option in brackets, followed by a textual description of the option.
Note that the internal name of the option can be used in user pref
-files to force the option to a given setting, see "command.txt" for
-more info.
+files to force the option to a given setting (see "command.txt" for
+more info).
Various concepts are mentioned in the descriptions below, including
"disturb", (cancel any running, resting, or repeated commands, which
***** <auto_more>
Automatically clear '-more-' prompts [auto_more]
The game does not wait for a keypress when it comes to a -more-
- prompt, but carries on going.
+ prompt and automatically displays the next message.
***** <command_menu>
Enable command selection menu [command_menu]
you go up the stairs from such quest levels.
***** <target_pet>
-Allow targetting pets [target_pet]
+Allow targeting pets [target_pet]
Normally, the program doesn't automatically choose pets as target
in the targeting mode of attack spells. If this option is set, the
- program always choose every monsters in sight as target.
+ program always chooses every monster in sight as target.
***** <easy_open>
Automatically open doors [easy_open]
***** <easy_disarm>
Automatically disarm traps [easy_disarm]
- Makes it easy for your character disarm a trap: simply by walking into
+ Makes it easy for your character disarms a trap: simply by walking into
it! Also the disarm command will automatically select one direction
if only one known trap is near you.
***** <over_exert>
Allow casting spells when short of mana [over_exert]
- Normally, Hengband restricts you from casting spells when you don't
+ Normally, Bakabakaband restricts you from casting spells when you don't
have enough mana. If this option is set, the program allow you to
cast spells at such dangerous situation.
inscription, a macro action, and etc.
-***** <Output>
-=== Option set 2 -- Screen output ===
-
-***** <depth_in_feet>
-Show dungeon level in feet [depth_in_feet]
- Display the dungeon depth in "feet" instead of as an actual level.
- This also affects the monster memory display.
-
-***** <show_labels>
-Show labels in object listings [show_labels]
- Display the "labels" for objects in the "equipment" list, and in
- any "special" window which is displaying the "equipment". These
- labels indicate what the player is "using" the object for, such as
- "wielding" or "wearing" (in a given location). After you have
- played for a while, this information is no longer useful, and can
- be annoying.
-
-***** <show_weights>
-Show weights in object listings [show_weights]
- Display the weights of objects in the "inventory" and "equipment"
- lists, and in "stores", and in any "special" window which is
- displaying any of these lists.
-
-***** <show_item_graph>
-Show items graphics [show_item_graph]
- Displays small icons of the items in your "inventory" list,
- "equipment" list and "stores".
-
-***** <equippy_chars>
-Display 'equippy' chars [equippy_chars]
- This option will show you a graphical representation of your worn
- equipment on the main screen. The 'equippy' chars will use the
- standard symbols of the respective items.
-
-***** <display_mutations>
-Display mutations in 'C'haracter Display [display_mutations]
- Normally, if your character has gained mutations, they will be
- displayed in an extra 'h' mode window under the 'C'haracter
- Description command. Some players may wish to view mutations only
- via the knowledge command ('~' or '|') and do not want any extra
- screens in the Character Description: they should set this option.
-
-***** <plain_descriptions>
-Plain object descriptions [plain_descriptions]
- This option disables "full" names for identified 'flavored'
- objects, in other words, if this option is not in use, an
- identified Potion of Speed could be listed (for example) as a Blue
- Potion of Speed. If you prefer simpler, less verbose descriptions,
- set this option.
+***** <MapScreen>
+=== Option set 2 -- Map Screen ===
***** <center_player>
Center map while walking (*slow*) [center_player]
speed of the game. This option may not work well if the attr/char
codes for walls/veins have been changed
+***** <view_perma_grids>
+Map remembers all perma-lit grids [view_perma_grids]
+ Memorize all perma-lit floor grids which are seen by the player.
+ This option allows you to keep track of which explored floor grids
+ were perma-lit, but does not distinguish between dark floor grids,
+ unexplored floor grids, and unknown grids. Turning off this option
+ allows the player to always know which lit floor grids are in line
+ of sight, but this is better accomplished by the "view_bright_lite"
+ option. Note that any non-floor grids which is seen by the player
+ are always memorized, and "object" which is seen by the player is
+ memorized independently from the memorization of the grid itself.
+
+***** <view_torch_grids>
+Map remembers all torch-lit grids [view_torch_grids]
+ Memorize all (torch-lit) floor grids which are seen by the player.
