1
0
Fork 0
mirror of https://codeberg.org/noisytoot/notnotdnethack.git synced 2024-09-19 14:05:02 +01:00
notnotdnethack/dat/opthelp
2024-05-06 14:00:58 +01:00

269 lines
16 KiB
Text

Boolean options not under specific compile flags (with default values in []):
(You can learn which options exist in your version by checking your current
option setting, which is reached via the 'O' cmd.)
autodig dig if moving and wielding digging tool [FALSE]
autoautoopen walking into a door attempts to open it [TRUE]
autopickup automatically pick up objects you move over [TRUE]
autoquiver when firing with an empty quiver, select some
suitable inventory weapon to fill the quiver [FALSE]
block_forget_map disable amnesia map forgetting [TRUE]
cmdassist give help for errors on direction & other commands [TRUE]
confirm ask before hitting tame or peaceful monsters [TRUE]
DECgraphics use DEC/VT line-drawing characters for the dungeon [FALSE]
default_template_hilite enable default hilites for monster
templates [TRUE]
dnethack_start_text enable extra dNetHack-specific hints on
starting or restoring a game [TRUE]
eight_bit_tty send 8-bit characters straight to terminal [FALSE]
extmenu use a menu for selecting extended commands (#) [FALSE]
fixinv try to retain the same letter for the same object [TRUE]
help print all available info when using the / command [TRUE]
IBMgraphics use IBM extended characters for the dungeon [FALSE]
ignintr ignore interrupt signal, including breaks [FALSE]
legacy print introductory message [TRUE]
lit_corridor show a dark corridor as lit if in sight [FALSE]
lootabc use a/b/c rather than o/i/b when looting [FALSE]
mail enable the mail daemon [TRUE]
null allow nulls to be sent to your terminal [TRUE]
try turning this option off (forcing NetHack to use its own
delay code) if moving objects seem to teleport across rooms
number_pad use the number keys to move instead of yuhjklbn [FALSE]
paranoid_hit ask for explicit 'yes' when hitting peacefuls [TRUE]
paranoid_quit ask for explicit 'yes' when quitting [TRUE]
paranoid_remove always show menu with the T and R commands [TRUE]
paranoid_swim require 'm' prefix to move into unsafe terrain [TRUE]
paranoid_wand_break ask for explicit 'yes' when breaking a wand [TRUE]
perm_invent keep inventory in a permanent window [FALSE]
pickup_thrown autopickup things you threw [FALSE]
prayconfirm use confirmation prompt when #pray command issued [TRUE]
pushweapon when wielding a new weapon, put your previously
wielded weapon into the secondary weapon slot [FALSE]
quiver_fired when using the f (fire) command and no ammunition
is quivered, prompt for ammunition to quiver, then
fire it. [TRUE]
qwertz_movement replace the y key with z [FALSE]
rest_on_space count the space bar as a rest character [FALSE]
safe_pet prevent you from (knowingly) attacking your pet(s) [TRUE]
showborn show numbers of created monsters after the number
vanquished [TRUE]
showexp display your accumulated experience points [FALSE]
showrace show yourself by your race rather than by role [FALSE]
showscore display your approximate accumulated score [FALSE]
silent don't use your terminal's bell sound [TRUE]
sortpack group similar kinds of objects in inventory [TRUE]
sound enable messages about what your character hears [TRUE]
(note: this has nothing to do with your computer's audio
capabilities, and the game resets it periodically)
sparkle display sparkly effect for resisted magical [TRUE]
attacks (e.g. fire attack on fire-resistant monster)
standout use standout mode for --More-- on messages [FALSE]
time display elapsed game time, in moves [FALSE]
tombstone print tombstone when you die [TRUE]
toptenwin print topten in a window rather than stdout [FALSE]
travel enable the command to travel to a map location via [TRUE]
a shortest-path algorithm, usually invoked by '_'.
verbose print more commentary during the game [TRUE]
There are further boolean options controlled by compilation flags.
