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.
87 ***** <confirm_stairs>
88 Prompt before exiting a dungeon level [confirm_stairs]
89 Some players (such as myself) often accidentally press the '<' key
90 and exit a Special feeling level. If this option is set, the
91 program asks for confirmation before you go up or down the stairs.
92 Others may find the prompt annoying, they should of course not set
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 floor stack are described as "You see a stack of n
117 items.", when there is more than one item on a floor grid.
120 Allow unified use command [use_command]
121 Unifies the item commands like "zap a rod", "use a staff", "eat
122 food", "aim a wand", ... into a general "use object" command. The
123 command in the original keymap is "u", and "a" in the roguelike
124 mode. The standard commands for eat, quaff, read, zap, aim, ... are
125 still available, but can be used for macros.
128 Allow casting spells when short of mana [over_exert]
129 Normally, Hengband restricts you from casting spells when you don't
130 have enough mana. If this option is set, the program allow you to
131 cast spells at such dangerous situation.
134 === Option set 2 -- Screen output ===
136 ***** <depth_in_feet>
137 Show dungeon level in feet [depth_in_feet]
138 Display the dungeon depth in "feet" instead of as an actual level.
139 This also affects the monster memory display.
142 Show labels in object listings [show_labels]
143 Display the "labels" for objects in the "equipment" list, and in
144 any "special" window which is displaying the "equipment". These
145 labels indicate what the player is "using" the object for, such as
146 "wielding" or "wearing" (in a given location). After you have
147 played for a while, this information is no longer useful, and can
151 Show weights in object listings [show_weights]
152 Display the weights of objects in the "inventory" and "equipment"
153 lists, and in "stores", and in any "special" window which is
154 displaying any of these lists.
156 ***** <show_item_graph>
157 Show items graphics [show_item_graph]
158 Displays small icons of the items in your "inventory" list,
159 "equipment" list and "stores".
162 Show choices in certain sub-windows [show_choices]
163 Indicate legal choices in "special" windows which display lists.
165 ***** <player_symbols>
166 Use special symbols for the player char [player_symbols]
167 This option is needed only when the system platform is "ibm".
168 This option allows you to display your character using race /
169 class / sex dependent colours and graphical symbols.
171 ***** <equippy_chars>
172 Display 'equippy' chars [equippy_chars]
173 This option will show you a graphical representation of your worn
174 equipment on the main screen. The 'equippy' chars will use the
175 standard symbols of the respective items.
177 ***** <display_mutations>
178 Display mutations in 'C'haracter Display [display_mutations]
179 Normally, if your character has gained mutations, they will be
180 displayed in an extra 'h' mode window under the 'C'haracter
181 Description command. Some players may wish to view mutations only
182 via the knowledge command ('~' or '|') and do not want any extra
183 screens in the Character Description: they should set this option.
185 ***** <plain_descriptions>
186 Plain object descriptions [plain_descriptions]
187 This option disables "full" names for identified 'flavored'
188 objects, in other words, if this option is not in use, an
189 identified Potion of Speed could be listed (for example) as a Blue
190 Potion of Speed. If you prefer simpler, less verbose descriptions,
193 ***** <center_player>
194 Center map while walking (*slow*) [center_player]
195 The map always centers on the player with this option on. With it off, it
196 is divided into 25 sections, with coordinates (0,0) to (4,4), and will
197 show one section at a time.
199 ***** <center_running>
200 Centering even while running [center_running]
201 Normally, the map does not center on the player if the player
202 moves with the "run" command, only when the running finishes. If
203 this option is set, the map always centers on the player.