+ This option not only allows you to keep track of which floor grids
+ have been explored, but also which ones are "dark", because the use
+ of this option activates a special "color scheme" for the display
+ of floor grids, in which "dark" grids are drawn in "dark gray",
+ "lit" grids are drawn in "white", and (if the "view_bright_lite"
+ option is set) "lit" grids which are also in line of sight are
+ drawn in "orange". Note that grids which are currently "torch-lit"
+ are considered to be "lit", and are thus drawn in "white", unless
+ the "view_yellow_lite" option is set, in which case they are drawn
+ in "yellow".
+
+***** <view_unsafe_grids>
+Map marked by detect traps [view_unsafe_grids]
+ Unknown grids that have not been traversed previously, or had a
+ detect trap spell cast on them are marked with a grey 'x'. This
+ allows you to determine where in the dungeon you have cast detect
+ traps, but does not ensure that grids not marked with a grey 'x'
+ are trap free. This option has no effect on surface grids, but
+ outdoor locations cannot be trapped.
+
+***** <view_reduce_view>
+Reduce view-radius in town [view_reduce_view]
+ Reduce the "radius" of the player's "view" by half when the player
+ is in town. This makes running faster in town, and also allows the
+ player to ignore monsters in town which are more than ten grids
+ away, which is usually safe, since none have distance attacks.
+
+***** <fresh_before>
+Flush output while continuous command [fresh_before]
+ This option forces the game to flush all output before every
+ command. This will give you maximal information, but may slow down
+ the game somewhat. Note that this option is only useful when using
+ macros, resting, running, or repeating commands, since the output
+ is always flushed when the game is waiting for a keypress from the
+ user.
+
+***** <fresh_after>
+Flush output after monster's move [fresh_after]
+ This option forces the game to flush all output after not only
+ every player command, but also after every round of processing
+ monsters and objects, which will give you maximal information, but
+ may slow down the game a lot, especially on slower machines, and on
+ faster machines you normally do not have a chance to see the
+ results anyway.
+
+***** <fresh_message>
+Flush output after every message [fresh_message]
+ This option forces the game to flush all output after every message
+ displayed by the game. This will give you maximal information, but
+ may slow down the game somewhat.
+
+***** <hilite_player>
+Hilite the player with the cursor [hilite_player]
+ Place the visible cursor on the player. This looks fine on some
+ Unix machines, but horrible on most graphics machines. Note that
+ only some machines are able to *not* show the cursor, but on those
+ machines, hiding the cursor often speeds up the game and looks
+ better.
+
***** <display_path>
Display actual path before shooting [display_path]
When this option is set, the targeting mode will show path from
you to current target point continuously.
+
+***** <TextDisplay>
+=== Option set 3 -- Text Display ===
+
+***** <plain_descriptions>
+Plain object descriptions [plain_descriptions]
+ This option disables "full" names for identified 'flavored'
+ objects, in other words, if this option is not in use, an
+ identified Potion of Speed could be listed (for example) as a Blue
+ Potion of Speed. If you prefer simpler, less verbose descriptions,
+ set this option.
+
***** <always_show_list>
-Always show list at first when select items [always_show_list]
+Always show list when choosing items [always_show_list]
When this option is set, all commands which lets you to choose an
- item from inventory or equipment list will automatically show list
- when activated.
+ item from inventory or equipment list will automatically show the
+ list when activated.
+
+***** <depth_in_feet>
+Show dungeon level in feet [depth_in_feet]
+ Display the dungeon depth in "feet" instead of as an actual level.
+ This also affects the monster memory display.
+
+***** <show_labels>
+Show labels in object listings [show_labels]
+ Display the "labels" for objects in the "equipment" list, and in
+ any "special" window which is displaying the "equipment". These
+ labels indicate what the player is "using" the object for, such as
+ "wielding" or "wearing" (in a given location). After you have
+ played for a while, this information is no longer useful, and can
+ be annoying.
+
+***** <show_weights>
+Show weights in object listings [show_weights]
+ Display the weights of objects in the "inventory" and "equipment"
+ lists, and in "stores", and in any "special" window which is
+ displaying any of these lists.
+
+***** <show_item_graph>
+Show items graphics [show_item_graph]
+ Displays small icons of the items in your "inventory" list,
+ "equipment" list and "stores".
+
+***** <equippy_chars>
+Display 'equippy' chars [equippy_chars]
+ This option will show you a graphical representation of your worn
+ equipment on the main screen. The 'equippy' chars will use the
+ standard symbols of the respective items.
+
+***** <display_mutations>
+Display mutations in 'C'haracter Display [display_mutations]
+ Normally, if your character has gained mutations, they will be
+ displayed in an extra 'h' mode window under the 'C'haracter
+ Description command. Some players may wish to view mutations only
+ via the knowledge command ('~' or '|') and do not want any extra
+ screens in the Character Description: they should set this option.
