# Crawl Init file # # Lines begining 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 begining and end of the line, as # well as imediately before and after the '='. All other whitespace # is left alone. # Here's a list of show_items types: # # ) Weapons # ( Missiles # [ Armour # / Wands # % Food # ? Scrolls # " or = jewellery # ! Potions # + or : Books # \ or | Staves # } Misc items # X Corpses show_items = %!?/ # character name defaults to the previous game's # enter_latest_name = true # offset of assigned letters for picked items # pick_items_start = a # stash_tracking # # stash_tracking = explicit # stash_tracking = dropped # stash_tracking = all stash_tracking = explicit # Dumping places of each kill. Use 'none' to suppress place display altogether, # 'all' to display all known kill places, anything else to default to showing # the kill place only for single kills dump_kill_places = one # The number of messages to be displayed in character dump files. Defaults to 4 dump_message_count = 20 # Set to false to disable targeting zero exp monsters in hostile targeting mode # target_zero_exp = false # travel_delay # How long travel waits after each move (milliseconds). # -1:off 0-2000:on # travel_delay = -1 # Substrings that will stop travel if they're present in any message the game # displays. Substrings can be comma separated, and multiple stop_travel lines # are accepted. # # Stop travel if Xom grants us a gift suddenly. stop_travel = Something appears # Prevent travel from routing through shallow water. # travel_avoid_terrain = shallow water # To use tile or ascii. Minimap and mouse operations are available # in both modes. # use_tile = true # Use isometric quasi-3D tile display # use_iso_mode = true # Rotate direction keys (numpad 1-9 and hjklyubn) 45 degrees in iso-mode # rotate_numpad = true # Rotate minimap 45 degrees in iso-mode # Note that it takes much larger spaces and may not fit in the screen rotate_minimap = true # Player name # #name = kernel # crawl_dir # # Directory for reading macro.txt and init.txt, and dumping characters. # It should end with the path delimiter. #crawl_dir=/home/bwross/crawl/ # Here's a list of autopickup types: # # ) Weapons # ( Missiles # [ Armour # / Wands # % Food # ? Scrolls # " or = jewellery # ! Potions # + or : Books # \ or | Staves # 0 Orbs # } Misc items # X Corpses # $ Gold autopickup = $?!:"/0%\} # ban_pickup # # You can suppress pickup of objects altogether by using ban_pickup lines in # init.txt. # Any object whose short description matches any substring in a ban_pickup line # will not be subject to autopickup. # # Examples: ban_pickup = degeneration,decay,confusion ban_pickup = inaccuracy # pickup_thrown # # Autopickup can be used to pick up missiles you've thrown/fired. # Set pickup_thrown = true to activate this. pickup_thrown = true # pickup_dropped # # You can suppress autopickup of items you've dropped by setting # pickup_dropped = false pickup_dropped = false # verbose_dump # # verbose dump causes less important item details to appear in character dumps #verbose_dump = false # colour_map # # Colours out of sight map features on the playing screen colour_map = true # clean_map # # Cleans up out of sight monsters and clouds on the map clean_map = false # easy_open # # Open doors by moving on to them #easy_open = false # easy_butcher # # Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!) easy_butcher = true # easy_armour # # Allows auto removal of armour when dropping it #easy_armour = false # easy_confirm # # Make confirmation queations easier to answer: # none = force capitals on Y/N questions # safe = force only on questions that will end game # all = never force capitals # # WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y', # which can result in accidentally answering yes to questions; it is # suggested that you use a value of 'none' or 'safe' easy_confirm = safe # easy_quit_item_lists # # Setting this option to true allows the quitting of item listing with # space as well as escape. These lists are essentially all of those # that are requesting an inventory item and accept '?' and '*'. # # The identify list will never easy quit. The default is false. #easy_quit_item_lists = true # stress_cursed # stress_cursed = true # show_uncursed # # This option adds the text "uncursed" to items where the # curse status is relevent and known. Does not bother to # show "uncursed" on items that are fully identified (showing pluses), # since that wound be redundant and waste space. show_uncursed = true # weapon # # The weapon option allows defaulting on the weapon selection screen # # Valid weapons are short sword, hand