205 ***** <view_yellow_lite>
206 Use special colors for torch-lit grids [view_yellow_lite]
207 This option causes special colors to be used for "torch-lit" grids
208 in certain situations (see the entries for"view_granite_lite" and
209 "view_special_lite"). Turning this option off will slightly improve
212 ***** <view_bright_lite>
213 Use special colors for 'viewable' grids [view_bright_lite]
214 This option causes special colors to be used for non "viewable"
215 grids in certain situations (see "view_granite_lite" and
216 "view_special_lite"). When this option is set, floor grids which
217 are normally drawn in "white" but which are not currently
218 "viewable" by the player are instead drawn in "dark gray". This
219 makes the "viewable" grids to appear "brighter" than the others,
220 allowing the player to easily determine which floor grids are in
221 "line of sight". Turning this option off will probably increase the
224 ***** <view_granite_lite>
225 Use special colors for wall grids (slow) [view_granite_lite]
226 This option activates a special color scheme for all "wall" grids
227 which are normally drawn in "white" (as walls and rubble normally
228 are). When the player is blind, we use "dark gray", else if the
229 grid is torch-lit, we use "yellow" (or "white") depending on the
230 "view_yellow_lite" option, else if the "view_bright_lite" option
231 is set, and the grid is not in line of sight, or the grid is dark,
232 or the grid is only "partially" lit, then we use "gray", otherwise
233 we use the normal "white". Turning this option off will probably
234 increase the speed of the game. This option may not work well if
235 the attr/char codes for walls/veins have been changed.
237 ***** <view_special_lite>
238 Use special colors for floor grids (slow) [view_special_lite]
239 This option activates a special color scheme for all "floor" grids
240 which are normally drawn in "white" (as they normally are). When
241 the player is blind, we use "dark gray", else if the grid is
242 torch-lit, we use "yellow" (or "white") depending on the
243 "view_yellow_lite" option, else if the grid is "dark", we use
244 "dark gray", else if the "view_bright_lite" option is set, and the
245 grid is not in line of sight, we use "gray", otherwise we use the
246 normal "white". Turning this option off will probably increase the
247 speed of the game. This option may not work well if the attr/char
248 codes for walls/veins have been changed
250 ***** <new_ascii_graphics>
251 Show a clear contrast between light and dark [new_ascii_graphics]
252 This option activates a special color scheme for all grids other
253 than normal white color, when used with view_bright_lite and/or
257 Display actual path before shooting [display_path]
258 When this option is set, the targeting mode will show path from
259 you to current target point continuously.
261 ***** <always_show_list>
262 Always show list at first when select items [always_show_list]
263 When this option is set, all commands which lets you to choose an
264 item from inventory or equipment list will automatically show list
268 === Option set 3 -- Game playing ===
271 Auto-scum for good levels [auto_scum]
272 This is a hack but allows you to force the generation of "good"
273 levels in the dungeon. This option may be extremely slow on some
274 machines, especially deep in the dungeon. The minimum "goodness" of
275 the level is based on the dungeon level, so the deeper you go, the
276 better the level will be.
278 ***** <stack_force_notes>
279 Merge inscriptions when stacking [stack_force_notes]
280 Force otherwise identical objects to merge, even if one has an
281 empty inscription and the other does not. The resulting stack keeps
282 the non-empty inscription.
284 ***** <stack_force_costs>
285 Merge discounts when stacking [stack_force_costs]
286 Force otherwise identical objects to merge, even if they have
287 different discounts. The resulting stack keeps the largest
288 discount. This option may cause you to lose "value", but will give
289 you optimal pack usage.
291 ***** <stack_allow_items>
292 Allow weapons and armor to stack [stack_allow_items]
293 Allow identical weapons and armor to be combined into a stack. This
294 also allows unidentified, but identical, ammo to be combined, which
295 may result in the auto-identification of some of the ammo, but
296 which makes it a lot easier to actually use unidentified ammo.
299 Expand the power of the look command [expand_look]
300 Expand the "look" command to allow the user to "look" at grids
301 which are not actually in view of the player, allowing the
302 examination of objects/monsters which have only been detected by
303 spells, or sensed via telepathy.