+
+***** <compress_savefile>
+Compress messages in savefiles [compress_savefile]
+ Compress the savefile, by only saving the most recent "messages"
+ that the player has received. This can cut the size of the savefile
+ by a drastic amount, but will result in the loss of message
+ information.
***** [b] objects.txt#AbbrevList
***** <abbrev_extra>
The list of abbreviations for each resistances and abilities are
described in (objects.txt#AbbrevList [b])
+***** <exp_need>
+Show the experience needed for the next level [exp_need]
+ Setting this option to yes alters the display of experience on the
+ left of the main screen to the experience needed to reach the next
+ character level, instead of the character's current total
+ experience.
+
***** <GamePlay>
-=== Option set 3 -- Game playing ===
-
-***** <auto_scum>
-Auto-scum for good levels [auto_scum]
- This is a hack but allows you to force the generation of "good"
- levels in the dungeon. This option may be extremely slow on some
- machines, especially deep in the dungeon. The minimum "goodness" of
- the level is based on the dungeon level, so the deeper you go, the
- better the level will be.
-
+=== Option set 4 -- Game playing ===
+
***** <stack_force_notes>
Merge inscriptions when stacking [stack_force_notes]
Force otherwise identical objects to merge, even if one has an
to "cycle" through all appropriate grids forever, and the "identify
symbol" to browse through all of the monsters of a given type.
-***** <view_perma_grids>
-Map remembers all perma-lit grids [view_perma_grids]
- Memorize all perma-lit floor grids which are seen by the player.
- This option allows you to keep track of which explored floor grids
- were perma-lit, but does not distinguish between dark floor grids,
- unexplored floor grids, and unknown grids. Turning off this option
- allows the player to always know which lit floor grids are in line
- of sight, but this is better accomplished by the "view_bright_lite"
- option. Note that any non-floor grids which is seen by the player
- are always memorized, and "object" which is seen by the player is
- memorized independently from the memorization of the grid itself.
-
-***** <view_torch_grids>
-Map remembers all torch-lit grids [view_torch_grids]
- Memorize all (torch-lit) floor grids which are seen by the player.
- This option not only allows you to keep track of which floor grids
- have been explored, but also which ones are "dark", because the use
- of this option activates a special "color scheme" for the display
- of floor grids, in which "dark" grids are drawn in "dark gray",
- "lit" grids are drawn in "white", and (if the "view_bright_lite"
- option is set) "lit" grids which are also in line of sight are
- drawn in "orange". Note that grids which are currently "torch-lit"
- are considered to be "lit", and are thus drawn in "white", unless
- the "view_yellow_lite" option is set, in which case they are drawn
- in "yellow".
-
-***** <view_unsafe_grids>
-Map marked by detect traps [view_unsafe_grids]
- Unknown grids that have not been traversed previously, or had a
- detect trap spell cast on them are marked with a grey 'x'. This
- allows you to determine where in the dungeon you have cast detect
- traps, but does not ensure that grids not marked with a grey 'x'
- are trap free. This option has no effect on surface grids, but
- outdoor locations cannot be trapped.
-
***** <small_levels>
Allow unusually small dungeon levels [small_levels]
This option enables the creation of levels of varying sizes. Levels
***** <empty_levels>
Allow empty 'arena' levels [empty_levels]
Normal dungeon levels consist mostly of rock. If this option is in
- use, levels which have empty floor instead of solid rock may also
+ use, levels which have empty floor instead of solid rock may also
be created (somewhat reminiscent of Nethack's "big-room" levels).
These levels can be extremely deadly, especially with breathing
monsters (since there are few obstructions to shield). Arena levels
***** <send_score>
Send score dump to the world score server [send_score]
- If this option is set, Hengband will allow you to send the score
+ If this option is set, Bakabakaband will allow you to send the score
record of your character to the world score board on the Internet
when your character dies.
***** <allow_debug_opts>
Allow use of debug/cheat options [allow_debug_opts]
Since use of debug command(^A), wizard mode(^W), and Cheating
- options ('C' in options panel) mark the player as "Cheater" who
- can't register their score, these debug/cheat options are
+ options ('C' in options panel) mark the player as a "Cheater"
+ who can't register their score, these debug/cheat options are
forbidden to use on default. The allow_debug_opts option removes
- these restrictions, and allow the player to become "Cheater".
+ these restrictions, and allow the player to become a "Cheater".
***** <Disturbance>
-=== Option set 4 -- Disturbance ===
+=== Option set 5 -- Disturbance ===
***** <find_ignore_stairs>
Run past stairs [find_ignore_stairs]
in "faster" running, but may cause you to run into a "lurking"
monster.
