https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt
#############
# Autofight #
#############
autofight_fire_stop = true
autofight_stop = 60
automagic_enable = false
automagic_slot = a
automagic_stop = 50
automagic_fight = true
note_chat_messages=true
dump_message_count = 100
###########
#INTERFASE#
###########
tile_font_crt_family = Lucida Console
tile_font_stat_family = Lucida Console
tile_font_msg_family = Lucida Console
tile_font_lbl_family = Lucida Console
tile_map_pixels = 4
allow_extended_colours=false
no_dark_brand=false
bold_brightens_foreground=true
blink_brightens_background=false
best_effort_brighten_background=false
display_char = wall:x2588, floor x2022
display_char = floor_magic : xb7, door_closed : x25b2
display_char = door_open : x2206, wall_magic : x2593, arch : x2229
display_char = grate : x2261, tree : x2663, altar : x2302, fountain : x03a8
display_char = rune : x03c6
##########
# Travel #
##########
show_travel_trail = false
travel_delay = 5
explore_delay = 5
view_delay = 300
allow_self_target = no
show_uncursed = false
easy_confirm = all
confirm_butcher = never
sort_menus = true : equipped, identified, basename, qualname, curse, qty
autofight_throw_nomove = true
autofight_caught = true
autofight_wait = true
rest_wait_both = true
explore_auto_rest = true
auto_switch = false
allow_self_target = no
explore_stop = greedy_pickup
explore_stop += stairs,shops,altars,gates
explore_stop += greedy_sacrificeable
runrest_ignore_poison = 2:10
show_travel_trail = true
hp_colour = 100:green, 75:yellow, 50:red, 25:lightred
mp_colour = 100:green, 75:yellow, 50:red, 25:lightred
allow_self_target = prompt
sort_menus = true
easy_confirm = all
confirm_butcher = never
easy_eat_contaminated = true
equip_unequip = true
confirm_buther = never
default_manual_training = true
dump_order += vaults
auto_butcher = true
easy_eat_chunks = true
auto_eat_chunks = true
show_god_gift = yes
assign_item_slot = backward
cloud_status = true
pickup_mode = multi
stat_colour = 7:red, 3:lightred
skill_fokus = true
hp_warning = 45
auto_sacrifice=true
interrupt_memorise -= hp_loss
################
# Auto Exclude #
################
auto_exclude += ancient lich, death drake, hydra, ice statue, jelly, orb of fire
auto_exclude += [^c] wizard, ancient lich, Ereshkigal, Erolcha, eyeball, Grinder, Jory, lich
auto_exclude += Norris, ogre-mage, orb of eyes, orc sorcerer, Rupert, sphinx, vampire knight
auto_exclude += Agnes, Aizul, Arachne, Asterion, Blork, Boris, Crazy Yiuf, Donald, Dowan
auto_exclude += Duvessa, Edmund, Erica, Eustachio, Fannar, Frances, Frederick, Gastronok
auto_exclude += Grum, Harold, Ijyb, Jessica, Jorgrun, Joseph, Kirke, Louise, Mara, Maud
auto_exclude += Maurice, Menkaure, Mennas, Natasha, Nergalle, Nessos, Nikola, Pikel
auto_exclude += Polyphemus, Prince Ribbit, Psyche, Roxanne, Saint Roka, Sigmund, Snorg
auto_exclude += Sojobo, Sonja, Terence, Urug, Wiglaf, Xtahua, hog, slave
################################################
#DAMGE CALC, FORCE MORE, AUTOSTART "M" FUNCTION#
################################################
<
last_turn = you.turns()
-- Conditions are in the fm_patterns array. For now only one condition
-- per monster is allowed until (if) I get better at lua to modify
-- the script further. Each array entry works as follows:
-- pattern = monster name
-- cond = attribute to check; behaviour is defined later on
-- cutoff = if attribute's value is equal or higher, don't force more for these
-- name = an identifier for the entry in the array
fm_patterns = {
-- early threats
{pattern = "adder|gnoll", cond = "xl", cutoff = 5, name = "XL5"},
