1 === Options and Effects ===
3 Most of the "options" are accessible through the '=' command, which
4 provides an interface to the various "sets" of options available to the
7 In the descriptions below, each option is listed as the textual summary
8 which is shown on the "options" screen, plus the internal name of the
9 option in brackets, followed by a textual description of the option.
11 Note that the internal name of the option can be used in user pref
12 files to force the option to a given setting, see "command.txt" for
15 Various concepts are mentioned in the descriptions below, including
16 "disturb", (cancel any running, resting, or repeated commands, which
17 are in progress), "flush" (forget any keypresses waiting in the keypress
18 queue, including any macros in progress), "fresh" (dump any pending
19 output to the screen).
23 === Option Set 1 -- Input from keyboard ===
25 ***** <rogue_like_commands>
26 Rogue-like commands [rogue_like_commands]
27 Selects the "roguelike" command set (see "command.txt" for info).
30 Pick things up by default [always_pickup]
31 Tells the game that walking onto an item should attempt to pick it
32 up. Otherwise, you must use the "g" command, or the "-" command
33 while walking. Combined with "carry_query_flag", allows you to
34 selectively pick up all items which you step on.
36 ***** <carry_query_flag>
37 Prompt before picking things up [carry_query_flag]
38 Forces the game to ask you if you want to pick something up when
39 you do something that would normally cause the item to be picked
42 ***** <quick_messages>
43 Activate quick messages [quick_messages]
44 Allows the use of any keypress as a response to the "-more-" prompt
45 (useful for monster farming). Allows most keys to mean "no" to any
49 Automatically clear '-more-' prompts [auto_more]
50 The game does not wait for a keypress when it comes to a -more-
51 prompt, but carries on going.
54 Enable command selection menu [command_menu]
56 ***** <other_query_flag>
57 Prompt for floor item selection [other_query_flag]
58 Forces the game to ask you before select an item on floor.
60 ***** <use_old_target>
61 Use old target by default [use_old_target]
62 Forces all commands which normally ask for a "direction" to use the
63 current "target" if there is one. Use of this option can be
64 dangerous if you target locations on the ground, unless you clear
68 Repeat obvious commands [always_repeat]
69 Tells the game that when you attempt to "open" a door or chest,
70 "bash" a door, "tunnel" through walls, or "disarm" traps or chests,
71 that you wish to "repeat" the command 99 times (see "command.txt").
73 ***** <confirm_destroy>
74 Prompt for destruction of known worthless items [confirm_destroy]
75 Normally, no confirmation will be asked if you attempt to destroy
76 an object which you know to be worthless. If this option is set,
77 the Destroy command always asks for confirmation.
80 Confirm to wear/wield known cursed items [confirm_wear]
81 Some players may occasionally, due to a typing mistake, find
82 themselves wearing an item which they knew was cursed. If this
83 option is set, you should be safe from such typing mistakes: you
84 will be prompted if you attempt to wear or wield an item if your
85 character knows it is cursed.
88 Prompt before exiting a quest level [confirm_quest]
89 In the dungeon, you can freely climb up/down stairs and can return
90 to former floors normally. But in some quest level, including the
91 random quest, you can not return once you escaped from the level.
92 If this option is set, the program asks for confirmation before
93 you go up the stairs from such quest levels.
96 Allow targetting pets [target_pet]
97 Normally, the program doesn't automatically choose pets as target
98 in the targeting mode of attack spells. If this option is set, the
99 program always choose every monsters in sight as target.
102 Automatically open doors [easy_open]
103 Makes it easy for your character to open a door: simply by walking
104 into it! Also the open command will automatically select one
105 direction if only one door is near you.
108 Automatically disarm traps [easy_disarm]
109 Makes it easy for your character disarm a trap: simply by walking into
110 it! Also the disarm command will automatically select one direction
111 if only one known trap is near you.
