# default_manual_training = false default_manual_training = true # explore_wall_bias = 0 explore_wall_bias = 0 # auto_butcher = very hungry ('very full', 'full', 'satiated', 'hungry', 'very hungry', or 'near starving') auto_butcher = full # easy_eat_chunks = false easy_eat_chunks = true # tile_show_demon_tier = false tile_show_demon_tier = true { 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"} st, _ = it.subtype() if good_slots[st] ~= nil and items.equipped_at(good_slots[st]) == nil then return true end 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 end } # For players who are prone to leave labyrinths without picking up the # loot, here is a way to avoid that: put the following snippet in your # options file (init.txt or .crawlrc) and then macro the '<' key to # ===safe_upstairs (do it in-game by pressing '~' or Ctrl-D). { function safe_upstairs() if you.branch() == "Lab" then crawl.formatted_mpr("Really leave this labyrinth?", "prompt") local res = crawl.getch() if string.lower(string.char(res)) == "y" then crawl.sendkeys("<") end else crawl.sendkeys("<") end end }