memorized independently from the memorization of the grid itself.
376 ***** <view_torch_grids>
377 Map remembers all torch-lit grids [view_torch_grids]
378 Memorize all (torch-lit) floor grids which are seen by the player.
379 This option not only allows you to keep track of which floor grids
380 have been explored, but also which ones are "dark", because the use
381 of this option activates a special "color scheme" for the display
382 of floor grids, in which "dark" grids are drawn in "dark gray",
383 "lit" grids are drawn in "white", and (if the "view_bright_lite"
384 option is set) "lit" grids which are also in line of sight are
385 drawn in "orange". Note that grids which are currently "torch-lit"
386 are considered to be "lit", and are thus drawn in "white", unless
387 the "view_yellow_lite" option is set, in which case they are drawn
390 ***** <view_unsafe_grids>
391 Map marked by detect traps [view_unsafe_grids]
392 Unknown grids that have not been traversed previously, or had a
393 detect trap spell cast on them are marked with a grey 'x'. This
394 allows you to determine where in the dungeon you have cast detect
395 traps, but does not ensure that grids not marked with a grey 'x'
396 are trap free. This option has no effect on surface grids, but
397 outdoor locations cannot be trapped.
400 Allow unusually small dungeon levels [small_levels]
401 This option enables the creation of levels of varying sizes. Levels
402 that are as small as the town level (i.e. 1 'screen') are possible,
403 yet they can be dangerous, especially for a low level character.
404 Note that this option has the side effect of enabling / disabling
405 'destroyed' levels (they are enabled if small levels are).
407 ***** <always_small_levels>
408 Always create unusually small dungeon levels [always_small_levels]
409 If this option is enabled, then every level will be smaller than
410 usual. See the 'Allow unusually small dungeon levels' option
411 above. In the 'Yeek cave', this option is always enabled.
414 Allow empty 'arena' levels [empty_levels]
415 Normal dungeon levels consist mostly of rock. If this option is in
416 use, levels which have empty floor instead of solid rock may also
417 be created (somewhat reminiscent of Nethack's "big-room" levels).
418 These levels can be extremely deadly, especially with breathing
419 monsters (since there are few obstructions to shield). Arena levels
420 may have vaults, nests and pits in them like normal levels. Some
421 arena levels are dark when they are created, but most are lit.
423 ***** <bound_walls_perm>
424 Boundary walls become 'permanent wall' [bound_walls_perm]
425 If this option is set, boundaries of dungeon floors will
426 explicitly look like permanent walls. If unset, those will look
427 like normal walls, but still behave as permanent walls.
430 Leave last words when your character dies [last_words]
431 Display a random line from the "death.txt" file when your
432 character dies and then allow you to rewrite this last words. If
433 this option is not selected, the "You die." message is displayed
437 Send score dump to the world score server [send_score]
438 If this option is set, Hengband will allow you to send the score
439 record of your character to the world score board on the Internet
440 when your character dies.
442 ***** <allow_debug_opts>
443 Allow use of debug/cheat options [allow_debug_opts]
444 Since use of debug command(^A), wizard mode(^W), and Cheating
445 options ('C' in options panel) mark the player as "Cheater" who
446 can't register their score, these debug/cheat options are
447 forbidden to use on default. The allow_debug_opts option removes
448 these restrictions, and allow the player to become "Cheater".
452 === Option set 5 -- Disturbance ===
454 ***** <find_ignore_stairs>
455 Run past stairs [find_ignore_stairs]
456 Ignore stairs when running.
458 ***** <find_ignore_doors>
459 Run through open doors [find_ignore_doors]
460 Ignore open doors when running.
463 Run past known corners [find_cut]
464 Cut sharply around "known" corners when running. This will result
465 in "faster" running, but may cause you to run into a "lurking"
469 Check for user abort while continuous command [check_abort]
470 Avoid checking to see if the user has pressed a key during resting
471 or running or repeated commands. This not only makes the game much
472 more efficient (on many systems), but also allows the use of
473 certain obscure macro sequences, such as turning this option on,
474 resting until done, turning this option off, and casting a spell.