-- early poisonous threats
-- {pattern = "worker ant|scorpion", cond = "xl", cutoff = 7, name = "XL7"),
-- the frog of doom and a merry lizard
{pattern = "spiny frog|komodo dragon", cond = "xl", cutoff = 12, name = "XL12"},
-- biggest lair threats
{pattern = "death yak|dire elephant|black mamba|wolf spider|hydra", cond = "xl", cutoff = 15, name = "XL15"},
-- biggest orc threat
{pattern = "orc warlord", cond = "xl", cutoff = 17, name = "XL17"},
-- no rF
{pattern = "fire giant|balrug", cond = "rf", cutoff = 1, name = "rF1"},
-- no rC
{pattern = "ice giant|white draconian|blizzard demon|azure jelly", cond = "rc", cutoff = 1, name = "rC1"},
-- no rElec
{pattern = "spark wasp|titan", cond = "relec", cutoff = 1, name = "rE1"},
-- no rPois
{pattern = "swamp drake|swamp dragon|green draconian|golden dragon|green death", cond = "rpois", cutoff = 1, name = "rP1"},
-- no rCorr (boolean)
{pattern = "acid dragon|rust devil|acid blob", cond = "rcorr", cutoff = 999, name = "rA1"},
-- low MR (MR not directly exposed to clua yet)
-- {pattern = "basilisk|deep elf archer|bog body|faun|ogre mag", cond = "mr", cutoff = 40, name = "MR1"},
-- {pattern = "orc sorcerer|siren|satyr|great orb of eyes", cond = "mr", cutoff = 80, name = "MR2"},
-- {pattern = "merfolk avatar|vault sentinel|vampire knight|golden eye|wizard|sphinx", cond = "mr", cutoff = 120, name = "MR3"},
-- no rN
{pattern = "deep elf death mag|eidolon", cond = "rn", cutoff = 1, name = "rN1"},
-- airstrike (boolean)
{pattern = "wind drake|spriggan air mag", cond = "fly", cutoff = 999, name = "fly"},
-- HP
{pattern = "annihilator", cond = "mhp", cutoff = 120, name = "HP3"}
} -- end fm_patterns
active_fm = {}
-- Set to true to get a message when the fm change
notify_fm = false
function init_force_mores()
for i,v in ipairs(fm_patterns) do
active_fm[#active_fm + 1] = false
end
end
function update_force_mores()
local activated = {}
local deactivated = {}
local hp, maxhp = you.hp()
for i,v in ipairs(fm_patterns) do
local msg = "(" .. v.pattern .. ").*into view"
local action = nil
local fm_name = v.pattern
if v.name then
fm_name = v.name
end
if not v.cond and not active_fm[i] then
action = "+"
elseif v.cond == "xl" then
if active_fm[i] and you.xl() >= v.cutoff then
action = "-"
elseif not active_fm[i] and you.xl() < v.cutoff then
action = "+"
end
elseif v.cond == "rf" then
if active_fm[i] and you.res_fire() >= v.cutoff then
action = "-"
elseif not active_fm[i] and you.res_fire() < v.cutoff then
action = "+"
end
elseif v.cond == "rc" then
if active_fm[i] and you.res_cold() >= v.cutoff then
action = "-"
elseif not active_fm[i] and you.res_cold() < v.cutoff then
action = "+"
end
elseif v.cond == "relec" then
if active_fm[i] and you.res_shock() >= v.cutoff then
action = "-"
elseif not active_fm[i] and you.res_shock() < v.cutoff then
action = "+"
end
elseif v.cond == "rpois" then
if active_fm[i] and you.res_poison() >= v.cutoff then
action = "-"
elseif not active_fm[i] and you.res_poison() < v.cutoff then
action = "+"
end
elseif v.cond == "rcorr" then
if active_fm[i] and you.res_corr() then
action = "-"
elseif not active_fm[i] and not you.res_corr() then
action = "+"
end
elseif v.cond == "rn" then
if active_fm[i] and you.res_draining() >= v.cutoff then
action = "-"
elseif not active_fm[i] and you.res_draining() < v.cutoff then
action = "+"
end
elseif v.cond == "fly" then
if active_fm[i] and not you.flying() then
action = "-"
elseif not active_fm[i] and you.flying() then
action = "+"
end
elseif v.cond == "mhp" then
if active_fm[i] and maxhp >= v.cutoff then
action = "-"
