#ADDITIONS# default_manual_training=true autofight_stop = 50 auto_butcher=true auto_eat_chunks = true show_more = false easy_eat_chunks = true confirm_butcher= never equip_unequip = true travel_delay = -1 rest_delay = -1 sort_menus = true : identified, qty ignore := runrest_ignore_message ignore += You are feeling hungry ignore += You are feeling very hungry ############ # Includes # ############ # Skill menu at game start by rwbarton { local need_skills_opened = true function ready() if you.turns() == 0 and need_skills_opened then need_skills_opened = false crawl.sendkeys("m") end end } # Armour/Weapon autopickup by rwbarton, enhanced by HDA with fixes from Bloaxor { add_autopickup_func(function(it, name) if name:find("throwing net") then return true end if name:find("scroll of immolation") then return true end if name:find("scroll of vulnerability") 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 if it.is_useless then return false end 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 end) } `