475 Note that the use of this option may be dangerous on certain
476 "graphic" machines. Resting for long periods of time with this
477 option set is dangerous since the resting may not stop until the
478 user takes damage from starvation.
480 ***** <flush_failure>
481 Flush input on various failures [flush_failure]
482 This option forces the game to flush all pending input whenever
483 various "failures" occur, such as failure to cast a spell, failure
484 to use a wand, etc. This is very useful if you use macros which
485 include "directional" components with commands that can fail, since
486 it will prevent you from walking towards monsters when your spells
489 ***** <flush_disturb>
490 Flush input whenever disturbed [flush_disturb]
491 This option forces the game to flush all pending input whenever
492 the character is "disturbed". This is useful if you use macros
493 which take time, since it will prevent you from continuing your
494 macro while being attacked by a monster.
497 Disturb whenever any monster moves [disturb_move]
498 Disturb the player when any monster moves, appears, or disappears.
499 This includes monsters which are only visible due to telepathy, so
500 you should probably turn this option off if you want to "rest" near
504 Disturb whenever high-level monster moves [disturb_high]
505 Disturb the player when any monster whose level is higher than the
506 player moves, appears, or disappears. This includes monsters
507 which are only visible due to telepathy.
510 Disturb whenever viewable monster moves [disturb_near]
511 Disturb the player when any viewable monster moves, whenever any
512 monster becomes viewable for the first time, and also whenever any
513 viewable monster becomes no longer viewable. This option ignores
514 the existence of "telepathy" for the purpose of determining whether
515 a monster is "viewable". See also the "view_reduce_view" option.
518 Disturb when visible pets move [disturb_pets]
519 The player may wish that some of the disturbance options do not
520 apply to pets: for example, it can be annoying if your rest is
521 always disturbed by a pet dog who pops in every now and then. By
522 default, pets do not disturb you even if full monster disturbance
523 options are set. If you want your pets to disturb you like normal
524 monsters, set this option.
526 ***** <disturb_panel>
527 Disturb whenever map panel changes [disturb_panel]
528 This option causes you to be disturbed by the screen "scrolling",
529 as it does when you get close to the "edge" of the screen.
531 ***** <disturb_state>
532 Disturb whenever player state changes [disturb_state]
533 This option causes you to be disturbed whenever the player state
534 changes, including changes in hunger, resistance, confusion, etc.
536 ***** <disturb_minor>
537 Disturb whenever boring things happen [disturb_minor]
538 This option causes you to be disturbed by various bring things,
539 including monsters bashing down doors, inventory feelings, and
540 beginning to run out of fuel.
543 Audible bell (on errors, etc) [ring_bell]
544 Attempt to make a "bell" noise when various "errors" occur.
546 ***** <disturb_trap_detect>
547 Disturb when leaving trap detected area [disturb_trap_detect]
548 This option causes you to be disturbed when the player is running
549 out of trap-detected area.
551 ***** <alert_trap_detect>
552 Alert when leaving trap detected area [alert_trap_detect]
553 This option alerts you with message when the player is moving out
554 of the trap-detected area.
557 ***** <AutoDestroyer>
558 === Option set 6 -- Easy Auto-Destroyer ===
560 ***** <destroy_items>
561 Use easy auto-destroyer [destroy_items]
562 If this option is set, Hengband will automatically destroy all
563 objects which you touch unless the object is protected by various
564 'leave_...' options below.
566 ***** <destroy_feeling>
567 Apply auto-destroy as sense feeling [destroy_feeling]
568 If this option is set, Hengband will apply auto-destroyer on an
569 item just when you sensed its feeling. Typically it will destroy
570 {cursed} items just after the sensing.
572 ***** <destroy_identify>
573 Apply auto-destroy as identify an item [destroy_identify]
574 If this option is set, Hengband will apply auto-destroyer on an
575 item just when you identified it using magical items or spells.
576 Typically it will destroy {cursed} items and other useless items
577 which you set up to be auto-destroyed.
