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 ===
345 Auto-scum for good levels [auto_scum]
346 This is a hack but allows you to force the generation of "good"
347 levels in the dungeon. This option may be extremely slow on some
348 machines, especially deep in the dungeon. The minimum "goodness" of
349 the level is based on the dungeon level, so the deeper you go, the
350 better the level will be.
352 ***** <stack_force_notes>
353 Merge inscriptions when stacking [stack_force_notes]
354 Force otherwise identical objects to merge, even if one has an
355 empty inscription and the other does not. The resulting stack keeps
356 the non-empty inscription.
358 ***** <stack_force_costs>
359 Merge discounts when stacking [stack_force_costs]
360 Force otherwise identical objects to merge, even if they have
361 different discounts. The resulting stack keeps the largest
362 discount. This option may cause you to lose "value", but will give
363 you optimal pack usage.
366 Expand the power of the list commands [expand_list]
367 Expand the "listing" commands so that they "wrap" at the "edges" of
368 the appropriate list. This allows the "look" and "target" commands
369 to "cycle" through all appropriate grids forever, and the "identify
370 symbol" to browse through all of the monsters of a given type.
372 ***** <view_perma_grids>
373 Map remembers all perma-lit grids [view_perma_grids]
374 Memorize all perma-lit floor grids which are seen by the player.
375 This option allows you to keep track of which explored floor grids
376 were perma-lit, but does not distinguish between dark floor grids,
377 unexplored floor grids, and unknown grids. Turning off this option
378 allows the player to always know which lit floor grids are in line
379 of sight, but this is better accomplished by the "view_bright_lite"
380 option. Note that any non-floor grids which is seen by the player
381 are always memorized, and "object" which is seen by the player is
382 memorized independently from the memorization of the grid itself.
384 ***** <view_torch_grids>
385 Map remembers all torch-lit grids [view_torch_grids]
386 Memorize all (torch-lit) floor grids which are seen by the player.
387 This option not only allows you to keep track of which floor grids
388 have been explored, but also which ones are "dark", because the use
389 of this option activates a special "color scheme" for the display
390 of floor grids, in which "dark" grids are drawn in "dark gray",
391 "lit" grids are drawn in "white", and (if the "view_bright_lite"
392 option is set) "lit" grids which are also in line of sight are
393 drawn in "orange". Note that grids which are currently "torch-lit"
394 are considered to be "lit", and are thus drawn in "white", unless
395 the "view_yellow_lite" option is set, in which case they are drawn
398 ***** <view_unsafe_grids>
399 Map marked by detect traps [view_unsafe_grids]
400 Unknown grids that have not been traversed previously, or had a
401 detect trap spell cast on them are marked with a grey 'x'. This
402 allows you to determine where in the dungeon you have cast detect
403 traps, but does not ensure that grids not marked with a grey 'x'
404 are trap free. This option has no effect on surface grids, but
405 outdoor locations cannot be trapped.
408 Allow unusually small dungeon levels [small_levels]
409 This option enables the creation of levels of varying sizes. Levels
410 that are as small as the town level (i.e. 1 'screen') are possible,
411 yet they can be dangerous, especially for a low level character.
412 Note that this option has the side effect of enabling / disabling
413 'destroyed' levels (they are enabled if small levels are).
415 ***** <always_small_levels>
416 Always create unusually small dungeon levels [always_small_levels]
417 If this option is enabled, then every level will be smaller than
418 usual. See the 'Allow unusually small dungeon levels' option
419 above. In the 'Yeek cave', this option is always enabled.
422 Allow empty 'arena' levels [empty_levels]
423 Normal dungeon levels consist mostly of rock. If this option is in
424 use, levels which have empty floor instead of solid rock may also
425 be created (somewhat reminiscent of Nethack's "big-room" levels).
426 These levels can be extremely deadly, especially with breathing
427 monsters (since there are few obstructions to shield). Arena levels
428 may have vaults, nests and pits in them like normal levels. Some
429 arena levels are dark when they are created, but most are lit.
431 ***** <bound_walls_perm>
432 Boundary walls become 'permanent wall' [bound_walls_perm]
433 If this option is set, boundaries of dungeon floors will
434 explicitly look like permanent walls. If unset, those will look
435 like normal walls, but still behave as permanent walls.
438 Leave last words when your character dies [last_words]
439 Display a random line from the "death.txt" file when your
440 character dies and then allow you to rewrite this last words. If
441 this option is not selected, the "You die." message is displayed
445 Send score dump to the world score server [send_score]
446 If this option is set, Hengband will allow you to send the score
447 record of your character to the world score board on the Internet
448 when your character dies.