axe, spear, mace, and trident... # although tridents are restricted to only merfolk and gladiators, so # you'll get queries for the illegal cases. #weapon = hand axe # These allow auto-selection of other third-screen options. # # Select "random" for random choice. # # chaos_knight => Xom or Makhleb # death_knight => necromancy or Yredelemnul # priest => Zin or Yredelemnul # #chaos_knight = xom #death_knight = necromancy #priest = random # random_pick # # The random_pick option will randomly generate a character. # The above options (weapons and class options) will override where # appropriate. # #random_pick = true # Macro colours to other colours # # Useful for terminals where some colours are hards to read (and cannot # be adjusted), as well as for creating a custom scheme, especially # when used with the background option on a terminal with a non-black # background. # # Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and # the NEWCOLOUR is always literal (ie. it won't re-evaluate to a different # colour). # # The colours are: # # black, blue, green, cyan, red, magenta, brown, lightgrey, darkgrey, # lightblue, lightgreen, lightcyan, lightred, lightmagenta, yellow, white # # lightgray = lightgrey, darkgray = darkgrey #colour.lightgray = black #colour.white = black #colour.lightcyan = cyan #colour.yellow = brown # always_greet # # always_greet will give the race/class and god messages everytime the # game is started. # always_greet = true # background # # Set the default background colour of your window # Warning: setting this to a value different than the window's background # colour, will probably result in some very ugly results. #background = white # friend_brand # # Brand friendly monsters with a curses attribute... these might not # do what you think, it depends on the terminal being used (and won't # work with non-curses compiles). # # Available options, with typical results: # # standout -- often the same as reverse, might be underline or dim # bold -- used by colour curses for brightening foreground colours # blink -- used by colour curses for brightening background colours # reverse -- this will probably work # dim -- probably no effect # underline -- this will probably work # # This is somewhat interesting (blink here is used to give friends a # dark grey background, and then we change dark grey so we can see bats): # # friend_brand = blink # colour.darkgrey = magenta friend_brand = reverse # Message channel options: # # Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain) # # CHANNEL_NAME can currently be one of these: # plain = regular text (and things "uncoloured") # prompt = input prompts to the player # god = messages from the gods # duration = messages about character spells/effects wearing off # danger = serious threats to the characters existence # food = warnings about food # warning = various other warnings # recovery = recovery from disease/stat loss/poison conditions # talk = monsters talking (acting) # intrinsic_gain = level/stat/species power gains # mutation = gain/lose mutations # monster_spell = messages about monsters gesturing and casting spells # monster_enchant = messages pertaining to monster enchantments (up or down) # monster_damage = messages telling how damaged a monster is # rotten_meat = messages about chunks/corpses becoming rotten # # COLOUR can be any of the colours in the colour section above. # # Other channel options: # # mute = show no messages from channel (dangerous, be careful!) # default = turn channel on to it's default scheme # alternate = turn channel on to it's alternate "colourful" scheme # on = same as default # plain = make channel the same colour as the "plain" channel # (won't do anything silly like "mute" if plain == mute, though) # off = same as plain # # Note: The only multi-colour channels currently are monster_damage and # god. Setting god to a COLOUR will make all god messages that # colour. Setting monster_damage to a colour will make the # "monster dies" messages that colour, and the "injured" messages # will be plain coloured. More control of these and other channels # will be coming later. # #channel.plain = green #channel.talk = mute #channel.warning = plain #channel.diagnostic = mute #channel.rotten_meat = yellow #channel.god = alternate #channel.mutation = green # hp_warning # # hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel # when the player takens damage and their hitpoints are less than this # percentage of their maximum (use 0 to turn off these messages). hp_warning = 25 # race # # Use to preselect race. Argument can be: # # - letter used in the character creation process # - two