306 Expand the power of the list commands [expand_list]
307 Expand the "listing" commands so that they "wrap" at the "edges" of
308 the appropriate list. This allows the "look" and "target" commands
309 to "cycle" through all appropriate grids forever, and the "identify
310 symbol" to browse through all of the monsters of a given type.
312 ***** <view_perma_grids>
313 Map remembers all perma-lit grids [view_perma_grids]
314 Memorize all perma-lit floor grids which are seen by the player.
315 This option allows you to keep track of which explored floor grids
316 were perma-lit, but does not distinguish between dark floor grids,
317 unexplored floor grids, and unknown grids. Turning off this option
318 allows the player to always know which lit floor grids are in line
319 of sight, but this is better accomplished by the "view_bright_lite"
320 option. Note that any non-floor grids which is seen by the player
321 are always memorized, and "object" which is seen by the player is
322 memorized independently from the memorization of the grid itself.
324 ***** <view_torch_grids>
325 Map remembers all torch-lit grids [view_torch_grids]
326 Memorize all (torch-lit) floor grids which are seen by the player.
327 This option not only allows you to keep track of which floor grids
328 have been explored, but also which ones are "dark", because the use
329 of this option activates a special "color scheme" for the display
330 of floor grids, in which "dark" grids are drawn in "dark gray",
331 "lit" grids are drawn in "white", and (if the "view_bright_lite"
332 option is set) "lit" grids which are also in line of sight are
333 drawn in "orange". Note that grids which are currently "torch-lit"
334 are considered to be "lit", and are thus drawn in "white", unless
335 the "view_yellow_lite" option is set, in which case they are drawn
338 ***** <view_unsafe_grids>
339 Map marked by detect traps [view_unsafe_grids]
340 Unknown grids that have not been traversed previously, or had a
341 detect trap spell cast on them are marked with a grey 'x'. This
342 allows you to determine where in the dungeon you have cast detect
343 traps, but does not ensure that grids not marked with a grey 'x'
344 are trap free. This option has no effect on surface grids, but
345 outdoor locations cannot be trapped.
347 ***** <dungeon_stair>
348 Generate dungeons with connected stairs [dungeon_stair]
349 Always generate a staircase back to the level you came from, if you
350 used a staircase to get to the level. This is more "realistic", and
351 "safer", but less of a "challenge" for some people.
354 Allow unusually small dungeon levels [small_levels]
355 This option enables the creation of levels of varying sizes. Levels
356 that are as small as the town level (i.e. 1 'screen') are possible,
357 yet they can be dangerous, especially for a low level character.
358 Note that this option has the side effect of enabling / disabling
359 'destroyed' levels (they are enabled if small levels are).
361 ***** <always_small_levels>
362 Always create unusually small dungeon levels [always_small_levels]
363 If this option is enabled, then every level will be smaller than
364 usual. See the 'Allow unusually small dungeon levels' option
365 above. In the 'Yeek cave', this option is always enabled.
368 Allow empty 'arena' levels [empty_levels]
369 Normal dungeon levels consist mostly of rock. If this option is in
370 use, levels which have empty floor instead of solid rock may also
371 be created (somewhat reminiscent of Nethack's "big-room" levels).
372 These levels can be extremely deadly, especially with breathing
373 monsters (since there are few obstructions to shield). Arena levels
374 may have vaults, nests and pits in them like normal levels. Some
375 arena levels are dark when they are created, but most are lit.
378 Leave last words when your character dies [last_words]
379 Display a random line from the "death.txt" file when your
380 character dies and then allow you to rewrite this last words. If
381 this option is not selected, the "You die." message is displayed
385 Send score dump to the world score server [send_score]
386 If this option is set, Hengband will allow you to send the score
387 record of your character to the world score board on the Internet
388 when your character dies.
390 ***** <allow_debug_opts>
391 Allow use of debug/cheat options [allow_debug_opts]
392 Since use of debug command(^A), wizard mode(^W), and Cheating
393 options ('C' in options panel) mark the player as "Cheater" who
394 can't register their score, these debug/cheat options are
395 forbidden to use on default. The allow_debug_opts option removes
396 these restrictions, and allow the player to become "Cheater".