elseif not active_fm[i] and maxhp < v.cutoff then
action = "+"
end
end
if action == "+" then
activated[#activated + 1] = fm_name
elseif action == "-" then
deactivated[#deactivated + 1] = fm_name
end
if action ~= nil then
local opt = "force_more_message " .. action .. "= " .. msg
crawl.setopt(opt)
active_fm[i] = not active_fm[i]
end
end
if #activated > 0 and notify_fm then
mpr("Activating force_mores: " .. table.concat(activated, ", "))
end
if #deactivated > 0 and notify_fm then
mpr("Deactivating force_mores: " .. table.concat(deactivated, ", "))
end
end
local last_turn = nil
function force_mores()
if last_turn ~= you.turns() then
update_force_mores()
last_turn = you.turns()
end
end
init_force_mores()
-- ------------- MANUAL EXPLORATION TOGGLE ---------------- --
function toggle_manual_exploration()
if (c_persist.force_more_on_new_enemy_sight == nil) then
c_persist.force_more_on_new_enemy_sight = false
end
c_persist.force_more_on_new_enemy_sight = not c_persist.force_more_on_new_enemy_sight
if (c_persist.force_more_on_new_enemy_sight) then
crawl.setopt("force_more_message += comes? into view")
crawl.mpr("Manual exploration ON.")
else
crawl.setopt("force_more_message -= comes? into view")
crawl.mpr("Manual exploration OFF.")
end
end
need_skills_opened = true
function ready()
if you.turns() == 0 and need_skills_opened then
need_skills_opened = false
crawl.sendkeys("m")
end
AnnounceDamage()
force_mores()
end
>
###############
# Damage Calc #
###############
<
local previous_hp = 0
local previous_mp = 0
local previous_form = ""
local was_berserk_last_turn = false
function AnnounceDamage()
local current_hp, max_hp = you.hp()
local current_mp, max_mp = you.mp()
--Things that increase hp/mp temporarily really mess with this
local current_form = you.transform()
local you_are_berserk = you.berserk()
local max_hp_increased = false
local max_hp_decreased = false
if (current_form ~= previous_form) then
if (previous_form:find("dragon") or
previous_form:find("statue") or
previous_form:find("tree") or
previous_form:find("ice")) then
max_hp_decreased = true
elseif (current_form:find("dragon") or
current_form:find("statue") or
current_form:find("tree") or
current_form:find("ice")) then
max_hp_increased = true
end
end
if (was_berserk_last_turn and not you_are_berserk) then
max_hp_decreased = true
elseif (you_are_berserk and not was_berserk_last_turn) then
max_hp_increased = true
end
--crawl.mpr(string.format("previous_form is: %s", previous_form))
--crawl.mpr(string.format("current_form is: %s", current_form))
--crawl.mpr(string.format("max_hp_increased is: %s", max_hp_increased and "True" or "False"))
--crawl.mpr(string.format("max_hp_decreased is: %s", max_hp_decreased and "True" or "False"))
--crawl.mpr(string:format("you_are_berserk is: %s", you_are_berserk and "True" or "False"))
--crawl.mpr(string:format("was_berserk_last_turn is: %s", was_berserk_last_turn and "True" or "False"))
--Skips message on initializing game
if previous_hp > 0 then
local hp_difference = previous_hp - current_hp
local mp_difference = previous_mp - current_mp
if max_hp_increased or max_hp_decreased then
if max_hp_increased then
crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.")
end
else
--On losing health
if (current_hp < previous_hp) then
if current_hp <= (max_hp * 0.30) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.50) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.70) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.90) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
end
if hp_difference > (max_hp * 0.20) then
crawl.mpr("MASSIVE DAMAGE!!")