580 Auto-destroyer leaves known worthy items [leave_worth]
581 This option protects known objects that can be sold in stores from
582 auto-destruction by the destroy_items option.
585 Auto-destroyer leaves weapons and armour [leave_equip]
586 This option protects all weapons and armour from auto-destruction
587 by the destroy_items option.
590 Auto-destroyer leaves closed chests [leave_chest]
591 This option protects all chests which are not yet opened from
592 auto-destruction by the destroy_items option.
595 Auto-destroyer leaves wanted corpses [leave_wanted]
596 This option protects corpses of monsters wanted at the Hunter's
597 office from auto-destruction by the destroy_items option.
600 Auto-destroyer leaves corpses and skeletons [leave_corpse]
601 This option protects all corpses and skeletons from
602 auto-destruction by the destroy_items option.
605 Auto-destroyer leaves junk [leave_junk]
606 This option protects all 'junk', such as Shards of Pottery or
607 Broken Stick, from auto-destruction by the destroy_items option.
608 This is especially helpful for Archers.
610 ***** <leave_special>
611 Auto-destroyer leaves items your race/class needs [leave_special]
612 This option protects specific items which are normally worthless,
613 but very important for specific classes or races. These include
614 bones for Archers, ego light sources of darkness for Ninja, Wands
615 of Heal Monster for BeastMaster and Cavalry, and humanoid corpses
620 === Option set R -- Play-record ===
622 ***** <record_fix_art>
623 Record fixed artifacts [record_fix_art]
624 If this option is set, names of fixed artifacts you discover will
625 be written in the Play-record.
627 ***** <record_rand_art>
628 Record random artifacts [record_rand_art]
629 If this option is set, names of random artifacts you discover will
630 be written in the Play-record.
632 ***** <record_destroy_uniq>
633 Record when destroy unique monster [record_destroy_uniq]
634 If this option is set, names of unique monsters you defeated will
635 be written in the Play-record.
637 ***** <record_fix_quest>
638 Record fixed quests [record_fix_quest]
639 If this option is set, result of every fixed quests will be
640 written in the Play-record.
642 ***** <record_rand_quest>
643 Record random quests [record_rand_quest]
644 If this option is set, result of every random quests will be
645 written in the Play-record.
647 ***** <record_maxdeapth>
648 Record movements to deepest level [record_maxdeapth]
649 If this option is set, deepest level will be written in the
650 Play-record when you reached new deepest level.
653 Record recall and stair movements [record_stair]
654 If this option is set, every move using stairs will be written in
658 Record purchased items [record_buy]
659 If this option is set, names and numbers of every items you
660 purchased will be written in the Play-record.
663 Record sold items [record_sell]
664 If this option is set, names and numbers of every items you sold
665 will be written in the Play-record.
667 ***** <record_danger>
668 Record hitpoint warning [record_danger]
669 If this option is set, a record of hitpoint warnings will be written
670 in the Play-record when you take major hitpoint damage.
673 Record arena victories [record_arena]
674 If this option is set, every victory and defeated game will be
675 written in the Play-record.
678 Record first identified items [record_ident]
679 If this option is set, names of objects identified for the first
680 time will be written in the Play-record.
682 ***** <record_named_pet>
683 Record informations of named pets [record_named_pet]
684 If this option is set, every action with your pets which are given
685 their own name will be written in the Play-record.
689 === Option D -- Base Delay Factor ===
691 The "delay_factor" value, if non-zero, is used to "slow down" the
692 game, which is useful to allow you to "observe" the temporal effects
693 of bolt, beam, and ball attacks. The actual delay is equal to
694 "delay_factor" cubed, in milliseconds.
698 === Option H -- Hitpoint Warning ===
700 The "hitpoint_warn" value, if non-zero, is the percentage of maximal
701 hitpoints at which the player is warned that he may die. It is also
702 used as the cut-off for using red to display both hitpoints and mana.
706 === Option A -- Autosave Options ===
708 Ideally, the game should be so stable that these options are not
709 needed at all. However, even if the game were 100% reliable (which it,
710 to be frank, probably is not), the user might forget to and his
711 hardware could fail him. For all of these reasons, you may want to use
715 Autosave when entering new levels [autosave_l]
716 If this option is set, the program will attempt to save your
717 character every time before creating a new dungeon level.