400 === Option set 4 -- Disturbance ===
402 ***** <find_ignore_stairs>
403 Run past stairs [find_ignore_stairs]
404 Ignore stairs when running.
406 ***** <find_ignore_doors>
407 Run through open doors [find_ignore_doors]
408 Ignore open doors when running.
411 Run past known corners [find_cut]
412 Cut sharply around "known" corners when running. This will result
413 in "faster" running, but may cause you to run into a "lurking"
417 Run into potential corners [find_examine]
418 Fully explore "potential corners" in hallways.
421 Disturb whenever any monster moves [disturb_move]
422 Disturb the player when any monster moves, appears, or disappears.
423 This includes monsters which are only visible due to telepathy, so
424 you should probably turn this option off if you want to "rest" near
428 Disturb whenever high-level monster moves [disturb_high]
429 Disturb the player when any monster whose level is higher than the
430 player moves, appears, or disappears. This includes monsters
431 which are only visible due to telepathy.
434 Disturb whenever viewable monster moves [disturb_near]
435 Disturb the player when any viewable monster moves, whenever any
436 monster becomes viewable for the first time, and also whenever any
437 viewable monster becomes no longer viewable. This option ignores
438 the existence of "telepathy" for the purpose of determining whether
439 a monster is "viewable". See also the "view_reduce_view" option.
442 Disturb when visible pets move [disturb_pets]
443 The player may wish that some of the disturbance options do not
444 apply to pets: for example, it can be annoying if your rest is
445 always disturbed by a pet dog who pops in every now and then. By
446 default, pets do not disturb you even if full monster disturbance
447 options are set. If you want your pets to disturb you like normal
448 monsters, set this option.
450 ***** <disturb_panel>
451 Disturb whenever map panel changes [disturb_panel]
452 This option causes you to be disturbed by the screen "scrolling",
453 as it does when you get close to the "edge" of the screen.
455 ***** <disturb_state>
456 Disturb whenever player state changes [disturb_state]
457 This option causes you to be disturbed whenever the player state
458 changes, including changes in hunger, resistance, confusion, etc.
460 ***** <disturb_minor>
461 Disturb whenever boring things happen [disturb_minor]
462 This option causes you to be disturbed by various bring things,
463 including monsters bashing down doors, inventory feelings, and
464 beginning to run out of fuel.
467 Audible bell (on errors, etc) [ring_bell]
468 Attempt to make a "bell" noise when various "errors" occur.
470 ***** <alert_hitpoint>
471 Alert user to critical hitpoints [alert_hitpoint]
472 Produce a "bell" noise, and flush all pending input, when your
473 hitpoints reach the "critical point" chosen elsewhere, preventing
476 ***** <disturb_trap_detect>
477 Disturb when leaving trap detected area [disturb_trap_detect]
478 This option causes you to be disturbed when the player is running
479 out of trap-detected area.
481 ***** <alert_trap_detect>
482 Alert when leaving trap detected area [alert_trap_detect]
483 This option alerts you with message when the player is moving out
484 of the trap-detected area.
488 === Option set 5 -- Efficiency ===
490 ***** <view_reduce_lite>
491 Reduce lite-radius when running [view_reduce_lite]
492 Reduce the "radius" of the player's "lite" to that of a "torch"
493 when the player is "running", which makes running more "efficient",
494 but is extremely annoying. Certain older versions of Angband used
495 this behavior always, so "purists" should turn it on.
497 ***** <view_reduce_view>
498 Reduce view-radius in town [view_reduce_view]
499 Reduce the "radius" of the player's "view" by half when the player
500 is in town. This makes running faster in town, and also allows the
501 player to ignore monsters in town which are more than ten grids
502 away, which is usually safe, since none have distance attacks.
