##### Crawl Init file ############################################### # For descriptions of all options, as well as some more in-depth information # on setting them, consult the file # options_guide.txt # in your /docs directory. If you can't find it, the file is also available # online at: # https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt # # Crawl uses the first file of the following list as its option file: # * init.txt in the -rcdir directory (if specified) # * .crawlrc in the -rcdir directory (if specified) # * init.txt (in the Crawl directory) # * ~/.crawl/init.txt (Unix only) # * ~/.crawlrc (Unix only) # * ~/init.txt (Unix only) # * settings/init.txt (in the Crawl directory) ##### Some basic explanation of option syntax ####################### # Lines beginning with '#' are comments. The basic syntax is: # # field = value or field.subfield = value # # Only one specification is allowed per line. # # The terms are typically case-insensitive except in the fairly obvious # cases (the character's name and specifying files or directories when # on a system that has case-sensitive filenames). # # White space is stripped from the beginning and end of the line, as # well as immediately before and after the '='. If the option allows # multiple comma/semicolon-separated terms (such as # autopickup_exceptions), all whitespace around the separator is also # trimmed. All other whitespace is left intact. # # There are three broad types of Crawl options: true/false values (booleans), # arbitrary values, and lists of values. The first two types use only the # simple =, with later options - which includes your options that are different # from the defaults - overriding earlier ones. List options allow using +=, ^=, # -=, and = to append, prepend, remove, and reset, respectively. Usually you will # want to use += to add to a list option. Lastly, there is := which you can use # to create an alias, like so: # ae := autopickup_exceptions # From there on, 'ae' will be treated as if it you typed autopickup_exceptions, # so you can save time typing it. # ##### Other files ################################################### # You can include other files from your options file using the 'include' # option. Crawl will treat it as if you copied the whole text of that file # into your options file in that spot. You can uncomment some of the following # lines by removing the beginning '#' to include some of the other files in # this folder. # Some useful, more advanced options, implemented in LUA. # include = advanced_optioneering.txt # Alternative vi bindings for Dvorak users. # include = dvorak_command_keys.txt # Alternative vi bindings for Colemak users. # include = colemak_command_keys.txt # Alternative vi bindings for Neo users. # include = neo_command_keys.txt # Override the vi movement keys with a non-command. # include = no_vi_command_keys.txt # Turn the shift-vi keys into safe move, instead of run. # include = safe_move_shift.txt ##### Ancient versions ############################################## # If you're used to the interface of ancient versions of Crawl, you may # get back parts of it by uncommenting the following options: # include = 034_command_keys.txt # And to revert monster glyph and colouring changes: # include = 052_monster_glyphs.txt # include = 060_monster_glyphs.txt # include = 071_monster_glyphs.txt # include = 080_monster_glyphs.txt # include = 0.9_monster_glyphs.txt # include = 0.12_monster_glyphs.txt # include = 0.13_monster_glyphs.txt # include = 0.14_monster_glyphs.txt #travel speed default is 20, -1 makes it so travel is instant like online play travel_delay = -1 #don't explore over deep water travel_avoid_terrain = deep water #combat autofight_stop = 70 #makes it so you don't need to press more when a lot of unimportant stuff happens ie cleaving show_more = false #makes manual instead of automatic the starting mode default_manual_training = true #automatically sets items to a certain key ai := autoinscribe ai += of identify:@r1 ai += remove curse:@r2 ai += curing:@q1 ai += potions? of heal wounds:@q2 ai += wand of flame:@v2 ai += wand of mindburst:@v3 ai += potions? of haste:@q3 ai += scrolls? of teleportation:@r4 ########### # prompts # ########### #if you want EVERY enemy to force more, turn these on #It's kind of annoying though so I don't use it #more := force_more_message #more += comes into view # distortion more += Space warps horribly around you more += hits you.