114 Display floor stacks in a list [easy_floor]
115 Lets you select an item from a stack on the floor by browsing a
116 list. Also the look command will describe floor stack as "You see
117 a stack of n items.", when there is more than one item on a floor
118 grid, and display a list of items when you press 'x' at that time.
121 Allow unified use command [use_command]
122 Unifies the item commands like "zap a rod", "use a staff", "eat
123 food", "aim a wand", ... into a general "use object" command. The
124 command in the original keymap is "u", and "a" in the roguelike
125 mode. The standard commands for eat, quaff, read, zap, aim, ... are
126 still available, but can be used for macros.
129 Allow casting spells when short of mana [over_exert]
130 Normally, Hengband restricts you from casting spells when you don't
131 have enough mana. If this option is set, the program allow you to
132 cast spells at such dangerous situation.
135 === Option set 2 -- Screen output ===
137 ***** <depth_in_feet>
138 Show dungeon level in feet [depth_in_feet]
139 Display the dungeon depth in "feet" instead of as an actual level.
140 This also affects the monster memory display.
143 Show labels in object listings [show_labels]
144 Display the "labels" for objects in the "equipment" list, and in
145 any "special" window which is displaying the "equipment". These
146 labels indicate what the player is "using" the object for, such as
147 "wielding" or "wearing" (in a given location). After you have
148 played for a while, this information is no longer useful, and can
152 Show weights in object listings [show_weights]
153 Display the weights of objects in the "inventory" and "equipment"
154 lists, and in "stores", and in any "special" window which is
155 displaying any of these lists.
157 ***** <show_item_graph>
158 Show items graphics [show_item_graph]
159 Displays small icons of the items in your "inventory" list,
160 "equipment" list and "stores".
163 Show choices in certain sub-windows [show_choices]
164 Indicate legal choices in "special" windows which display lists.
166 ***** <player_symbols>
167 Use special symbols for the player char [player_symbols]
168 This option is needed only when the system platform is "ibm".
169 This option allows you to display your character using race /
170 class / sex dependent colours and graphical symbols.
172 ***** <equippy_chars>
173 Display 'equippy' chars [equippy_chars]
174 This option will show you a graphical representation of your worn
175 equipment on the main screen. The 'equippy' chars will use the
176 standard symbols of the respective items.
178 ***** <display_mutations>
179 Display mutations in 'C'haracter Display [display_mutations]
180 Normally, if your character has gained mutations, they will be
181 displayed in an extra 'h' mode window under the 'C'haracter
182 Description command. Some players may wish to view mutations only
183 via the knowledge command ('~' or '|') and do not want any extra
184 screens in the Character Description: they should set this option.
186 ***** <plain_descriptions>
187 Plain object descriptions [plain_descriptions]
188 This option disables "full" names for identified 'flavored'
189 objects, in other words, if this option is not in use, an
190 identified Potion of Speed could be listed (for example) as a Blue
191 Potion of Speed. If you prefer simpler, less verbose descriptions,
194 ***** <center_player>
195 Center map while walking (*slow*) [center_player]
196 The map always centers on the player with this option on. With it off, it
197 is divided into 25 sections, with coordinates (0,0) to (4,4), and will
198 show one section at a time.
200 ***** <center_running>
201 Centering even while running [center_running]
202 Normally, the map does not center on the player if the player
203 moves with the "run" command, only when the running finishes. If
204 this option is set, the map always centers on the player.