+***** <check_abort>
+Check for user abort while continuous command [check_abort]
+ Avoid checking to see if the user has pressed a key during resting
+ or running or repeated commands. This not only makes the game much
+ more efficient (on many systems), but also allows the use of
+ certain obscure macro sequences, such as turning this option on,
+ resting until done, turning this option off, and casting a spell.
+ Note that the use of this option may be dangerous on certain
+ "graphic" machines. Resting for long periods of time with this
+ option set is dangerous since the resting may not stop until the
+ user takes damage from starvation.
+
+***** <flush_failure>
+Flush input on various failures [flush_failure]
+ This option forces the game to flush all pending input whenever
+ various "failures" occur, such as failure to cast a spell, failure
+ to use a wand, etc. This is very useful if you use macros which
+ include "directional" components with commands that can fail, since
+ it will prevent you from walking towards monsters when your spells
+ fail.
+
+***** <flush_disturb>
+Flush input whenever disturbed [flush_disturb]
+ This option forces the game to flush all pending input whenever
+ the character is "disturbed". This is useful if you use macros
+ which take time, since it will prevent you from continuing your
+ macro while being attacked by a monster.
+
***** <disturb_move>
Disturb whenever any monster moves [disturb_move]
Disturb the player when any monster moves, appears, or disappears.
***** <disturb_minor>
Disturb whenever boring things happen [disturb_minor]
- This option causes you to be disturbed by various bring things,
+ This option causes you to be disturbed by various boring things,
including monsters bashing down doors, inventory feelings, and
beginning to run out of fuel.
of the trap-detected area.
-***** <Efficiency>
-=== Option set 5 -- Efficiency ===
-
-***** <view_reduce_view>
-Reduce view-radius in town [view_reduce_view]
- Reduce the "radius" of the player's "view" by half when the player
- is in town. This makes running faster in town, and also allows the
- player to ignore monsters in town which are more than ten grids
- away, which is usually safe, since none have distance attacks.
-
-***** <check_abort>
-Check for user abort while continuous command [check_abort]
- Avoid checking to see if the user has pressed a key during resting
- or running or repeated commands. This not only makes the game much
- more efficient (on many systems), but also allows the use of
- certain obscure macro sequences, such as turning this option on,
- resting until done, turning this option off, and casting a spell.
- Note that the use of this option may be dangerous on certain
- "graphic" machines. Resting for long periods of time with this
- option set is dangerous since the resting may not stop until the
- user takes damage from starvation.
-
-***** <flush_failure>
-Flush input on various failures [flush_failure]
- This option forces the game to flush all pending input whenever
- various "failures" occur, such as failure to cast a spell, failure
- to use a wand, etc. This is very useful if you use macros which
- include "directional" components with commands that can fail, since
- it will prevent you from walking towards monsters when your spells
- fail.
-
-***** <flush_disturb>
-Flush input whenever disturbed [flush_disturb]
- This option forces the game to flush all pending input whenever
- the character is "disturbed". This is useful if you use macros
- which take time, since it will prevent you from continuing your
- macro while being attacked by a monster.
-
-***** <fresh_before>
-Flush output while continuous command [fresh_before]
- This option forces the game to flush all output before every
- command. This will give you maximal information, but may slow down
- the game somewhat. Note that this option is only useful when using
- macros, resting, running, or repeating commands, since the output
- is always flushed when the game is waiting for a keypress from the
- user.
-
-***** <fresh_after>
-Flush output after monster's move [fresh_after]
- This option forces the game to flush all output after not only
- every player command, but also after every round of processing
- monsters and objects, which will give you maximal information, but
- may slow down the game a lot, especially on slower machines, and on
- faster machines you normally do not have a chance to see the
- results anyway.
-
-***** <fresh_message>
-Flush output after every message [fresh_message]
- This option forces the game to flush all output after every message
- displayed by the game. This will give you maximal information, but
- may slow down the game somewhat.
-
-***** <compress_savefile>
-Compress messages in savefiles [compress_savefile]
- Compress the savefile, by only saving the most recent "messages"
- that the player has received. This can cut the size of the savefile
- by a drastic amount, but will result in the loss of message
- information.
-
-***** <hilite_player>
-Hilite the player with the cursor [hilite_player]
- Place the visible cursor on the player. This looks fine on some
- Unix machines, but horrible on most graphics machines. Note that
- only some machines are able to *not* show the cursor, but on those
- machines, hiding the cursor often speeds up the game and looks
- better.
-
-***** <exp_need>
-Show the experience needed for the next level [exp_need]
- Setting this option to yes alters the display of experience on the
- left of the main screen to the experience needed to reach the next
- character level, instead of the character's current total
- experience.
