tile_cell_pixels = 35 tile_full_screen = true tile_window_width = 1280 tile_window_height = 720 tile_filter_scaling = true macros += M \{-1014} zd macros += M \{-1013} zc macros += M \{-1012} zb macros += M \{-1011} zc macros += M 1 ' macros += M 2 . macros += M 3 za macros += M 4 zb macros += M ` o macros += M z z? macros += M Z Z* default_show_all_skills = true default_manual_training = true show_more = false bold_brightens_foreground = true autofight_caught = true item_slot += weapon: ab explore_delay=-1 travel_delay=-1 show_travel_trail=false travel_key_stop = false easy_confirm = all tile_layout_priority = minimap, monster, inventory, command, spell use_animations = false tile_misc_anim = false tile_realtime_anim = true tile_water_anim = false 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 hp_colour = 0:green mp_colour = 0:blue ability_slot ^=Heroism:b ability_slot ^=Finesse:d #item_slot ^= (ration):e item_slot ^= potions? of curing:q item_slot ^= potions? of heal wounds:w item_slot ^= potions? of haste:h item_slot ^= potions? of might:d item_slot ^= potions? of resistance:n item_slot ^= scrolls? of identify:r item_slot ^= scrolls? of remove curse:x item_slot ^= scrolls? of teleportation:t item_slot ^= scrolls? of blinking:z item_slot ^= wand of digging:d item_slot ^= condenser vane:v item_slot ^= box of beasts:B autopickup_exceptions -= dangerous_item item_slot ^= (1|2|3|4|5|6) ring of protection: p item_slot ^= ring of protection from cold: c item_slot ^= ring of resist corrosion: k item_slot ^= ring of evasion: l item_slot ^= ring of protection from fire: f item_slot ^= ring of see invisible: i item_slot ^= ring of protection from magic: m item_slot ^= ring of poison resistance: o item_slot ^= ring of slaying: j { add_autopickup_func(function(it, name) if it.is_useless then return end if it.class(true) == "armour" then local good_slots = {cloak="Cloak", helmet="Helmet", gloves="Gloves", boots="Boots", shield="Shield"} st, _ = it.subtype() if good_slots[st] ~= nil and items.equipped_at(good_slots[st]) == nil then return true end end end) } menu_colour += cyan:.*brand weapon menu_colour += cyan:.*enchant weapon menu_colour += cyan:.*enchant armour menu_colour += cyan:.*recharging menu_colour += cyan:.*magic mapping autopickup_exceptions += ring of ice autopickup_exceptions += >ring of positive energy autopickup_exceptions += >ring of magical power autopickup_exceptions += >ring of wizardry autopickup_exceptions += >ring of dexterity autopickup_exceptions += >ring of intelligence autopickup_exceptions += >ring of stealth autopickup_exceptions += >ring of flight autopickup_exceptions += >potions? of stabbing autopickup_exceptions += >potions? of brilliance autopickup_exceptions += wand of disintegration #autopickup_exceptions += >wand of flame #autopickup_exceptions += >wand of iceblast #autopickup_exceptions += >wand of paralysis autopickup_exceptions += >wand of polymorph autopickup_exceptions += >wand of random effects autopickup_exceptions += >scrolls? of torment autopickup_exceptions += >scrolls? of vulnerability autopickup_exceptions += tin of tremorstones autopickup_exceptions +=