505 Check for user abort while continuous command [check_abort]
506 Avoid checking to see if the user has pressed a key during resting
507 or running or repeated commands. This not only makes the game much
508 more efficient (on many systems), but also allows the use of
509 certain obscure macro sequences, such as turning this option on,
510 resting until done, turning this option off, and casting a spell.
511 Note that the use of this option may be dangerous on certain
512 "graphic" machines. Resting for long periods of time with this
513 option set is dangerous since the resting may not stop until the
514 user takes damage from starvation.
516 ***** <flush_failure>
517 Flush input on various failures [flush_failure]
518 This option forces the game to flush all pending input whenever
519 various "failures" occur, such as failure to cast a spell, failure
520 to use a wand, etc. This is very useful if you use macros which
521 include "directional" components with commands that can fail, since
522 it will prevent you from walking towards monsters when your spells
525 ***** <flush_disturb>
526 Flush input whenever disturbed [flush_disturb]
527 This option forces the game to flush all pending input whenever
528 the character is "disturbed". This is useful if you use macros
529 which take time, since it will prevent you from continuing your
530 macro while being attacked by a monster.
533 Flush output while continuous command [fresh_before]
534 This option forces the game to flush all output before every
535 command. This will give you maximal information, but may slow down
536 the game somewhat. Note that this option is only useful when using
537 macros, resting, running, or repeating commands, since the output
538 is always flushed when the game is waiting for a keypress from the
542 Flush output after monster's move [fresh_after]
543 This option forces the game to flush all output after not only
544 every player command, but also after every round of processing
545 monsters and objects, which will give you maximal information, but
546 may slow down the game a lot, especially on slower machines, and on
547 faster machines you normally do not have a chance to see the
550 ***** <fresh_message>
551 Flush output after every message [fresh_message]
552 This option forces the game to flush all output after every message
553 displayed by the game. This will give you maximal information, but
554 may slow down the game somewhat.
556 ***** <compress_savefile>
557 Compress messages in savefiles [compress_savefile]
558 Compress the savefile, by only saving the most recent "messages"
559 that the player has received. This can cut the size of the savefile
560 by a drastic amount, but will result in the loss of message
563 ***** <hilite_player>
564 Hilite the player with the cursor [hilite_player]
565 Place the visible cursor on the player. This looks fine on some
566 Unix machines, but horrible on most graphics machines. Note that
567 only some machines are able to *not* show the cursor, but on those
568 machines, hiding the cursor often speeds up the game and looks
571 ***** <AutoDestroyer>
572 === Option set 6 -- Easy Auto-Destroyer ===
574 ***** <destroy_items>
575 Use easy auto-destroyer [destroy_items]
576 If this option is set, Hengband will automatically destroy all
577 objects which you touch unless the object is protected by various
578 'leave_...' options below.
580 ***** <destroy_feeling>
581 Apply auto-destroy as sense feeling [destroy_feeling]
582 If this option is set, Hengband will apply auto-destroyer on an
583 item just when you sensed its feeling. Typically it will destroy
584 {cursed} items just after the sensing.
586 ***** <destroy_identify>
587 Apply auto-destroy as identify an item [destroy_identify]
588 If this option is set, Hengband will apply auto-destroyer on an
589 item just when you identified it using magical items or spells.
590 Typically it will destroy {cursed} items and other useless items
591 which you set up to be auto-destroyed.
594 Auto-destroyer leaves known worthy items [leave_worth]
595 This option protects known objects that can be sold in stores from
596 auto-destruction by the destroy_items option.
599 Auto-destroyer leaves weapons and armour [leave_equip]
600 This option protects all weapons and armour from auto-destruction
601 by the destroy_items option.
604 Auto-destroyer leaves closed chests [leave_chest]
605 This option protects all chests which are not yet opened from
606 auto-destruction by the destroy_items option.
609 Auto-destroyer leaves wanted corpses [leave_wanted]
610 This option protects corpses of monsters wanted at the Hunter's
611 office from auto-destruction by the destroy_items option.