Boolean option if INSURANCE was set at compile time:
checkpoint save game state after each level change, for possible [TRUE]
recovery after program crash
Boolean option if NEWS was set at compile time:
news print any news from game administrator on startup [TRUE]
Boolean option if MFLOPPY was set at compile time:
checkspace check free disk space before writing files to disk [TRUE]
Boolean options if TEXTCOLOR was set at compile time:
color use different colors for objects on screen [TRUE for micros]
hilite_pet display pets in a highlighted manner [TRUE]
dnethack_dungeon_colors Some levels have colored walls/floors [TRUE]
Boolean option if TIMED_DELAY was set at compile time (tty interface only):
timed_delay on unix and VMS, use a timer instead of sending
extra screen output when attempting to pause for
display effect. on MSDOS without the termcap
lib, whether or not to pause for visual effect. [TRUE]
Boolean option if USE_TILES was set at compile time (MSDOS protected mode only):
preload_tiles control whether tiles get pre-loaded into RAM at the
start of the game. Doing so enhances performance
of the tile graphics, but uses more memory. [TRUE]
Boolean option if WIN_EDGE was set at compile time (tty interface only):
win_edge align menus and text windows left instead of right [FALSE]
Boolean option if CURSES_GRAPHICS was set at compile time:
classic_status use a traditional NH3-style 2 or 3 line status window
instead of an NH4-style 3 or 4 line status window [TRUE]
classic_colors enables using traditional curses colours
(ignoring terminal configuration) [FALSE]
Any Boolean option can be negated by prefixing it with a '!' or 'no'.
Compound options are written as option_name:option_value.
Compound options which can be set during the game are:
attack_mode attack, refrain or ask to attack monsters [chat]
pacifist -- don't fight anything
chat -- chat with peacefuls, fight hostiles
ask -- ask to fight peacefuls
fightall -- fight peacefuls and hostiles
boulder override the default boulder symbol with another default: [`]
disclose the types of information you want offered at the end of the
game [ni na nv ng nc]
dumpfile the name of the file where to dump the disclosure information
when the game ends (only if the patch has been compiled in)
[none]
fruit the name of a fruit you enjoy eating [slime mold]
(basically a whimsy which NetHack uses from time to time).
menustyle user interface for selection of multiple objects:
Traditional -- one object at a time prompting;
Combination -- prompt for classes of interest, then menu;
Partial -- skip class prompt, use menu of all objects;
Full -- menu for classes of interest, then object menu;
only the first letter ('T','C','P','F') matters; 'N' (None)
is a synonym for 'T', as is boolean style negation [Full]
packorder a list of default symbols for kinds of objects that gives the
order in which your pack will be displayed [")[%?+!=/(*`0_]
(If you specify only some kinds of items, the others from the
default order will be appended to the end.)
pickup_burden when you pick up an item that exceeds this encumberance
level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
or overLoaded), you will be asked if you want to continue. [S]
pickup_types a list of default symbols for kinds of objects to autopickup
when that option is on [all]
runmode controls how often the map window is updated when performing
multi-step movement (various running modes or travel command):
teleport -- don't update map until movement stops;
run -- periodically update map (interval is seven steps);
walk -- update map after every step;
crawl -- like walk, but delay after making each step.
(This only affects screen display, not actual movement.) [run]
scores the parts of the score list you wish to see when the game ends
You choose a combination of top scores, scores around the top
scores, and all of your own scores. [!own/3 top/2 around]
sortloot controls the sortloot patch [none]:
full -- All pickup lists of items are sorted by item description
loot -- When inventory letters are shown, has no effect.
Otherwise sorts by description
none -- Works the traditional way, like without the patch
statuseffects space-separated list of status effects to show in the status line
status effects can be negated by prefixing them with !
the special value 'all' enables all status effects
'all' can be negated with '!all' to disable all status effects
default: [all]
statuslines number of status lines (2, 3, or 4) [4]
suppress_alert disable various version-specific warnings about changes
in game play or the user interface, such as notification given
for the 'Q' command that quitting is now done via #quit
(e.g., use suppress_alert:3.3.1 to stop that and any other
notifications added in that version or earlier) default: [(none)]
Compound options which may be set only on startup are:
align Your starting alignment (align:lawful, align:neutral,
or align:chaotic). You may specify just the first letter. [RANDOM]
catname the name of your first cat [NONE]
delay_length set the length of delays when rendering animations
none, short, or normal [normal]
dogname the name of your first dog [NONE]
dungeon a list of symbols to be used in place of the default ones for
drawing the dungeon.
The symbols are subjected to a fair amount of processing, so
that you can use C-style escapes such as \n or \081 as well as
indicate control characters by ^x or meta characters by \Mx.
As usual, \ can force the next character to be taken literally.