end
end
--On gaining more than 1 health
if (current_hp > previous_hp) then
--Removes the negative sign
local health_inturn = (0 - hp_difference)
if (health_inturn > 1) and not (current_hp == max_hp) then
if current_hp <= (max_hp * 0.30) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.50) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.70) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.90) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
end
end
if (current_hp == max_hp) then
crawl.mpr("Health restored: " .. current_hp .. "")
end
end
--On gaining more than 1 magic
if (current_mp > previous_mp) then
--Removes the negative sign
local mp_inturn = (0 - mp_difference)
if (mp_inturn > 1) and not (current_mp == max_mp) then
if current_mp < (max_mp * 0.25) then
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
elseif current_mp < (max_mp * 0.50) then
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
else
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
end
end
if (current_mp == max_mp) then
crawl.mpr("MP restored: " .. current_mp .. "")
end
end
--On losing magic
if current_mp < previous_mp then
if current_mp <= (max_mp / 5) then
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
elseif current_mp <= (max_mp / 2) then
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
else
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
end
end
end
end
--Set previous hp/mp and form at end of turn
previous_hp = current_hp
previous_mp = current_mp
previous_form = current_form
was_berserk_last_turn = you_are_berserk
end
>
####################
#AUTOPIKUP FUNCTION#
####################
{
add_autopickup_func(function(it, name)
if it.is_useless then
return false
end
if name:find("curare") then return true end
if name:find("dispersal") and (name:find("dart") or name:find("tomahawk"))
then return true end
if name:find("throwing net") then return true end
local class = it.class(true)
local armour_slots = {cloak="Cloak", helmet="Helmet", gloves="Gloves",
boots="Boots", body="Armour", shield="Shield"}
if (class == "armour") then
sub_type = it.subtype()
equipped_item = items.equipped_at(armour_slots[sub_type])
if (sub_type == "cloak") or (sub_type == "helmet") or (sub_type ==
"gloves") or (sub_type == "boots") then
if not equipped_item then
return true
else
return it.artefact or it.branded or it.ego
end
end
if (sub_type == "body") then
if equipped_item then
local armourname = equipped_item.name()
if equipped_item.artefact or equipped_item.branded or
equipped_item.ego or (equipped_item.plus > 2) or armourname:find("dragon") or
armourname:find("troll") then
return it.artefact
else
return it.artefact or it.branded or it.ego
end
end
return true
end
if (sub_type == "shield") then
if equipped_item then
return it.artefact or it.branded or it.ego
end
end
end
if (class == "weapon") then
if (you.xl() < 12) or (you.god():find("Nemelex")
or (you.god():find("Yred"))
or (you.god():find("Beogh"))) then
if it.branded and not (it.name() == "club") then
return false
end
end
local weapon = items.equipped_at("Weapon")
if weapon then
if (weapon.branded or weapon.artefact) then return false
else
local weapon_name = weapon.name()
local sb = you.skill("Short Blades")
local lb = you.skill("Long Blades")
local axe = you.skill("Axes")
local mf = you.skill("Maces & Flails")
local pole = you.skill("Polearms")
local staff = you.skill("Staves")
if sb > 6 then
if name:find("quick blade") then return true end
end
if lb > 8 then
if name:find("demon blade") then return true end
if name:find("bastard sword") then return true end
if name:find("double sword") then return true end
end
if lb > 14 then
if name:find("claymore") then return true end
if name:find("triple sword") then return true end
end
if axe > 8 and mf <= 8 then
if name:find("battleaxe") then return true end
if name:find("broad axe") then return true end
if name:find("war axe") then return true end
if name:find("executioner") then return true end
end
if axe > 18 then
if name:find("executioner") then return true end
end
if mf > 8 and staff <= 8 and axe <= 8 then
if name:find("eveningstar") then return true end
if name:find("demon whip") then return true end
if name:find("sacred scourge") then return true end
if name:find("dire flail") then return true end
end
if mf > 14 and staff <= 14 and axe <= 14 then
if name:find("great mace") then return true end
end
if pole > 8 and staff <= 8 then
if name:find("trident") then return true end
if name:find("demon trident") then return true end
if name:find("trishula") then return true end
end
if pole > 14 and staff <= 14 then
if name:find("glaive") then return true end
if name:find("bardiche") then return true end
end
if staff > 8 then
if name:find("lajatang") then return true end
end
end
elseif (you.skill("Unarmed Combat") < 3) then
return true
end
end
end)
}
{
-----------------------------
---- Begin speedrun_rest ----
-----------------------------
-- See README.md for documentation.