718 Useful if you experience hangups in level generation (although
719 these should have been eliminated in 2.1.0).
722 Timed autosave [autosave_t]
723 If this option is set, the program will attempt to save your
724 character every n game turns, where n is the "frequency". To
725 set frequency press n: it will increase the frequency to the
726 next category (and from 25000 to 0), the categories being
727 every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and 25000
728 turns. Note that the frequency must be higher than 0 and the
729 "Timed autosave" set to "yes" for timed autosaves to take
734 === Option W - Window Flags ===
736 Selects what kind of information is displayed in which window.
737 Some platforms support "sub-windows", which are windows which can be used to
738 display useful information generally available through other means. The best
739 thing about these windows is that they are updated automatically (usually) to
740 reflect the current state of the world. The "window options" can be used to
741 specify what should be displayed in each window. The possible choices should
745 Display the player inventory (and sometimes the equipment).
748 Display the player equipment (and sometimes the inventory).
751 Display a spell list of your magic realm.
754 Display a brief description of the character, including a breakdown
755 of the current player "skills" (including attacks/shots per round).
758 Display the most recently generated "messages".
760 Display overhead view
761 Display an overhead view of the entire dungeon. This is very slow
762 and does not even look very good.
764 Display monster recall
765 Display a description of the most monster which has been most recently
766 attacked, targeted, or examined in some way.
768 Display object recall
769 Display a description of the most recently selected object. Currently
770 this only affects spellbooks and prayerbooks. This window flag may be
771 usefully combined with others, such as "monster recall".
774 Display a copy of dungeon map.
777 This window flag is currently unused.
779 Display borg messages
780 This window flag is currently used only by the Borg which is not
784 This window flag is currently used only by the Borg which is not
790 === Option C - Cheating Options ===
792 Using the cheating options marks your character as "Cheater" and
793 you won't get into the high-score list. Turning off the cheating
794 options later does NOT allow your character to get a highscore entry,
795 so think twice before using any cheat.
798 Peek into object creation [cheat_peek]
799 Cheaters never win. But they can peek at object creation.
802 Peek into monster creation [cheat_hear]
803 Cheaters never win. But they can peek at monster creation.
806 Peek into dungeon creation [cheat_room]
807 Cheaters never win. But they can peek at room creation.
810 Peek into something else [cheat_xtra]
811 Cheaters never win. But they can see debugging messages.
814 Know complete monster info [cheat_know]
815 Cheaters never win. But they can know all about monsters.
818 Allow player to avoid death [cheat_live]
819 Cheaters never win. But they can cheat death.
822 Ask for saving death [cheat_save]
823 Cheaters never win. But they can choose whether they save dead
824 character data or not when they die.
828 === Birth options ===
830 While cheating makes the game easier, the following options can make
831 Hengband harder or easier. So if you think the game is too easy or too
832 hard, or if you want to impress your friends, then switch on the
833 following options. The birth options can only be accessed while
834 creating a new character (press '=' while creating the character).
835 There is no way to turn them off after the creation is finished!
836 Indicators "(*)" after the name of options means that options effect
837 estimation of your score.
839 ***** <manual_haggle>
840 Manually haggle in stores [manual_haggle]
841 Usually, auto-haggle is used in stores, resulting in a ten
842 percent sales tax on items which you would have otherwise been
843 forced to haggle for. If this option is set, auto-haggle is
847 Easy Mode (*) [easy_band]
848 This option enables easy game mode for beginners. If this option is
849 set, you takes only half damage from any enemy's attack compared
850 to normal mode, and monster's summoning spells become much
851 weaker. But your score will be estimated to be negative number,
852 and you cannot send score record to world score board.
855 Monsters learn from their mistakes (*) [smart_learn]
856 Allow monsters to learn what spell attacks you are resistant to,
857 and to use this information to choose the best attacks.