*distortion more += Space bends around you\. more += Your surroundings suddenly seem different. more += Its appearance distorts for a moment. # ghost moths/antimagic more += watched by something more += You feel your power leaking # torment/holy wrath more += You convulse # abyss convenience prompts more += Found an abyssal rune # necromutation more += Your transformation is almost over. more += You feel yourself coming back to life # Announcements of timed portal vaults: more += interdimensional caravan more += distant snort more += roar of battle more += wave of frost more += hiss of flowing sand more += sound of rushing water more += oppressive heat about you more += crackle of arcane power # Expiring effects more += You feel yourself slow down more += less insulated more += You are starting to lose your buoyancy more += Your hearing returns more += Your transformation is almost over more += You have a feeling this form more += You feel yourself come back to life more += uncertain more += time is quickly running out more += life is in your own hands more += is no longer charmed more += You start to feel a little slower more += You flicker # Others more += You have finished your manual of more += Your scales start more += You feel monstrous more += zaps a wand more += is unaffected more += Jiyva alters your body # Uniques and baddies more += .*Ancient Lich.*comes? into view. more += .*Orbs? of Fire.*comes? into view. # Any uniques, malmutators and any pan lords more += (?-i:[A-Z]).* comes? into view more += .*Fiend.*comes? into view. more += .*Hellion.*comes? into view. more += .*Tormentor.*comes? into view. more += .*Hell Sentinel.*comes? into view. more += .*Executioner.*comes? into view. more += .*Neqoxec.*comes? into view. more += .*Cacodemon.*comes? into view. more += .*Shining Eye.*comes? into view. more += .*Greater Mummy.*comes? into view. more += .*Mummy Priest.*comes? into view. more += .*Curse Toe.*comes? into view. more += .*Curse Skull.*comes? into view. more += .*('s|s') ghost.*comes? into view. more += .*shrike.*comes? into view. more += .*wretched star.*comes? into view more += .*lurking horror.*comes? into view more += .*Hell Juggernaut.*comes? into view. #Paralysis enemies, banish more += .*Giant Eyeball.*comes? into view. more += .*Lich.*comes? into view. more += .*Ogre Mage.*comes? into view. more += .*a Wizard.*comes? into view. more += .*orc sorcerer.*comes? into view. more += .*sphinx.*comes? into view. more += .*Vampire knight.*comes? into view. more += .*Great orb of eyes.*comes? into view. more += fenstrider witch.*comes? into view. #early game tab threats force_more_message += centaur comes into view. force_more_message += killer bee comes into view. force_more_message += centaur warrior comes into view. #Hot Hells more += wendigo.*comes? into view. #xom : if you.god() == "Xom" then more += god: :else ignore += god: :end #alarm traps more += A sentinel's mark forms upon you. ------------------------- -- Dynamic Force Mores -- ------------------------- { last_turn = you.turns() fm_patterns = { {name = "XL5", cond = "xl", cutoff = 5, pattern = "adder|gnoll|hound"}, -- {name = "XL8", cond = "xl", cutoff = 8, pattern = "ogre|centaur|orc wizard|scorpion|worker ant"}, -- {name = "XL15", cond = "xl", cutoff = 15, pattern = "two-headed ogre|centaur warrior|orc (warlord|knight)"}, -- {name = "50mhp", cond = "maxhp", cutoff = 50, pattern = "orc priest|electric eel"}, -- {name = "60mhp", cond = "maxhp", cutoff = 60, pattern = "acid dragon|steam dragon|manticore|centaur"}, -- {name = "70mhp", cond = "maxhp", cutoff = 70, pattern = "centaur|yaktaur|meliai"}, -- {name = "80mhp", cond = "maxhp", cutoff = 80, pattern = "gargoyle|orc (warlord|knight)"}, -- {name = "90mhp", cond = "maxhp", cutoff = 90, pattern = "centaur warrior|efreet|molten gargoyle|tengu conjurer"} } -- 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() } ################# # Lua Functions # ################# ----------------------------------------------------------------------------------- -- 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 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 armour") 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) }