-- How many turns to rest at max.
num_rest_turns = 30
-- If true, look for a foot item inventory slot and use fallback_slot if we
-- can't find a ration. If false, always use fallback_slot.
automatic_slot = true
-- Slot where you keep your slow swing item.
fallback_slot = "c"
-- Set to true to have Na characters always walk instead of item swing if
-- they're able to walk slowly. This is not as turncount efficient for non-Chei
-- worshipers, but some Na players may prefer it over having to change the
-- wielded weapon.
naga_always_walk = false
-- Delay in milliseconds before sending the next walk command. Makes the
-- visuals a bit less jarring when using walk resting. Set to 0 to disable.
walk_delay = 50
-- To have the multi-turn rest ignore status change messages, add an entry here
-- giving the pattern of the message you'd like to ignore. The entries below
-- cover the transition messages from the regen spell, Trog's hand, and poison
-- status. The key should be the status that's seen in the output of
-- `you.status()` when the status is active, and the value should be a single
-- pattern string or an array of pattern strings matching the message you'd
-- like to ignore. See the lua string library manual for details on making
-- patterns.
status_messages = {
["poisoned"] = {"You feel[^%.]+sick%.",
"You are no longer poisoned%."},
["regenerating"] = {"You feel the effects of Trog's Hand fading%.",
"Your skin is crawling a little less now%."}
} --end status_messages
-- Like status_messages above, but for arbitrary messages. Any message matching
-- one of these patterns is ignored.
ignore_messages = {
--RandomTiles messages
"Trog roars: Now[^!]+!+",
"Sif Muna whispers: Become[^!]+!+",
"[^:]+ says: Become[^!]+!+",
--Debug messages
"Dbg:.*",
} -- end ignore_messages
-- NOTE: No configuration past this point.
ATT_NEUTRAL = 1
version = 0.15
if crawl.version then
version = tonumber(crawl.version("major"))
end
los_range = version >= 0.17 and 7 or 8
-- Wrapper of crawl.mpr() that prints text in white by default.
if not mpr then
mpr = function (msg, color)
if not color then
color = "white"
end
crawl.mpr("<" .. color .. ">" .. msg .. "" .. color .. ">")
end
end
function control(c)
return string.char(string.byte(c) - string.byte('a') + 1)
end
function delta_to_vi(dx, dy)
local d2v = {
[-1] = { [-1] = 'y', [0] = 'h', [1] = 'b'},
[0] = { [-1] = 'k', [1] = 'j'},
[1] = { [-1] = 'u', [0] = 'l', [1] = 'n'},
} -- hack
return d2v[dx][dy]
end
function reset_rest()
if not rstate then
rstate = { }
rstate.set_slot = false
rstate.dir_x = nil
rstate.dir_y = nil
end
rstate.last_acted = nil
rstate.wielding = false
rstate.resting = false
rstate.num_turns = nil
rstate.rest_start = nil
rstate.start_hp = nil
rstate.start_status = { }
rstate.start_message = nil
end
function abort_rest(msg)
if msg then
mpr(msg, "lightred")
end
reset_rest()
end
function crawl_message(i)
local msg = crawl.messages(i):gsub("\n", "")
msg = msg:gsub("^%c* *", "")
msg = msg:gsub(" *%c*?$", "")
return msg
end
function record_status()
-- Record starting status to track any status changes.
rstate.start_status = { }
local status = you.status()
for s,_ in pairs(status_messages) do
if status:find(s) then
rstate.start_status[s] = true
end
end
rstate.start_message = get_last_message()
end
function in_water()
return view.feature_at(0, 0):find("water") and not you.status("flying")
end
function get_last_message()
local rest_type = get_rest_type()
local in_water = in_water()
-- Ignore these movement messages when walking.