450 ***** <allow_debug_opts>
451 Allow use of debug/cheat options [allow_debug_opts]
452 Since use of debug command(^A), wizard mode(^W), and Cheating
453 options ('C' in options panel) mark the player as "Cheater" who
454 can't register their score, these debug/cheat options are
455 forbidden to use on default. The allow_debug_opts option removes
456 these restrictions, and allow the player to become "Cheater".
460 === Option set 5 -- Disturbance ===
462 ***** <find_ignore_stairs>
463 Run past stairs [find_ignore_stairs]
464 Ignore stairs when running.
466 ***** <find_ignore_doors>
467 Run through open doors [find_ignore_doors]
468 Ignore open doors when running.
471 Run past known corners [find_cut]
472 Cut sharply around "known" corners when running. This will result
473 in "faster" running, but may cause you to run into a "lurking"
477 Check for user abort while continuous command [check_abort]
478 Avoid checking to see if the user has pressed a key during resting
479 or running or repeated commands. This not only makes the game much
480 more efficient (on many systems), but also allows the use of
481 certain obscure macro sequences, such as turning this option on,
482 resting until done, turning this option off, and casting a spell.
483 Note that the use of this option may be dangerous on certain
484 "graphic" machines. Resting for long periods of time with this
485 option set is dangerous since the resting may not stop until the
486 user takes damage from starvation.
488 ***** <flush_failure>
489 Flush input on various failures [flush_failure]
490 This option forces the game to flush all pending input whenever
491 various "failures" occur, such as failure to cast a spell, failure
492 to use a wand, etc. This is very useful if you use macros which
493 include "directional" components with commands that can fail, since
494 it will prevent you from walking towards monsters when your spells
497 ***** <flush_disturb>
498 Flush input whenever disturbed [flush_disturb]
499 This option forces the game to flush all pending input whenever
500 the character is "disturbed". This is useful if you use macros
501 which take time, since it will prevent you from continuing your
502 macro while being attacked by a monster.
505 Disturb whenever any monster moves [disturb_move]
506 Disturb the player when any monster moves, appears, or disappears.
507 This includes monsters which are only visible due to telepathy, so
508 you should probably turn this option off if you want to "rest" near
512 Disturb whenever high-level monster moves [disturb_high]
513 Disturb the player when any monster whose level is higher than the
514 player moves, appears, or disappears. This includes monsters
515 which are only visible due to telepathy.
518 Disturb whenever viewable monster moves [disturb_near]
519 Disturb the player when any viewable monster moves, whenever any
520 monster becomes viewable for the first time, and also whenever any
521 viewable monster becomes no longer viewable. This option ignores
522 the existence of "telepathy" for the purpose of determining whether
523 a monster is "viewable". See also the "view_reduce_view" option.
526 Disturb when visible pets move [disturb_pets]
527 The player may wish that some of the disturbance options do not
528 apply to pets: for example, it can be annoying if your rest is
529 always disturbed by a pet dog who pops in every now and then. By
530 default, pets do not disturb you even if full monster disturbance
531 options are set. If you want your pets to disturb you like normal
532 monsters, set this option.
534 ***** <disturb_panel>
535 Disturb whenever map panel changes [disturb_panel]
536 This option causes you to be disturbed by the screen "scrolling",
537 as it does when you get close to the "edge" of the screen.
539 ***** <disturb_state>
540 Disturb whenever player state changes [disturb_state]
541 This option causes you to be disturbed whenever the player state
542 changes, including changes in hunger, resistance, confusion, etc.
544 ***** <disturb_minor>
545 Disturb whenever boring things happen [disturb_minor]
546 This option causes you to be disturbed by various bring things,
547 including monsters bashing down doors, inventory feelings, and
548 beginning to run out of fuel.
551 Audible bell (on errors, etc) [ring_bell]
552 Attempt to make a "bell" noise when various "errors" occur.
554 ***** <disturb_trap_detect>
555 Disturb when leaving trap detected area [disturb_trap_detect]
556 This option causes you to be disturbed when the player is running
557 out of trap-detected area.
559 ***** <alert_trap_detect>
560 Alert when leaving trap detected area [alert_trap_detect]
561 This option alerts you with message when the player is moving out
562 of the trap-detected area.