614 Auto-destroyer leaves corpses and skeletons [leave_corpse]
615 This option protects all corpses and skeletons from
616 auto-destruction by the destroy_items option.
619 Auto-destroyer leaves junk [leave_junk]
620 This option protects all 'junk', such as Shards of Pottery or
621 Broken Stick, from auto-destruction by the destroy_items option.
622 This is especially helpful for Archers.
626 === Option set R -- Play-record ===
628 ***** <record_fix_art>
629 Record fixed artifacts [record_fix_art]
630 If this option is set, names of fixed artifacts you discover will
631 be written in the Play-record.
633 ***** <record_rand_art>
634 Record random artifacts [record_rand_art]
635 If this option is set, names of random artifacts you discover will
636 be written in the Play-record.
638 ***** <record_destroy_uniq>
639 Record when destroy unique monster [record_destroy_uniq]
640 If this option is set, names of unique monsters you defeated will
641 be written in the Play-record.
643 ***** <record_fix_quest>
644 Record fixed quests [record_fix_quest]
645 If this option is set, result of every fixed quests will be
646 written in the Play-record.
648 ***** <record_rand_quest>
649 Record random quests [record_rand_quest]
650 If this option is set, result of every random quests will be
651 written in the Play-record.
653 ***** <record_maxdeapth>
654 Record movements to deepest level [record_maxdeapth]
655 If this option is set, deepest level will be written in the
656 Play-record when you reached new deepest level.
659 Record recall and stair movements [record_stair]
660 If this option is set, every move using stairs will be written in
664 Record purchased items [record_buy]
665 If this option is set, names and numbers of every items you
666 purchased will be written in the Play-record.
669 Record sold items [record_sell]
670 If this option is set, names and numbers of every items you sold
671 will be written in the Play-record.
673 ***** <record_danger>
674 Record hitpoint warning [record_danger]
675 If this option is set, a record of hitpoint warnings will be written
676 in the Play-record when you take major hitpoint damage.
679 Record arena victories [record_arena]
680 If this option is set, every victory and defeated game will be
681 written in the Play-record.
684 Record first identified items [record_ident]
685 If this option is set, names of objects identified for the first
686 time will be written in the Play-record.
688 ***** <record_named_pet>
689 Record informations of named pets [record_named_pet]
690 If this option is set, every action with your pets which are given
691 their own name will be written in the Play-record.
695 === Option D -- Base Delay Factor ===
697 The "delay_factor" value, if non-zero, is used to "slow down" the
698 game, which is useful to allow you to "observe" the temporal effects
699 of bolt, beam, and ball attacks. The actual delay is equal to
700 "delay_factor" cubed, in milliseconds.
704 === Option H -- Hitpoint Warning ===
706 The "hitpoint_warn" value, if non-zero, is the percentage of maximal
707 hitpoints at which the player is warned that he may die. It is also
708 used as the cut-off for using red to display both hitpoints and mana.
712 === Option A -- Autosave Options ===
714 Ideally, the game should be so stable that these options are not
715 needed at all. However, even if the game were 100% reliable (which it,
716 to be frank, probably is not), the user might forget to and his
717 hardware could fail him. For all of these reasons, you may want to use
721 Autosave when entering new levels [autosave_l]
722 If this option is set, the program will attempt to save your
723 character every time before creating a new dungeon level.
724 Useful if you experience hangups in level generation (although
725 these should have been eliminated in 2.1.0).