local move_patterns = {"There is a[^%.]+here.",
"Things that are here:.*",
"Items here:.*"}
for i = 1,200 do
local msg = crawl_message(i)
for s,_ in pairs(rstate.start_status) do
if type(status_messages[s]) == "table" then
for _,p in ipairs(status_messages[s]) do
msg = msg:gsub(p, "")
end
else
msg = msg:gsub(status_messages[s], "")
end
end
if rest_type == "walk" then
for _,p in ipairs(move_patterns) do
-- Also remove any whitespace.
msg = msg:gsub(" *" .. p .. " *", "")
end
end
msg = msg:gsub(" *Beep! [^%.]+%. *", "")
for _,p in ipairs(ignore_messages) do
msg = msg:gsub(p, "")
end
if msg ~= "" then
return msg
end
end
return nil
end
function wield_swing_item()
rstate.wielding = true
rstate.last_acted = you.turns()
record_status()
crawl.sendkeys("w*" .. c_persist.swing_slot)
end
function find_swing_slot()
rstate.set_slot = true
if not automatic_slot then
c_persist.swing_slot = fallback_slot
return
end
c_persist.swing_slot = nil
for _,item in ipairs(items.inventory()) do
if item.class() == "Comestibles"
or item.class() == "Books"
or item.class() == "Wands"
or item.class() == "Missiles"
or item.class() == "Miscellaneous"
or (item.class() == "Hand Weapons"
and (item.subtype():find("bow")
or item.subtype():find("sling")
or item.subtype():find("crossbow")
or item.subtype():find("blowgun"))) then
c_persist.swing_slot = items.index_to_letter(item.slot)
break
end
end
if not c_persist.swing_slot then
c_persist.swing_slot = fallback_slot
end
end
function swing_item_wielded()
local weapon = items.equipped_at("Weapon")
return weapon
and c_persist.swing_slot ~= nil
and weapon.slot == items.letter_to_index(c_persist.swing_slot)
end
function hostile_in_los()
local have_t1 = false
for x = -los_range,los_range do
for y = -los_range,los_range do
m = monster.get_monster_at(x, y)
if m and not m:is_safe() then
return true
end
end
end
return false
end
function ponderous_level()
local level = 0
for _,item in ipairs(items.inventory()) do
local ego = item.ego()
if item.equipped and ego == "ponderousness" then
level = level + 1
end
end
return level
end
-- XXX See if we can move at least some of this into clua, since it's
-- recreating play_movement_speed() and player_speed(). The aim is to determine
-- if slow move is more regen-efficient and that the saving is worth the
-- hassle, this calculates the minimum move speed, which can normally vary at
-- random from randomized delay (e.g. water) and the many uses of
-- div_rand_round().
function player_move_speed()
if you.transform() == "tree" then
return 0
end
local in_water = in_water()
local walk_water = you.race() == "Merfolk"
or you.race() == "Octopode"
or you.race() == "Barachi"
or you.god() == "Beogh" and you.piety_rank() == 5
or you.transform == "ice"
-- This is player action speed, based on things that affect all actions.
local player_speed = 10
if you.status("slowed") then
player_speed = math.floor(player_speed * 3 / 2)
end
if you.status("berserking") and you.god() ~= "Cheibriados"
or you.status("hasted") then
player_speed = math.floor(player_speed * 2 / 3)
end
if you.transform() == "statue" or you.status("petrifying") then
player_speed = math.floor(player_speed * 3 / 2)
end
if in_water and not walk_water then
player_speed = math.floor(player_speed * 13 / 10)
end
-- This is the base player movement speed given all things that affect only
-- movement.
local move_speed = 10
if you.transform() == "bat" then
move_speed = 5
elseif you.transform() == "pig" then
move_speed = 7
elseif you.transform() == "porcupine" or you.transform == "wisp" then
move_speed = 8
elseif in_water and (you.transform() == "hydra"
or you.race() == "Merfolk") then
move_speed = 6
elseif you.race() == "Tengu" and you.status("flying") then
move_speed = 9
end
local boots = items.equipped_at("Boots")
local running_level = 0
if boots
and not boots.is_melded
and boots.ego()
and boots.ego() == "running" then
running_level = 1
end
move_speed = move_speed - running_level
move_speed = move_speed + ponderous_level()
if you.god() == "Cheibriados" then
-- Calculate this based on the minimum piety at the observed rank,
-- since we can't know the true piety level.