565 ***** <AutoDestroyer>
566 === Option set 6 -- Easy Auto-Destroyer ===
568 ***** <destroy_items>
569 Use easy auto-destroyer [destroy_items]
570 If this option is set, Hengband will automatically destroy all
571 objects which you touch unless the object is protected by various
572 'leave_...' options below.
574 ***** <destroy_feeling>
575 Apply auto-destroy as sense feeling [destroy_feeling]
576 If this option is set, Hengband will apply auto-destroyer on an
577 item just when you sensed its feeling. Typically it will destroy
578 {cursed} items just after the sensing.
580 ***** <destroy_identify>
581 Apply auto-destroy as identify an item [destroy_identify]
582 If this option is set, Hengband will apply auto-destroyer on an
583 item just when you identified it using magical items or spells.
584 Typically it will destroy {cursed} items and other useless items
585 which you set up to be auto-destroyed.
588 Auto-destroyer leaves known worthy items [leave_worth]
589 This option protects known objects that can be sold in stores from
590 auto-destruction by the destroy_items option.
593 Auto-destroyer leaves weapons and armour [leave_equip]
594 This option protects all weapons and armour from auto-destruction
595 by the destroy_items option.
598 Auto-destroyer leaves closed chests [leave_chest]
599 This option protects all chests which are not yet opened from
600 auto-destruction by the destroy_items option.
603 Auto-destroyer leaves wanted corpses [leave_wanted]
604 This option protects corpses of monsters wanted at the Hunter's
605 office from auto-destruction by the destroy_items option.
608 Auto-destroyer leaves corpses and skeletons [leave_corpse]
609 This option protects all corpses and skeletons from
610 auto-destruction by the destroy_items option.
613 Auto-destroyer leaves junk [leave_junk]
614 This option protects all 'junk', such as Shards of Pottery or
615 Broken Stick, from auto-destruction by the destroy_items option.
616 This is especially helpful for Archers.
618 ***** <leave_special>
619 Auto-destroyer leaves items your race/class needs [leave_special]
620 This option protects specific items which are normally worthless,
621 but very important for specific classes or races. These include
622 bones for Archers, ego light sources of darkness for Ninja, Wands
623 of Heal Monster for BeastMaster and Cavalry, and humanoid corpses
628 === Option set R -- Play-record ===
630 ***** <record_fix_art>
631 Record fixed artifacts [record_fix_art]
632 If this option is set, names of fixed artifacts you discover will
633 be written in the Play-record.
635 ***** <record_rand_art>
636 Record random artifacts [record_rand_art]
637 If this option is set, names of random artifacts you discover will
638 be written in the Play-record.
640 ***** <record_destroy_uniq>
641 Record when destroy unique monster [record_destroy_uniq]
642 If this option is set, names of unique monsters you defeated will
643 be written in the Play-record.
645 ***** <record_fix_quest>
646 Record fixed quests [record_fix_quest]
647 If this option is set, result of every fixed quests will be
648 written in the Play-record.
650 ***** <record_rand_quest>
651 Record random quests [record_rand_quest]
652 If this option is set, result of every random quests will be
653 written in the Play-record.
655 ***** <record_maxdeapth>
656 Record movements to deepest level [record_maxdeapth]
657 If this option is set, deepest level will be written in the
658 Play-record when you reached new deepest level.
661 Record recall and stair movements [record_stair]
662 If this option is set, every move using stairs will be written in
666 Record purchased items [record_buy]
667 If this option is set, names and numbers of every items you
668 purchased will be written in the Play-record.
671 Record sold items [record_sell]
672 If this option is set, names and numbers of every items you sold
673 will be written in the Play-record.
675 ***** <record_danger>
676 Record hitpoint warning [record_danger]
677 If this option is set, a record of hitpoint warnings will be written
678 in the Play-record when you take major hitpoint damage.
681 Record arena victories [record_arena]
682 If this option is set, every victory and defeated game will be
683 written in the Play-record.
686 Record first identified items [record_ident]
687 If this option is set, names of objects identified for the first
688 time will be written in the Play-record.
690 ***** <record_named_pet>
691 Record informations of named pets [record_named_pet]
692 If this option is set, every action with your pets which are given
693 their own name will be written in the Play-record.
697 === Option D -- Base Delay Factor ===
699 The "delay_factor" value, if non-zero, is used to "slow down" the
700 game, which is useful to allow you to "observe" the temporal effects
701 of bolt, beam, and ball attacks. The actual delay is equal to
702 "delay_factor" cubed, in milliseconds.