728 Timed autosave [autosave_t]
729 If this option is set, the program will attempt to save your
730 character every n game turns, where n is the "frequency". To
731 set frequency press n: it will increase the frequency to the
732 next category (and from 25000 to 0), the categories being
733 every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and 25000
734 turns. Note that the frequency must be higher than 0 and the
735 "Timed autosave" set to "yes" for timed autosaves to take
740 === Option W - Window Flags ===
742 Selects what kind of information is displayed in which window.
743 Some platforms support "sub-windows", which are windows which can be used to
744 display useful information generally available through other means. The best
745 thing about these windows is that they are updated automatically (usually) to
746 reflect the current state of the world. The "window options" can be used to
747 specify what should be displayed in each window. The possible choices should
751 Display the player inventory (and sometimes the equipment).
754 Display the player equipment (and sometimes the inventory).
757 Display a spell list of your magic realm.
760 Display a brief description of the character, including a breakdown
761 of the current player "skills" (including attacks/shots per round).
764 Display the most recently generated "messages".
766 Display overhead view
767 Display an overhead view of the entire dungeon. This is very slow
768 and does not even look very good.
770 Display monster recall
771 Display a description of the most monster which has been most recently
772 attacked, targeted, or examined in some way.
774 Display object recall
775 Display a description of the most recently selected object. Currently
776 this only affects spellbooks and prayerbooks. This window flag may be
777 usefully combined with others, such as "monster recall".
780 Display a copy of dungeon map.
783 This window flag is currently unused.
785 Display borg messages
786 This window flag is currently used only by the Borg which is not
790 This window flag is currently used only by the Borg which is not
796 === Option C - Cheating Options ===
798 Using the cheating options marks your character as "Cheater" and
799 you won't get into the high-score list. Turning off the cheating
800 options later does NOT allow your character to get a highscore entry,
801 so think twice before using any cheat.
804 Peek into object creation [cheat_peek]
805 Cheaters never win. But they can peek at object creation.
808 Peek into monster creation [cheat_hear]
809 Cheaters never win. But they can peek at monster creation.
812 Peek into dungeon creation [cheat_room]
813 Cheaters never win. But they can peek at room creation.
816 Peek into something else [cheat_xtra]
817 Cheaters never win. But they can see debugging messages.
820 Know complete monster info [cheat_know]
821 Cheaters never win. But they can know all about monsters.
824 Allow player to avoid death [cheat_live]
825 Cheaters never win. But they can cheat death.
828 Ask for saving death [cheat_save]
829 Cheaters never win. But they can choose whether they save dead
830 character data or not when they die.
834 === Start up options ===
836 While cheating makes the game easier, the following options can make
837 Hengband harder or easier. So if you think the game is too easy or too
838 hard, or if you want to impress your friends, then switch on the
839 following options. The startup-options can only be accessed while
840 creating a new character (press '=' while creating the character).
841 There is no way to turn them off after the creation is finished!
842 Indicators "(*)" after the name of options means that options effect
843 estimation of your score.
845 ***** <manual_haggle>
846 Manually haggle in stores [manual_haggle]
847 Usually, auto-haggle is used in stores, resulting in a ten
848 percent sales tax on items which you would have otherwise been
849 forced to haggle for. If this option is set, auto-haggle is
853 Easy Mode (*) [easy_band]
854 This option enables easy game mode for beginners. If this option is
855 set, you takes only half damage from any enemy's attack compared
856 to normal mode, and monster's summoning spells become much
857 weaker. But your score will be estimated to be negative number,
858 and you cannot send score record to world score board.
861 Monsters learn from their mistakes (*) [smart_learn]
862 Allow monsters to learn what spell attacks you are resistant to,
863 and to use this information to choose the best attacks.
866 Monsters exploit players weaknesses (*) [smart_cheat]
867 Allow monsters to know what spell attacks you are resistant to,
868 and to use this information to choose the best attacks.