860 Monsters exploit players weaknesses (*) [smart_cheat]
861 Allow monsters to know what spell attacks you are resistant to,
862 and to use this information to choose the best attacks.
865 Use 'vanilla' town without quests and wilderness [vanilla_town]
866 Uses the basic town known from the standard Angband. This town is
867 only one screen in size and contains only the 8 stores, your home,
868 and the stairs to the dungeon. If you use the 'vanilla' town, then
869 there is no wilderness, no special buildings and no set quests
870 (but you can still use the random quests). This also speeds up the
871 game on slower machines, since the wilderness doesn't need to be
875 Use 'lite' town without a wilderness [lite_town]
876 Uses a special town with all stores, your home, all buildings,
877 most quests, and a dungeon, but without the wilderness and without
878 other towns, and other dungeons. This also speeds up the game on
879 slower machines, since the wilderness doesn't need to be
880 created. This option will have no effect, if the 'vanilla_town'
883 ***** <ironman_shops>
884 Stores are permanently closed (*) [ironman_shops]
885 This option closes all shops. Try to survive in the deeps of
886 the dungeon without supplies from town.
888 ***** <ironman_small_levels>
889 Always create unusually small dungeon levels (*) [ironman_small_levels]
890 If this option is enabled, then every level will be smaller than
891 usual. See the 'Allow unusually small dungeon levels' option above.
893 ***** <ironman_downward>
894 Disable recall and use of up stairs (*) [ironman_downward]
895 You are not allowed to climb upwards, or recall to town. All stairs
896 are downstairs and every time you teleport level, you'll teleport
899 ***** <ironman_empty_levels>
900 Always create empty 'arena' levels (*) [ironman_empty_levels]
901 If this option is enabled, then every level will be empty 'arena'
902 level . See the "Allow empty 'arena' levels" option above.
904 ***** <ironman_rooms>
905 Always generate very unusual rooms (*) [ironman_rooms]
906 If this option is enabled, every room becomes a vault.
908 ***** <ironman_nightmare>
909 Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
910 If this option is enabled, all monsters become unusually
911 powerful, and fast. And there will be various unbelievable
912 happening in various situations. Furthermore, at 12:00 every
913 night, you will have a real nightmare.
916 Left-Hander [left_hander]
917 Normally, you wield a weapon on the right hand and a shield on the
918 left hand. If this option is enabled, you will wield a weapon on
921 ***** <preserve_mode>
922 Preserve artifacts (*) [preserve_mode]
923 In non-preserve mode, once a fixed artifact is generated (either
924 on the dungeon floor or in a monster drop), it will never be
925 generated again during that game. This means that if you miss the
926 artifact by leaving the level before you pick it up it is gone
927 forever. On the other hand, in preserve mode this behavior is only
928 exhibited once you have identified the artifact. It is therefor
929 safer to leave a level before it is completely explored as any
930 fixed artifact can be regenerated in subsequent levels.
933 Allow use of autoroller for stats (*) [autoroller]
934 If you choose to use the auto-roller, you can specify minimum
935 limit of each stats. Once you have specified your desired
936 statistics, the computer will then randomly roll successive
937 start-up characters and compare them to your specified
938 criteria. Each stat is rolled as a number from 8 to 17, with a
939 normal distribution, and is then immediately modified based upon
940 the race and class which you have chosen. Once a character that
941 matches or exceeds your expectations has been rolled, the computer
942 will display the character for you to look at, and asks you
943 whether you accept or not. You may press Enter to accept. If you
944 do not accept, you may press 'r' to resume rolling and searching
945 for the next match or, if this is not your first match, 'p' to
946 return to the previous character which met your criteria.
949 Autoroll for weight, height and social status [autochara]
950 If this option is enabled, you can specify weight, height and
951 social status for auto-roller.
954 Increase capacity of your home (*) [powerup_home]
955 If this option is enabled, the capacity of your home will be expanded
956 to 20 pages. If not, capacity is only 2 pages.
961 Original : Ben Harrison
962 Updated : Zangband 2.1.* by Topi Ylinen
963 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
964 Updated : Zangband DevTeam
965 Updated : Hengband 1.5.2