706 === Option H -- Hitpoint Warning ===
708 The "hitpoint_warn" value, if non-zero, is the percentage of maximal
709 hitpoints at which the player is warned that he may die. It is also
710 used as the cut-off for using red to display both hitpoints and mana.
714 === Option A -- Autosave Options ===
716 Ideally, the game should be so stable that these options are not
717 needed at all. However, even if the game were 100% reliable (which it,
718 to be frank, probably is not), the user might forget to and his
719 hardware could fail him. For all of these reasons, you may want to use
723 Autosave when entering new levels [autosave_l]
724 If this option is set, the program will attempt to save your
725 character every time before creating a new dungeon level.
726 Useful if you experience hangups in level generation (although
727 these should have been eliminated in 2.1.0).
730 Timed autosave [autosave_t]
731 If this option is set, the program will attempt to save your
732 character every n game turns, where n is the "frequency". To
733 set frequency press n: it will increase the frequency to the
734 next category (and from 25000 to 0), the categories being
735 every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and 25000
736 turns. Note that the frequency must be higher than 0 and the
737 "Timed autosave" set to "yes" for timed autosaves to take
742 === Option W - Window Flags ===
744 Selects what kind of information is displayed in which window.
745 Some platforms support "sub-windows", which are windows which can be used to
746 display useful information generally available through other means. The best
747 thing about these windows is that they are updated automatically (usually) to
748 reflect the current state of the world. The "window options" can be used to
749 specify what should be displayed in each window. The possible choices should
753 Display the player inventory (and sometimes the equipment).
756 Display the player equipment (and sometimes the inventory).
759 Display a spell list of your magic realm.
762 Display a brief description of the character, including a breakdown
763 of the current player "skills" (including attacks/shots per round).
766 Display the most recently generated "messages".
768 Display overhead view
769 Display an overhead view of the entire dungeon. This is very slow
770 and does not even look very good.
772 Display monster recall
773 Display a description of the most monster which has been most recently
774 attacked, targeted, or examined in some way.
776 Display object recall
777 Display a description of the most recently selected object. Currently
778 this only affects spellbooks and prayerbooks. This window flag may be
779 usefully combined with others, such as "monster recall".
782 Display a copy of dungeon map.
785 This window flag is currently unused.
787 Display borg messages
788 This window flag is currently used only by the Borg which is not
792 This window flag is currently used only by the Borg which is not
798 === Option C - Cheating Options ===
800 Using the cheating options marks your character as "Cheater" and
801 you won't get into the high-score list. Turning off the cheating
802 options later does NOT allow your character to get a highscore entry,
803 so think twice before using any cheat.
806 Peek into object creation [cheat_peek]
807 Cheaters never win. But they can peek at object creation.
810 Peek into monster creation [cheat_hear]
811 Cheaters never win. But they can peek at monster creation.
814 Peek into dungeon creation [cheat_room]
815 Cheaters never win. But they can peek at room creation.
818 Peek into something else [cheat_xtra]
819 Cheaters never win. But they can see debugging messages.
822 Know complete monster info [cheat_know]
823 Cheaters never win. But they can know all about monsters.
826 Allow player to avoid death [cheat_live]
827 Cheaters never win. But they can cheat death.
830 Ask for saving death [cheat_save]
831 Cheaters never win. But they can choose whether they save dead
832 character data or not when they die.
836 === Birth options ===
838 While cheating makes the game easier, the following options can make
839 Hengband harder or easier. So if you think the game is too easy or too
840 hard, or if you want to impress your friends, then switch on the
841 following options. The birth options can only be accessed while
842 creating a new character (press '=' while creating the character).
843 There is no way to turn them off after the creation is finished!
844 Indicators "(*)" after the name of options means that options effect
845 estimation of your score.
847 ***** <manual_haggle>
848 Manually haggle in stores [manual_haggle]
849 Usually, auto-haggle is used in stores, resulting in a ten
850 percent sales tax on items which you would have otherwise been
851 forced to haggle for. If this option is set, auto-haggle is
855 Easy Mode (*) [easy_band]
856 This option enables easy game mode for beginners. If this option is
857 set, you takes only half damage from any enemy's attack compared
858 to normal mode, and monster's summoning spells become much
859 weaker. But your score will be estimated to be negative number,
860 and you cannot send score record to world score board.
863 Monsters learn from their mistakes (*) [smart_learn]
864 Allow monsters to learn what spell attacks you are resistant to,
865 and to use this information to choose the best attacks.