-
-
***** <AutoDestroyer>
=== Option set 6 -- Easy Auto-Destroyer ===
***** <destroy_items>
Use easy auto-destroyer [destroy_items]
- If this option is set, Hengband will automatically destroy all
+ If this option is set, Bakabakaband will automatically destroy all
objects which you touch unless the object is protected by various
'leave_...' options below.
***** <destroy_feeling>
Apply auto-destroy as sense feeling [destroy_feeling]
- If this option is set, Hengband will apply auto-destroyer on an
+ If this option is set, Bakabakaband will apply auto-destroyer on an
item just when you sensed its feeling. Typically it will destroy
{cursed} items just after the sensing.
***** <destroy_identify>
Apply auto-destroy as identify an item [destroy_identify]
- If this option is set, Hengband will apply auto-destroyer on an
+ If this option is set, Bakabakaband will apply auto-destroyer on an
item just when you identified it using magical items or spells.
Typically it will destroy {cursed} items and other useless items
which you set up to be auto-destroyed.
***** <record_fix_quest>
Record fixed quests [record_fix_quest]
- If this option is set, result of every fixed quests will be
+ If this option is set, result of every fixed quest will be
written in the Play-record.
***** <record_rand_quest>
Record random quests [record_rand_quest]
- If this option is set, result of every random quests will be
+ If this option is set, result of every random quest will be
written in the Play-record.
-***** <record_maxdeapth>
-Record movements to deepest level [record_maxdeapth]
+***** <record_maxdepth>
+Record movements to deepest level [record_maxdepth]
If this option is set, deepest level will be written in the
Play-record when you reached new deepest level.
***** <record_sell>
Record sold items [record_sell]
- If this option is set, names and numbers of every items you sold
+ If this option is set, names and numbers of every item you sold
will be written in the Play-record.
***** <record_danger>
and does not even look very good.
Display monster recall
- Display a description of the most monster which has been most recently
+ Display a description of the monster which has been most recently
attacked, targeted, or examined in some way.
Display object recall
***** <Cheating>
=== Option C - Cheating Options ===
-Using the cheating options marks your character as "Cheater" and
+Using the cheating options marks your character as a "Cheater" and
you won't get into the high-score list. Turning off the cheating
options later does NOT allow your character to get a highscore entry,
so think twice before using any cheat.
=== Birth options ===
While cheating makes the game easier, the following options can make
-Hengband harder or easier. So if you think the game is too easy or too
+Bakabakaband harder or easier. So if you think the game is too easy or too
hard, or if you want to impress your friends, then switch on the
following options. The birth options can only be accessed while
creating a new character (press '=' while creating the character).
***** <easy_band>
Easy Mode (*) [easy_band]
This option enables easy game mode for beginners. If this option is
- set, you takes only half damage from any enemy's attack compared
+ set, you take only half damage from any enemy's attack compared
to normal mode, and monster's summoning spells become much
weaker. But your score will be estimated to be negative number,
and you cannot send score record to world score board.
are downstairs and every time you teleport level, you'll teleport
to a deeper level.
-***** <ironman_autoscum>
-Permanently enable the autoscummer [ironman_autoscum]
- This option switches the "autoscummer" permanently on, so that only
- "good" levels are created. This can mean, that there are good
- items on this level, or that the level is protected by especially
- powerful monsters. In Hengband it often is the later, so use this
- option with care.
-
***** <ironman_empty_levels>
Always create empty 'arena' levels (*) [ironman_empty_levels]
If this option is enabled, then every level will be empty 'arena'
- level . See the "Allow empty 'arena' levels" option above.
+ level. See the "Allow empty 'arena' levels" option above.
***** <ironman_rooms>
Always generate very unusual rooms (*) [ironman_rooms]
Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
If this option is enabled, all monsters become unusually
powerful, and fast. And there will be various unbelievable
- happening in various situations. Furthermore, at 12:00 every
+ happenings from time to time. Furthermore, at 12:00 every
night, you will have a real nightmare.
***** <left_hander>
***** <autoroller>
Allow use of autoroller for stats (*) [autoroller]
If you choose to use the auto-roller, you can specify minimum
- limit of each stats. Once you have specified your desired
+ limit of each stat. Once you have specified your desired
statistics, the computer will then randomly roll successive
start-up characters and compare them to your specified
criteria. Each stat is rolled as a number from 8 to 17, with a
Updated : Zangband 2.1.* by Topi Ylinen
Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
Updated : Zangband DevTeam
-Updated : Hengband 1.5.2
+Updated : Bakabakaband 1.5.2