local piety_breaks = { 1, 30, 50, 75, 100, 120, 160 }
move_speed = move_speed + 2 +
math.floor(math.min(piety_breaks[you.piety_rank() + 1] / 20, 8))
end
if you.status("frozen") then
move_speed = move_speed + 4
end
if you.status("grasped by roots") then
move_speed = move_speed + 3
end
local speed_mut = you.mutation("speed")
local slow_mut = you.mutation("slowness")
if speed_mut > 0 then
move_speed = move_speed - speed_mut - 1
elseif slow_mut > 0 then
move_speed = math.floor(move_speed * (10 + slow_mut * 2) / 10)
end
if not in_water and you.status("sluggish") then
if move_speed >= 8 then
move_speed = math.floor(move_speed * 3 / 2)
elseif move_speed == 7 then
move_speed = math.floor(7 * 6 / 5)
end
elseif not in_water and you.status("swift") then
move_speed = math.floor(move_speed * 3 / 4)
end
if move_speed < 6 then
move_speed = 6
end
return math.floor(player_speed * move_speed / 10)
end
function get_rest_type()
if you.race() == "Naga" and naga_always_walk
or you.god() == "Cheibriados"
or (not swing_item_wielded()
and not weapon_can_swap()) then
return "walk"
else
return "item"
end
end
function bad_to_act()
local hp, mhp = you.hp()
local rest_type = get_rest_type()
-- Stop multiple turn action when our hp recovers.
if rstate.rest_start and rstate.start_hp < mhp and hp == mhp then
mpr("HP restored.")
reset_rest()
return true
end
if you.status("manticore barbs") then
abort_rest("You must remove the manticore barbs first.")
return true
end
if you.hunger_name() == "fainting" or you.hunger_name() == "starving" then
abort_rest("You need to eat!")
return true
end
if hostile_in_los() then
if not rstate.rest_start then
abort_rest("You can't rest with a hostile monster in view!")
else
abort_rest()
end
return true
end
-- If any unrecognized message occurs, assume we need to stop resting.
if rstate.last_acted then
local msg = get_last_message()
if not msg then
abort_rest("Unable to find a previous message!")
return true
end
local wield_pt = "^ *" .. c_persist.swing_slot .. " - .+[%)}] *$"
local swing_pt = "^ *You swing at nothing%. *$"
local pattern = rstate.wielding and wield_pt or swing_pt
if (rest_type == "item" and not msg:find(pattern))
or rest_type == "walk" and msg ~= rstate.start_message then
abort_rest()
return true
end
end
if rest_type == "walk" and player_move_speed() <= 10 then
abort_rest("You cannot walk slowly right now!")
return true
end
return false
end
function feat_is_open(feat)
local fname = feat:lower()
-- Unique substrings that identify solid features.
local solid_features = {"wall", "grate", "tree", "mangrove",
"endless_lava", "open_sea", "statue", "idol",
"malign_gateway", "sealed_door", "closed_door",
"runed_door", "explore_horizon"}
for i,p in ipairs(solid_features) do
if fname:find(p) then
return false
end
end
return true
end
function safe_walk_pos(x, y)
local in_water = in_water()
local pos_is_water = view.feature_at(x, y):find("water")
-- Don't allow walking out of water if we're in water
return (in_water and pos_is_water
-- Don't allow walking into water if we're not in it
or not in_water and not pos_is_water)
-- Require the destination to be safe.
and view.is_safe_square(x, y)
end
function safe_swing_pos(x, y)
return not monster.get_monster_at(x, y)
and feat_is_open(view.feature_at(x,y))
end
function safe_direction(x, y)
if get_rest_type() == "walk" then
return safe_walk_pos(x, y)
else
return safe_swing_pos(x, y)
end
end
function weapon_can_swap()
local weapon = items.equipped_at("Weapon")
if not weapon then
return true
end
if weapon.cursed then
return false
end
local ego = weapon.ego()
-- Some unrands like Plut. sword have no ego.