206 ***** <view_yellow_lite>
207 Use special colors for torch-lit grids [view_yellow_lite]
208 This option causes special colors to be used for "torch-lit" grids
209 in certain situations (see the entries for"view_granite_lite" and
210 "view_special_lite"). Turning this option off will slightly improve
213 ***** <view_bright_lite>
214 Use special colors for 'viewable' grids [view_bright_lite]
215 This option causes special colors to be used for non "viewable"
216 grids in certain situations (see "view_granite_lite" and
217 "view_special_lite"). When this option is set, floor grids which
218 are normally drawn in "white" but which are not currently
219 "viewable" by the player are instead drawn in "dark gray". This
220 makes the "viewable" grids to appear "brighter" than the others,
221 allowing the player to easily determine which floor grids are in
222 "line of sight". Turning this option off will probably increase the
225 ***** <view_granite_lite>
226 Use special colors for wall grids (slow) [view_granite_lite]
227 This option activates a special color scheme for all "wall" grids
228 which are normally drawn in "white" (as walls and rubble normally
229 are). When the player is blind, we use "dark gray", else if the
230 grid is torch-lit, we use "yellow" (or "white") depending on the
231 "view_yellow_lite" option, else if the "view_bright_lite" option
232 is set, and the grid is not in line of sight, or the grid is dark,
233 or the grid is only "partially" lit, then we use "gray", otherwise
234 we use the normal "white". Turning this option off will probably
235 increase the speed of the game. This option may not work well if
236 the attr/char codes for walls/veins have been changed.
238 ***** <view_special_lite>
239 Use special colors for floor grids (slow) [view_special_lite]
240 This option activates a special color scheme for all "floor" grids
241 which are normally drawn in "white" (as they normally are). When
242 the player is blind, we use "dark gray", else if the grid is
243 torch-lit, we use "yellow" (or "white") depending on the
244 "view_yellow_lite" option, else if the grid is "dark", we use
245 "dark gray", else if the "view_bright_lite" option is set, and the
246 grid is not in line of sight, we use "gray", otherwise we use the
247 normal "white". Turning this option off will probably increase the
248 speed of the game. This option may not work well if the attr/char
249 codes for walls/veins have been changed
251 ***** <new_ascii_graphics>
252 Show a clear contrast between light and dark [new_ascii_graphics]
253 This option activates a special color scheme for all grids other
254 than normal white color, when used with view_bright_lite and/or
258 Display actual path before shooting [display_path]
259 When this option is set, the targeting mode will show path from
260 you to current target point continuously.
262 ***** <always_show_list>
263 Always show list at first when select items [always_show_list]
264 When this option is set, all commands which lets you to choose an
265 item from inventory or equipment list will automatically show list
269 === Option set 3 -- Game playing ===
272 Auto-scum for good levels [auto_scum]
273 This is a hack but allows you to force the generation of "good"
274 levels in the dungeon. This option may be extremely slow on some
275 machines, especially deep in the dungeon. The minimum "goodness" of
276 the level is based on the dungeon level, so the deeper you go, the
277 better the level will be.
279 ***** <stack_force_notes>
280 Merge inscriptions when stacking [stack_force_notes]
281 Force otherwise identical objects to merge, even if one has an
282 empty inscription and the other does not. The resulting stack keeps
283 the non-empty inscription.
285 ***** <stack_force_costs>
286 Merge discounts when stacking [stack_force_costs]
287 Force otherwise identical objects to merge, even if they have
288 different discounts. The resulting stack keeps the largest
289 discount. This option may cause you to lose "value", but will give
290 you optimal pack usage.
292 ***** <stack_allow_items>
293 Allow weapons and armor to stack [stack_allow_items]
294 Allow identical weapons and armor to be combined into a stack. This
295 also allows unidentified, but identical, ammo to be combined, which
296 may result in the auto-identification of some of the ammo, but
297 which makes it a lot easier to actually use unidentified ammo.
300 Expand the power of the look command [expand_look]
301 Expand the "look" command to allow the user to "look" at grids
302 which are not actually in view of the player, allowing the
303 examination of objects/monsters which have only been detected by
304 spells, or sensed via telepathy.
307 Expand the power of the list commands [expand_list]
308 Expand the "listing" commands so that they "wrap" at the "edges" of
309 the appropriate list. This allows the "look" and "target" commands
310 to "cycle" through all appropriate grids forever, and the "identify
311 symbol" to browse through all of the monsters of a given type.