868 Monsters exploit players weaknesses (*) [smart_cheat]
869 Allow monsters to know what spell attacks you are resistant to,
870 and to use this information to choose the best attacks.
873 Use 'vanilla' town without quests and wilderness [vanilla_town]
874 Uses the basic town known from the standard Angband. This town is
875 only one screen in size and contains only the 8 stores, your home,
876 and the stairs to the dungeon. If you use the 'vanilla' town, then
877 there is no wilderness, no special buildings and no set quests
878 (but you can still use the random quests). This also speeds up the
879 game on slower machines, since the wilderness doesn't need to be
883 Use 'lite' town without a wilderness [lite_town]
884 Uses a special town with all stores, your home, all buildings,
885 most quests, and a dungeon, but without the wilderness and without
886 other towns, and other dungeons. This also speeds up the game on
887 slower machines, since the wilderness doesn't need to be
888 created. This option will have no effect, if the 'vanilla_town'
891 ***** <ironman_shops>
892 Stores are permanently closed (*) [ironman_shops]
893 This option closes all shops. Try to survive in the deeps of
894 the dungeon without supplies from town.
896 ***** <ironman_small_levels>
897 Always create unusually small dungeon levels (*) [ironman_small_levels]
898 If this option is enabled, then every level will be smaller than
899 usual. See the 'Allow unusually small dungeon levels' option above.
901 ***** <ironman_downward>
902 Disable recall and use of up stairs (*) [ironman_downward]
903 You are not allowed to climb upwards, or recall to town. All stairs
904 are downstairs and every time you teleport level, you'll teleport
907 ***** <ironman_autoscum>
908 Permanently enable the autoscummer [ironman_autoscum]
909 This option switches the "autoscummer" permanently on, so that only
910 "good" levels are created. This can mean, that there are good
911 items on this level, or that the level is protected by especially
912 powerful monsters. In Hengband it often is the later, so use this
915 ***** <ironman_empty_levels>
916 Always create empty 'arena' levels (*) [ironman_empty_levels]
917 If this option is enabled, then every level will be empty 'arena'
918 level . See the "Allow empty 'arena' levels" option above.
920 ***** <ironman_rooms>
921 Always generate very unusual rooms (*) [ironman_rooms]
922 If this option is enabled, every room becomes a vault.
924 ***** <ironman_nightmare>
925 Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
926 If this option is enabled, all monsters become unusually
927 powerful, and fast. And there will be various unbelievable
928 happening in various situations. Furthermore, at 12:00 every
929 night, you will have a real nightmare.
932 Left-Hander [left_hander]
933 Normally, you wield a weapon on the right hand and a shield on the
934 left hand. If this option is enabled, you will wield a weapon on
937 ***** <preserve_mode>
938 Preserve artifacts (*) [preserve_mode]
939 In non-preserve mode, once a fixed artifact is generated (either
940 on the dungeon floor or in a monster drop), it will never be
941 generated again during that game. This means that if you miss the
942 artifact by leaving the level before you pick it up it is gone
943 forever. On the other hand, in preserve mode this behavior is only
944 exhibited once you have identified the artifact. It is therefor
945 safer to leave a level before it is completely explored as any
946 fixed artifact can be regenerated in subsequent levels.
949 Allow use of autoroller for stats (*) [autoroller]
950 If you choose to use the auto-roller, you can specify minimum
951 limit of each stats. Once you have specified your desired
952 statistics, the computer will then randomly roll successive
953 start-up characters and compare them to your specified
954 criteria. Each stat is rolled as a number from 8 to 17, with a
955 normal distribution, and is then immediately modified based upon
956 the race and class which you have chosen. Once a character that
957 matches or exceeds your expectations has been rolled, the computer
958 will display the character for you to look at, and asks you
959 whether you accept or not. You may press Enter to accept. If you
960 do not accept, you may press 'r' to resume rolling and searching
961 for the next match or, if this is not your first match, 'p' to
962 return to the previous character which met your criteria.
965 Autoroll for weight, height and social status [autochara]
966 If this option is enabled, you can specify weight, height and
967 social status for auto-roller.
970 Increase capacity of your home (*) [powerup_home]
971 If this option is enabled, the capacity of your home will be expanded
972 to 20 pages. If not, capacity is only 2 pages.
977 Original : Ben Harrison
978 Updated : Zangband 2.1.* by Topi Ylinen
979 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
980 Updated : Zangband DevTeam
981 Updated : Hengband 1.5.2