871 Use 'vanilla' town without quests and wilderness [vanilla_town]
872 Uses the basic town known from the standard Angband. This town is
873 only one screen in size and contains only the 8 stores, your home,
874 and the stairs to the dungeon. If you use the 'vanilla' town, then
875 there is no wilderness, no special buildings and no set quests
876 (but you can still use the random quests). This also speeds up the
877 game on slower machines, since the wilderness doesn't need to be
881 Use 'lite' town without a wilderness [lite_town]
882 Uses a special town with all stores, your home, all buildings,
883 most quests, and a dungeon, but without the wilderness and without
884 other towns, and other dungeons. This also speeds up the game on
885 slower machines, since the wilderness doesn't need to be
886 created. This option will have no effect, if the 'vanilla_town'
889 ***** <ironman_shops>
890 Stores are permanently closed (*) [ironman_shops]
891 This option closes all shops. Try to survive in the deeps of
892 the dungeon without supplies from town.
894 ***** <ironman_small_levels>
895 Always create unusually small dungeon levels (*) [ironman_small_levels]
896 If this option is enabled, then every level will be smaller than
897 usual. See the 'Allow unusually small dungeon levels' option above.
899 ***** <ironman_downward>
900 Disable recall and use of up stairs (*) [ironman_downward]
901 You are not allowed to climb upwards, or recall to town. All stairs
902 are downstairs and every time you teleport level, you'll teleport
905 ***** <ironman_autoscum>
906 Permanently enable the autoscummer [ironman_autoscum]
907 This option switches the "autoscummer" permanently on, so that only
908 "good" levels are created. This can mean, that there are good
909 items on this level, or that the level is protected by especially
910 powerful monsters. In Hengband it often is the later, so use this
913 ***** <ironman_empty_levels>
914 Always create empty 'arena' levels (*) [ironman_empty_levels]
915 If this option is enabled, then every level will be empty 'arena'
916 level . See the "Allow empty 'arena' levels" option above.
918 ***** <ironman_rooms>
919 Always generate very unusual rooms (*) [ironman_rooms]
920 If this option is enabled, every room becomes a vault.
922 ***** <ironman_nightmare>
923 Nightmare mode(it isn't even remotely fair!)(*) [ironman_nightmare]
924 If this option is enabled, all monsters become unusually
925 powerful, and fast. And there will be various unbelievable
926 happening in various situations. Furthermore, at 12:00 every
927 night, you will have a real nightmare.
930 Left-Hander [left_hander]
931 Normally, you wield a weapon on the right hand and a shield on the
932 left hand. If this option is enabled, you will wield a weapon on
935 ***** <preserve_mode>
936 Preserve artifacts (*) [preserve_mode]
937 In non-preserve mode, once a fixed artifact is generated (either
938 on the dungeon floor or in a monster drop), it will never be
939 generated again during that game. This means that if you miss the
940 artifact by leaving the level before you pick it up it is gone
941 forever. On the other hand, in preserve mode this behavior is only
942 exhibited once you have identified the artifact. It is therefor
943 safer to leave a level before it is completely explored as any
944 fixed artifact can be regenerated in subsequent levels.
947 Allow use of autoroller for stats (*) [autoroller]
948 If you choose to use the auto-roller, you can specify minimum
949 limit of each stats. Once you have specified your desired
950 statistics, the computer will then randomly roll successive
951 start-up characters and compare them to your specified
952 criteria. Each stat is rolled as a number from 8 to 17, with a
953 normal distribution, and is then immediately modified based upon
954 the race and class which you have chosen. Once a character that
955 matches or exceeds your expectations has been rolled, the computer
956 will display the character for you to look at, and asks you
957 whether you accept or not. You may press Enter to accept. If you
958 do not accept, you may press 'r' to resume rolling and searching
959 for the next match or, if this is not your first match, 'p' to
960 return to the previous character which met your criteria.
963 Autoroll for weight, height and social status [autochara]
964 If this option is enabled, you can specify weight, height and
965 social status for auto-roller.
968 Increase capacity of your home (*) [powerup_home]
969 If this option is enabled, the capacity of your home will be expanded
970 to 20 pages. If not, capacity is only 2 pages.
975 Original : Ben Harrison
976 Updated : Zangband 2.1.* by Topi Ylinen
977 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
978 Updated : Zangband DevTeam
979 Updated : Hengband 1.3.0