313 ***** <view_perma_grids>
314 Map remembers all perma-lit grids [view_perma_grids]
315 Memorize all perma-lit floor grids which are seen by the player.
316 This option allows you to keep track of which explored floor grids
317 were perma-lit, but does not distinguish between dark floor grids,
318 unexplored floor grids, and unknown grids. Turning off this option
319 allows the player to always know which lit floor grids are in line
320 of sight, but this is better accomplished by the "view_bright_lite"
321 option. Note that any non-floor grids which is seen by the player
322 are always memorized, and "object" which is seen by the player is
323 memorized independently from the memorization of the grid itself.
325 ***** <view_torch_grids>
326 Map remembers all torch-lit grids [view_torch_grids]
327 Memorize all (torch-lit) floor grids which are seen by the player.
328 This option not only allows you to keep track of which floor grids
329 have been explored, but also which ones are "dark", because the use
330 of this option activates a special "color scheme" for the display
331 of floor grids, in which "dark" grids are drawn in "dark gray",
332 "lit" grids are drawn in "white", and (if the "view_bright_lite"
333 option is set) "lit" grids which are also in line of sight are
334 drawn in "orange". Note that grids which are currently "torch-lit"
335 are considered to be "lit", and are thus drawn in "white", unless
336 the "view_yellow_lite" option is set, in which case they are drawn
339 ***** <view_unsafe_grids>
340 Map marked by detect traps [view_unsafe_grids]
341 Unknown grids that have not been traversed previously, or had a
342 detect trap spell cast on them are marked with a grey 'x'. This
343 allows you to determine where in the dungeon you have cast detect
344 traps, but does not ensure that grids not marked with a grey 'x'
345 are trap free. This option has no effect on surface grids, but
346 outdoor locations cannot be trapped.
349 Allow unusually small dungeon levels [small_levels]
350 This option enables the creation of levels of varying sizes. Levels
351 that are as small as the town level (i.e. 1 'screen') are possible,
352 yet they can be dangerous, especially for a low level character.
353 Note that this option has the side effect of enabling / disabling
354 'destroyed' levels (they are enabled if small levels are).
356 ***** <always_small_levels>
357 Always create unusually small dungeon levels [always_small_levels]
358 If this option is enabled, then every level will be smaller than
359 usual. See the 'Allow unusually small dungeon levels' option
360 above. In the 'Yeek cave', this option is always enabled.
363 Allow empty 'arena' levels [empty_levels]
364 Normal dungeon levels consist mostly of rock. If this option is in
365 use, levels which have empty floor instead of solid rock may also
366 be created (somewhat reminiscent of Nethack's "big-room" levels).
367 These levels can be extremely deadly, especially with breathing
368 monsters (since there are few obstructions to shield). Arena levels
369 may have vaults, nests and pits in them like normal levels. Some
370 arena levels are dark when they are created, but most are lit.
373 Leave last words when your character dies [last_words]
374 Display a random line from the "death.txt" file when your
375 character dies and then allow you to rewrite this last words. If
376 this option is not selected, the "You die." message is displayed
380 Send score dump to the world score server [send_score]
381 If this option is set, Hengband will allow you to send the score
382 record of your character to the world score board on the Internet
383 when your character dies.
385 ***** <allow_debug_opts>
386 Allow use of debug/cheat options [allow_debug_opts]
387 Since use of debug command(^A), wizard mode(^W), and Cheating
388 options ('C' in options panel) mark the player as "Cheater" who
389 can't register their score, these debug/cheat options are
390 forbidden to use on default. The allow_debug_opts option removes
391 these restrictions, and allow the player to become "Cheater".
395 === Option set 4 -- Disturbance ===
397 ***** <find_ignore_stairs>
398 Run past stairs [find_ignore_stairs]
399 Ignore stairs when running.
401 ***** <find_ignore_doors>
402 Run through open doors [find_ignore_doors]
403 Ignore open doors when running.
406 Run past known corners [find_cut]
407 Cut sharply around "known" corners when running. This will result
408 in "faster" running, but may cause you to run into a "lurking"
412 Run into potential corners [find_examine]
413 Fully explore "potential corners" in hallways.
416 Disturb whenever any monster moves [disturb_move]
417 Disturb the player when any monster moves, appears, or disappears.
418 This includes monsters which are only visible due to telepathy, so
419 you should probably turn this option off if you want to "rest" near
423 Disturb whenever high-level monster moves [disturb_high]
424 Disturb the player when any monster whose level is higher than the
425 player moves, appears, or disappears. This includes monsters
426 which are only visible due to telepathy.