if ego
and (ego == "vampirism"
or ego == "distortion" and you.god() ~= "Lugonu") then
return false
end
if weapon.artefact then
local artp = weapon.artprops
return not (artp["*Contam"] or artp["*Curse"] or artp["*Drain"])
end
return true
end
function get_safe_direction()
local have_t1 = false
for x = -1,1 do
for y = -1,1 do
if (x ~= 0 or y ~= 0) and safe_direction(x, y) then
return x, y
end
end
end
return nil
end
function do_resting()
-- Our first turn of resting.
if not rstate.rest_start then
record_status()
rstate.rest_start = you.turns()
rstate.start_hp = you.hp()
end
rstate.last_acted = you.turns()
local rest_type = get_rest_type()
if rest_type == "item" then
crawl.sendkeys(control(delta_to_vi(rstate.dir_x, rstate.dir_y)))
else
local cur_x = rstate.dir_x
local cur_y = rstate.dir_y
-- Save the return direction as our next direction.
rstate.dir_x = -rstate.dir_x
rstate.dir_y = -rstate.dir_y
crawl.sendkeys(delta_to_vi(cur_x, cur_y))
crawl.delay(walk_delay)
end
end
function one_turn_rest()
rstate.resting = true
rstate.num_turns = 1
end
function start_resting()
rstate.resting = true
rstate.num_turns = num_rest_turns
end
function set_swing_slot()
crawl.formatted_mpr("Enter an slot letter for the swing item: ", "prompt")
local letter = crawl.c_input_line()
local index = items.letter_to_index(letter)
if not index or index < 0 then
mpr("Must be a letter (a-z or A-Z)!", "lightred")
return
end
c_persist.swing_slot = letter
rstate.set_slot = true
mpr("Set swing slot to " .. letter .. ".")
end
function speedrun_rest()
local rest_type = get_rest_type()
if rest_type == "item"
and (not c_persist.swing_slot
or you.turns() == 0 and not rstate.set_slot) then
find_swing_slot()
end
if not rstate.resting then
return
end
-- Only act once per turn.
if rstate.last_acted == you.turns() then
-- An error happened with the 'w' command
if rstate.wielding and not swing_item_wielded() then
abort_rest("Unable to wield swing item on slot " ..
c_persist.swing_slot .. "!")
end
return
end
if rstate.last_acted and rstate.rest_start
and rstate.last_acted + 1 >= rstate.rest_start + rstate.num_turns then
reset_rest()
return
end
if bad_to_act() then
return
end
if rest_type == "item" and not swing_item_wielded() then
wield_swing_item()
return
end
rstate.wielding = false
if not rstate.dir_x
-- Don't try to reuse our position if we were walk resting and did
-- something inbetween our last rest.
or swing_type == "walk" and rstat.last_acted ~= you.turns() - 1
or not safe_direction(rstate.dir_x, rstate.dir_y) then
rstate.dir_x, rstate.dir_y = get_safe_direction()
if not rstate.dir_x then
abort_rest("No safe direction found!")
return
end
end
do_resting()
end
reset_rest()
---------------------------
---- End speedrun_rest ----
---------------------------
}
#########
#ALIASES#
#########
ae := autopickup_exceptions
ai := autoinscribe
as := ability_slot
item := item_glyph
is := item_slot
menu := menu_colour
more := force_more_message
ss := spell_slot
stop := runrest_stop_message
msc := message_colour
: if you.god() == "Sif Muna" then
ability_menu = false
: end
: if you.god() == "Fedhas" then
autoinscribe += fruit:!e
: end
: if you.god() == "Cheibriados" then
force_more_message += comes? into view
: end
: if you.god() == "Zin" then
ae += potions? of ambro
: end
: if you.god() == "Trog" then
ae += >potions? of brilliance
ae += >potions? of berserk
: end
: if you.race() == "Tengu" then
ae += >potions? of flight
: end
: if you.race() == "Spriggan" or you.race() == "Vine Stalker" then
default_autopickup = false
: else
default_autopickup = true
: end
: if you.god() == "Nemelex Xobeh" then
ae += scrolls? of (amn|vuln|noise)
ae += >potions? of ligni
ae += >ring of (protection from mag|mag|stealth|ice|fire|pos|wiz)
ae +=