Since many of the default symbols are overloaded, they are
given here by name instead of symbol, with some added notes:
stone (solid rock, normally ' ')
vwall hwall tlcorn trcorn blcorn brcorn (room boundaries)
crwall tuwall tdwall tlwall trwall (wallified maze characters)
nodoor vodoor hodoor (no, vertical, horizontal open door)
vcdoor hcdoor (vertical, horizontal closed door)
ironbars tree room darkcorr litcorr
upstair dnstair upladder dnladder
altar grave throne sink fountain pool ice lava
vodbridge hodbridge (vertical, horizontal open drawbridge)
vcdbridge hcdbridge (vertical, horizontal closed drawbridge)
air cloud water
default: \ |--------||.-|++##.##<><>_\\#{}.}..##\ #}
effects like dungeon, but for special effects symbols
vbeam hbeam lslant rslant (generic zap beams)
digbeam flashbeam (special beams for digging and cameras)
boomleft boomright (boomerangs)
ss1 ss2 ss3 ss4 (shielding sequence)
sw_topl, sw_topm, sw_topr, (swallow, top row)
sw_midl, sw_midr, (swallow, middle row [no center])
sw_botl, sw_botm, sw_botr (swallow, bottom row)
extl extm extr (explosion matrix top row)
exml exmm exmr (explosion matrix middle row)
exbl exbm exbr (explosion matrix bottom row)
default: |-\\/*!)(0#@*/-\\||\\-//-\\|\ |\\-/
gender Your starting gender (gender:male or gender:female).
You may specify just the first letter. Although you can
still denote your gender using the "male" and "female"
options, the "gender" option will take precedence. [RANDOM]
horsename the name of your first horse [NONE]
menu_* create single character accelerators for menu commands. Below
is a list of all commands. Each is followed by a list of window-
ports that implement them: 'x' is X11, 't' is tty, 'g' is Gem,
'a' is Amiga.
menu_deselect_all deselect all items in a menu [-](gxta)
menu_deselect_page deselect all items on this page of a menu [\](gta)
menu_first_page jump to the first page in a menu [^](gta)
menu_invert_all invert all items in a menu [@](gxta)
menu_invert_page invert all items on this page of a menu [~](gta)
menu_last_page jump to the last page in a menu [|](gta)
menu_next_page goto the next menu page [>](gta)
menu_previous_page goto the previous menu page [<](gta)
menu_search search for a menu item [:](gxa)
menu_select_all select all items in a menu [.](gxta)
menu_select_page select all items on this page of a menu [,](gta)
monsters like dungeon, but for monster symbols
default: abcdefghijklmnopqrstuvwxyz
ABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \\&;:~]
msghistory number of top line messages to save [20]
name the name of your character [obtained by asking the system or
the player]
objects like dungeon, but for object symbols
default: ])[="(%!?+/$*`0_.
pettype your preferred type of pet (cat or dog), if your character
class uses both types; or none for no pet [RANDOM]
race Your starting race (e.g., race:Human, race:Elf). [RANDOM]
role Your starting role (e.g., role:Barbarian, role:Valk).
Although you can specify just the first letter(s), it will
choose only the first role it finds that matches; thus, it
is recommended that you spell out as much of the role name
as possible. You can also still denote your role by
appending it to the "name" option (e.g., name:Vic-V), but the
"role" option will take precedence. [RANDOM]
traps like dungeon, but for trap symbols
arrow_trap dart_trap falling_rock_trap squeaky_board
bear_trap land_mine rolling_boulder_trap sleeping_gas_trap
rust_trap fire_trap pit spiked_pit hole trap_door
teleportation_trap level_teleporter magic_portal web statue_trap
magic_trap anti_magic_trap polymorph_trap
default: ^^^^^^^^^^^^^^^^^"^^^^
windowtype windowing system to be used [depends on operating system]
Compound option if TTY_GRAPHICS was set at compile time:
msg_window the type of message window to use:
single -- One message at a time
full -- Full window with all saved top line messages
reverse -- Same as full, but messages printed most-recent-first
combination -- Two single messages, then as full
default: single
Some sample options lists are:
!autopickup,!tombstone,name:Gandalf,scores:own/3 top/2 around
female,nonews,dogname:Rover,dungeon: |--------||.-|++.##<><>_\\#{}.}..## #}
rest_on_space,!verbose,menustyle:traditional