429 Disturb whenever viewable monster moves [disturb_near]
430 Disturb the player when any viewable monster moves, whenever any
431 monster becomes viewable for the first time, and also whenever any
432 viewable monster becomes no longer viewable. This option ignores
433 the existence of "telepathy" for the purpose of determining whether
434 a monster is "viewable". See also the "view_reduce_view" option.
437 Disturb when visible pets move [disturb_pets]
438 The player may wish that some of the disturbance options do not
439 apply to pets: for example, it can be annoying if your rest is
440 always disturbed by a pet dog who pops in every now and then. By
441 default, pets do not disturb you even if full monster disturbance
442 options are set. If you want your pets to disturb you like normal
443 monsters, set this option.
445 ***** <disturb_panel>
446 Disturb whenever map panel changes [disturb_panel]
447 This option causes you to be disturbed by the screen "scrolling",
448 as it does when you get close to the "edge" of the screen.
450 ***** <disturb_state>
451 Disturb whenever player state changes [disturb_state]
452 This option causes you to be disturbed whenever the player state
453 changes, including changes in hunger, resistance, confusion, etc.
455 ***** <disturb_minor>
456 Disturb whenever boring things happen [disturb_minor]
457 This option causes you to be disturbed by various bring things,
458 including monsters bashing down doors, inventory feelings, and
459 beginning to run out of fuel.
462 Audible bell (on errors, etc) [ring_bell]
463 Attempt to make a "bell" noise when various "errors" occur.
465 ***** <alert_hitpoint>
466 Alert user to critical hitpoints [alert_hitpoint]
467 Produce a "bell" noise, and flush all pending input, when your
468 hitpoints reach the "critical point" chosen elsewhere, preventing
471 ***** <disturb_trap_detect>
472 Disturb when leaving trap detected area [disturb_trap_detect]
473 This option causes you to be disturbed when the player is running
474 out of trap-detected area.
476 ***** <alert_trap_detect>
477 Alert when leaving trap detected area [alert_trap_detect]
478 This option alerts you with message when the player is moving out
479 of the trap-detected area.
483 === Option set 5 -- Efficiency ===
485 ***** <view_reduce_lite>
486 Reduce lite-radius when running [view_reduce_lite]
487 Reduce the "radius" of the player's "lite" to that of a "torch"
488 when the player is "running", which makes running more "efficient",
489 but is extremely annoying. Certain older versions of Angband used
490 this behavior always, so "purists" should turn it on.
492 ***** <view_reduce_view>
493 Reduce view-radius in town [view_reduce_view]
494 Reduce the "radius" of the player's "view" by half when the player
495 is in town. This makes running faster in town, and also allows the
496 player to ignore monsters in town which are more than ten grids
497 away, which is usually safe, since none have distance attacks.
500 Check for user abort while continuous command [check_abort]
501 Avoid checking to see if the user has pressed a key during resting
502 or running or repeated commands. This not only makes the game much
503 more efficient (on many systems), but also allows the use of
504 certain obscure macro sequences, such as turning this option on,
505 resting until done, turning this option off, and casting a spell.
506 Note that the use of this option may be dangerous on certain
507 "graphic" machines. Resting for long periods of time with this
508 option set is dangerous since the resting may not stop until the
509 user takes damage from starvation.
