# TEAMNAME ACAB For Cutie # TEAMMEMBERS jmsaunde ssalbiz hatguy WigglingFerns j3parker ## # Some parts learnt from gammafunk ## ## Display ## view_delay = 300 hp_colour = 100:lightgreen, 99:green, 75:yellow, 50:lightred, 25:red mp_colour = 100:lightblue, 99:blue, 50:yellow, 25:red hp_warning = 50 mp_warning = 50 monster_list_colour = monster_list_colour += friendly:green,neutral:brown monster_list_colour += good_neutral:brown,strict_neutral:brown monster_list_colour += trivial:darkgrey,easy:lightgrey monster_list_colour += tough:yellow,nasty:lightred tile_cell_pixels = 64 ## Console ## bold_brightens_foreground = true equip_bar = true animate_equip_bar = true ## Interface ## default_manual_training = true autofight_stop = 50 autofight_caught = true autofight_fire_stop = true ability_menu = false easy_confirm = none bindkey = [~] CMD_LUA_CONSOLE ## Travel ## explore_auto_rest = false rest_wait_both = true rest_wait_ancestor = true travel_open_doors = false travel_delay = -1 explore_delay = -1 rest_delay = -1 explore_stop += greedy_items, greedy_pickup ## Autopickup ## autopickup = $?!:"/}| autopickup_starting_ammo = true ae := autopickup_exceptions ae += > dump_on_save = true dump_order = header,hiscore,stats,misc,mutations,skills dump_order += messages,screenshot,monlist dump_order += spells,inventory,overview,notes,screenshots,skill_gains dump_order += action_counts,turns_by_place dump_order += kills ## Lua ## < -- Equipment autopickup (by Medar and various others) local function pickup_equipment(it, name) if it.is_useless then return end local class = it.class(true) if class == "armour" then local good_slots = {cloak="Cloak", helmet="Helmet", gloves="Gloves", boots="Boots"} st, _ = it.subtype() -- Autopickup found aux armour if 1) we don't have any or 2) it's artefact, -- or 3) if we don't have artefact or ego armour, and the found armour is -- ego. if good_slots[st] ~= nil then if good_slots[st] == "Gloves" and you.has_claws() > 0 then return end if it.artefact then return true end local cur = items.equipped_at(good_slots[st]) if cur == nil then return true end if cur.branded or cur.artefact then return end if it.branded then return true end -- Autopickup found body armour of the same kind we're wearing, according -- to conditions (2) and (3) above used for aux slots. elseif st == "body" then local cur = items.equipped_at("armour") if cur == nil then return end if cur.name("qual") ~= it.name("qual") then return end if it.artefact then return true end if cur.branded or cur.artefact then return end if it.branded then return true end end end return end add_autopickup_func(pickup_equipment) > < -- Don't fly too close to the sun function icarus() local msgs = crawl.messages(8) if ((string.find(msgs, "There is an entrance") or string.find(msgs, "interdimensional") or string.find(msgs, "Desolation of Salt")) and string.find(msgs, "before")) then crawl.mpr("DON'T GET GREEDY") end end > < local need_skills_opened = true function ready() if you.turns() == 0 and need_skills_opened then need_skills_opened = false crawl.sendkeys("m") end icarus() end > < function smartfive() hp, mhp = you.hp() mp, mmp = you.mp() if hp ~= mhp or mp ~= mmp or crawl.yesno("Really wait when healed?", true, "N") then crawl.do_commands({"CMD_REST"}) end end > < function can_cast(spell, nomp) mp = spells.mana_cost(spell) return (nomp or you.mp() >= mp) and spells.memorised(spell) and not spells.god_hates(spell) and not starving() and not you.confused() and not you.silenced() and not you.berserk() and not you.paralysed() and not you.taking_stairs() and not you.turn_is_over() and spells.fail_severity(spell) == 0 end function cast(spell, force) cmd = force and "CMD_FORCE_CAST_SPELL" or "CMD_CAST_SPELL" crawl.sendkeys(crawl.get_command(cmd), spells.letter(spell)) end > ## Glyphs # mild interpolation of the alternate glyph sets for features display_char = wall:▒ display_char = permawall:█ display_char = wall_magic:░ display_char = floor:· display_char = floor_magic:◦ display_char = door_open:⸬ display_char = door_closed:◼ display_char = trap:^ display_char = stairs_down:> display_char = stairs_up:< display_char = grate:⊞ display_char = altar:π display_char = arch:∩ display_char = fountain:⌠ display_char = wavy:≈ display_char = statue:⁑ display_char = invis_exposed:∆ display_char = item_detected:{ display_char = item_orb:⊛ display_char = item_rune:φ display_char = item_weapon:) display_char = item_armour:[ display_char = item_wand:/ display_char = item_food:% display_char = item_corpse:‰ display_char = item_skeleton:‱ display_char = item_scroll:? display_char = item_ring:= display_char = item_potion:! display_char = item_missile:( display_char = item_book:∞ display_char = item_staff:| display_char = item_miscellany:} display_char = item_gold:$ display_char = item_amulet:" display_char = cloud:❋ display_char = cloud_weak:✼ display_char = cloud_fading:✢ display_char = cloud_terminal:∘ display_char = tree:♣ display_char = transporter:∈ display_char = transporter_landing:∋ display_char = fired_bolt:# display_char = fired_zap:* display_char = fired_burst:÷ display_char = fired_debug:X display_char = fired_missile:⋆ display_char = explosion:# display_char = frame_horiz:═ display_char = frame_vert:║ display_char = frame_top_left:╔ display_char = frame_top_right:╗ display_char = frame_bottom_left:╚ display_char = frame_bottom_right:╝ # fancier feature declarations # Walls and floors feature += crystal wall {░} feature += stone wall {≣} feature += metal wall {▓} feature += Golubria {Ω} feature += collapsed entrance {∩,∩,lightgrey} feature += escape hatch in the ceiling {«} feature += escape hatch in the floor {»} feature += web {✳} # Fancy god altars # "shattered" feature += Ashenzari {※} # "rough hewn" feature += Beogh {⁂} feature += Cheibriados {◴} feature += Dithmenos {ᚤ} # staff of aesculapius for the healer feature += Elyvilon {⚕} feature += Fedhas {❀} feature += Gozag {₪} # funeral urn of the ancestor feature += Hepliaklqana {⚱} feature += Jiyva {☣} feature += Kikubaaqudgha {☠} # "corrupted" feature += Lugonu {▚} # just because lowercase omega looks like flames feature += Makhleb {ω} feature += Nemelex Xobeh {⚜} feature += Okawaru {⚔} # meteorological symbol for thunderstorm feature += Qazlal {☈} feature += Ru {⚖} # mimic the tile feature += Sif Muna {♟} feature += Trog {†} feature += Uskayaw {♪} # 16 pointed star. "radiant" feature += Vehumet {✺} feature += Wu Jian {ॻ} feature += Xom {⸘} # a plain basalt altar sticks out in this flashy crowd feature += Yredelemnul {☗} # a quarter moon is the alchemical symbol for silver feature += Zin {☽} # alchemical gold feature += Shining One {☉} # Monsters mons := mon_glyph # Monsters that can be easy to miss (from gammafunk.rc) mons += * : ✱ mons += dancing weapon : cyan { mons += spectral weapon : lightcyan { # Fancy Demons mons += 1 : ➊ mons += 2 : ➋ mons += 3 : ➌ mons += 4 : ➍ mons += 5 : ➎ mons += 6 : ➏ mons += blood saint: ➅ mons += warmonger: ➅ mons += corrupter: ➅ mons += black sun: ➅ mons += & : ᚱ # Terrible horrors mons += x : ᛣ mons += X : ᚸ mons += tentacled monstrosity : ᛤ mons += G : ಠ mons += glowing orange brain : ದ mons += u : ᛟ # Mummies and friends mons += M : 𓀾 # Monsters that are really features mons += statue : ⁑ mons += P : ❦ # Except those that are not mons += wandering mushroom : ❡ mons += deathcap : ❡ mons += oklob plant : ❡ mons += ballistomycete : ❡ mons += burning bush : ❡ mons += oklob sapling : ❡ # Vortices mons += v : ¤ # Hep to hep mons += ancestor : ಕ mons += hexer : ಟ mons += knight : ಗ mons += battlemage : ಸ