511 ***** <flush_failure>
512 Flush input on various failures [flush_failure]
513 This option forces the game to flush all pending input whenever
514 various "failures" occur, such as failure to cast a spell, failure
515 to use a wand, etc. This is very useful if you use macros which
516 include "directional" components with commands that can fail, since
517 it will prevent you from walking towards monsters when your spells
520 ***** <flush_disturb>
521 Flush input whenever disturbed [flush_disturb]
522 This option forces the game to flush all pending input whenever
523 the character is "disturbed". This is useful if you use macros
524 which take time, since it will prevent you from continuing your
525 macro while being attacked by a monster.
528 Flush output while continuous command [fresh_before]
529 This option forces the game to flush all output before every
530 command. This will give you maximal information, but may slow down
531 the game somewhat. Note that this option is only useful when using
532 macros, resting, running, or repeating commands, since the output
533 is always flushed when the game is waiting for a keypress from the
537 Flush output after monster's move [fresh_after]
538 This option forces the game to flush all output after not only
539 every player command, but also after every round of processing
540 monsters and objects, which will give you maximal information, but
541 may slow down the game a lot, especially on slower machines, and on
542 faster machines you normally do not have a chance to see the
545 ***** <fresh_message>
546 Flush output after every message [fresh_message]
547 This option forces the game to flush all output after every message
548 displayed by the game. This will give you maximal information, but
549 may slow down the game somewhat.
551 ***** <compress_savefile>
552 Compress messages in savefiles [compress_savefile]
553 Compress the savefile, by only saving the most recent "messages"
554 that the player has received. This can cut the size of the savefile
555 by a drastic amount, but will result in the loss of message
558 ***** <hilite_player>
559 Hilite the player with the cursor [hilite_player]
560 Place the visible cursor on the player. This looks fine on some
561 Unix machines, but horrible on most graphics machines. Note that
562 only some machines are able to *not* show the cursor, but on those
563 machines, hiding the cursor often speeds up the game and looks
566 ***** <AutoDestroyer>
567 === Option set 6 -- Easy Auto-Destroyer ===
569 ***** <destroy_items>
570 Use easy auto-destroyer [destroy_items]
571 If this option is set, Hengband will automatically destroy all
572 objects which you touch unless the object is protected by various
573 'leave_...' options below.
575 ***** <destroy_feeling>
576 Apply auto-destroy as sense feeling [destroy_feeling]
577 If this option is set, Hengband will apply auto-destroyer on an
578 item just when you sensed its feeling. Typically it will destroy
579 {cursed} items just after the sensing.
581 ***** <destroy_identify>
582 Apply auto-destroy as identify an item [destroy_identify]
583 If this option is set, Hengband will apply auto-destroyer on an
584 item just when you identified it using magical items or spells.
585 Typically it will destroy {cursed} items and other useless items
586 which you set up to be auto-destroyed.
589 Auto-destroyer leaves known worthy items [leave_worth]
590 This option protects known objects that can be sold in stores from
591 auto-destruction by the destroy_items option.
594 Auto-destroyer leaves weapons and armour [leave_equip]
595 This option protects all weapons and armour from auto-destruction
596 by the destroy_items option.
599 Auto-destroyer leaves closed chests [leave_chest]
600 This option protects all chests which are not yet opened from
601 auto-destruction by the destroy_items option.
604 Auto-destroyer leaves wanted corpses [leave_wanted]
605 This option protects corpses of monsters wanted at the Hunter's
606 office from auto-destruction by the destroy_items option.
609 Auto-destroyer leaves corpses and skeletons [leave_corpse]
610 This option protects all corpses and skeletons from
611 auto-destruction by the destroy_items option.
614 Auto-destroyer leaves junk [leave_junk]
615 This option protects all 'junk', such as Shards of Pottery or
616 Broken Stick, from auto-destruction by the destroy_items option.
617 This is especially helpful for Archers.
619 ***** <leave_special>
620 Auto-destroyer leaves items your race/class needs [leave_special]
621 This option protects specific items which are normally worthless,
622 but very important for specific classes or races. These include
623 bones for Archers, ego light source of darkness for Ninja,
624 humanoid corpses for Balrogs, etc...
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 === Start up 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 startup-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 1.3.2