letter abbreviation used on the high score board # - a string to match against the full name #race = human # class # # Used to preselect class. Same format as race option above. #class = fighter # wiz_mode # # Wizard mode options (available only in WIZARD compiles): # # yes = start games in wizard mode (game might not be scored) # no = still allows player to enter wizard mode after start of game # never = never allow a wizard command to be used # wiz_mode = no # Fire command options # # fire_items_start - sets the first inventory item to consider (default is a) # # fire_order - controls when to consider types of items # # launcher, dart, stone, dagger, spear, handaxe, club # # The list should be on one line, with commas between items. # # Launcher refers to firing the appropriate missile for the wielded # weapon (ie crossbow, bow, sling)... you'll probably want it first, as # it'll be ignored when you're not wielding a ranged weapon. The default # is "launcher, dart" which matches the old behaviour. # fire_items_start = c fire_order = launcher, dart, stone, spear, handaxe, dagger, club # auto_list # # Setting this to true if you want to automatically list appropriate # inventory items for commands like quaff and read. This is like # immediately hitting '?', and can be confusing to beginners because # they won't get to see the prompts. # # This option does not apply to spell casting... Conjurers would probably # find that really annoying. auto_list = true # Input buffer flushing options (flush.*) # # These are useful when using macros. Setting one of these # sub-options to true will cause the entire input buffer to # be dumped and thus effectively stop the macro. # # The sub-options currently are (and their defaults): # # failure -- when spells/abilities get miscast (true) # command -- whenever the game is aboutn to get the next command (false) # message -- whenever the game outputs a non-mute message (false) #flush.failure = false #flush.command = true #flush.message = true # lowercase_invocations # # Set this option to true if you prefer to have invocations on 'a'-'e' # instead of the traditional 'A'-'E' (which is the default). # lowercase_invocations = true # terse_hand # # Set this to false to have the "in hand" description on the main screen # the same as the inventory. The default setting of true will give the # newer more terse description that should fit the limited space better # (but will be harder for newbies to understand). #terse_hand = false # delay_message_clear - experimental (may be ugly at points) # # Setting this option to true will delay the clearing of messages until # the message space is full (default is false which results in clearing # between player actions). #delay_message_clear = true # use_cake # use_cake = true #### Up-to-date config lives on Github: #### https://github.com/MarvinPA/MarvinPA.rc #### edited by Berath Hraban #### Autopickup autopickup = $?!% ae := autopickup_exceptions ae = # Exceptions ae += (useless|evil)_item ae += dangerous_item.*scrolls? of (holy word|noise|torment) ae += scrolls? of (immolation|vulnerability) ae += potions? of (berserk rage|flight|invisibility|lignification|mutation) ae += (beef jerk|pizza) : if you.race() ~= "Vampire" then ae += potions? of.*blood : end # Inclusions ae += 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 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 -- Autopickup of stackable items -- Doesn't work properly at the moment, oops local function pickup_stackable(it, name) local class = it.class(true) local subtype = it.subtype() local ego = it.ego(true) if class == "miscellaneous" and (subtype == "fan of gales" or subtype == "lamp of fire" or subtype == "phial of floods" or subtype == "stone of tremors" or subtype == "disc of storms" or subtype == "lantern of shadows" or subtype == "crystal ball of energy") then if it.stacks() then return false end elseif class == "potion" or class == "scroll" or class == "missile" or class == "miscellaneous" then if it.stacks() then return true end end return end clear_autopickup_funcs() add_autopickup_func(pickup_equipment) add_autopickup_func(pickup_stackable) } default_autopickup = true pickup_thrown = true assign_item_slot = forward pickup_menu_limit = 1 drop_filter = drop_filter += useless_item #### Travel & exploration travel_delay = -1 explore_delay = -1 rest_delay = -1 explore_greedy = true explore_stop = explore_stop += items,wands,rods,stairs,shops,altars,portals,runed_doors explore_stop += greedy_items,greedy_pickup_smart,greedy_visited_item_stack auto_sacrifice = true auto_butcher = true travel_key_stop = true auto_exclude = auto_exclude += oklob,statue,roxanne,hyperactive,lightning spire #### Resting runrest_safe_poison = 80:100 runrest_ignore_monster = runrest_ignore_monster += ^butterfly$:1 runrest_ignore_monster += ^wandering mushroom$:1 rest_wait_both = true rest_wait_percent = 85 #### Interface & commands default_manual_training = true autopickup_starting_ammo = true auto_switch = false travel_open_doors = true easy_unequip = true equip_unequip = true jewellery_prompt = true show_uncursed = true easy_confirm = all allow_self_target = no confirm_butcher = never easy_eat_chunks = true auto_eat_chunks = true easy_quit_item_prompts = false easy_exit_menu = false ability_menu = false easy_floor_use = true sort_menus = true:equipped,identified,basename,art,ego,glowing,qualname,curse,charged,slot autofight_stop = 1 autofight_warning = 0 autofight_hunger_stop = 0 autofight_throw = false autofight_throw_nomove = true autofight_fire_stop = false autofight_caught = true autofight_wait = true autofight_prompt_range = false fail_severity_to_confirm = 3 easy_door = false warn_hatches = false enable_recast_spell = false #### Messages & display hp_warning = 50 mp_warning = 2 hp_colour = 100:green, 99:lightgray, 75:yellow, 50:lightred, 25:red mp_colour = 100:green, 99:lightgray, 75:yellow, 50:lightred, 25:red stat_colour -= 3:red status_caption_colour = brown enemy_hp_colour = green green brown brown magenta red lightgrey clear_messages = false show_more = true small_more = true show_newturn_mark = true show_game_turns = true item_stack_summary_minimum = 4 msg_condense_repeats = false msg_condense_short = true show_travel_trail = true skill_focus = false default_show_all_skills = false 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 view_delay = 300 use_animations = use_animations += beam,range cloud_status = true #tile_display_mode = hybrid #### Character dump & notes dump_on_save = true dump_item_origins = none dump_item_origin_price = -1 dump_message_count = 30 dump_order = header,hiscore,stats,misc,mutations,skills,spells,inventory dump_order += overview,screenshot,monlist,messages,action_counts,vaults dump_order += notes,kills dump_book_spells = true note_items = note_items += of Zot,experience,acquirement,running,of resistance,Archmagi note_items += crystal plate armour,dragon armour note_items += artefact,wand of (heal wounds|hasting|teleportation) note_monsters = note_monsters += orb of fire note_hp_percent = 10 note_all_skill_levels = true note_xom_effects = true note_messages = note_messages += Your scales start note_messages += You feel monstrous note_messages += protects you from harm note_messages += You (fall through|are sucked into) a shaft note_chat_messages = false note_dgl_messages = true #### Autoinscriptions ai := autoinscribe ai += (bad|dangerous)_item.*potion:!q ai += (bad|dangerous)_item.*scroll:!r ai += potions? of berserk rage:!q ai += scrolls? of silence:!r ai += staff of (Wucad Mu|conjuration|energy|power|wizardry):!a ai += wand of (heal wounds|hasting|teleportation):!d ai += (large rock|throwing net|curare|of dispersal):=f ai += scrolls? of identify:@r1 ai += potions? of curing:@q1 ai += potions? of heal wounds:@q2 ai += wand of heal wounds:@v2 ai += potions? of haste:@q3 ai += wand of hasting:@v3 ai += scrolls? of teleportation:@r4 ai += wand of teleportation:@v4 : if you.race() == "Vampire" then ai += potions? of.*blood:@q4 : end : if you.god() == "Fedhas" then ai += fruit:!e : end show_god_gift = unident #### Key bindings # Useless commands bindkey = [R] CMD_NO_CMD_DEFAULT bindkey = [T] CMD_NO_CMD_DEFAULT bindkey = [O] CMD_NO_CMD_DEFAULT bindkey = [}] CMD_NO_CMD_DEFAULT # Macro keys bindkey = [`] CMD_NO_CMD_DEFAULT bindkey = [1] CMD_NO_CMD_DEFAULT bindkey = [2] CMD_NO_CMD_DEFAULT bindkey = [3] CMD_NO_CMD_DEFAULT bindkey = [4] CMD_NO_CMD_DEFAULT bindkey = [6] CMD_NO_CMD_DEFAULT bindkey = [7] CMD_NO_CMD_DEFAULT bindkey = [8] CMD_NO_CMD_DEFAULT bindkey = [9] CMD_NO_CMD_DEFAULT # Wizmode # bindkey = [&] CMD_NO_CMD_DEFAULT # Targeting bindkey = [\] CMD_TARGET_OBJ_CYCLE_FORWARD bindkey = [^I] CMD_TARGET_CYCLE_FORWARD # Saving bindkey = [S] CMD_SAVE_GAME_NOW #### Item colours item := item_glyph item = item += (potion|scroll|wand|jewellery):lightgrey item += spellbook:red item += wand of (heal wounds|hasting|teleportation):yellow item += scrolls? of (blinking|teleportation):yellow item += potions? of (haste|heal wounds|curing|magic):yellow item += scrolls? of (acquirement|brand weapon|enchant|recharging):cyan item += potions? of (beneficial mutation|cure mutation|experience):cyan item += unidentified.*(potion|scroll|book|wand|jewellery):lightblue item += unidentified.*manual:white item += useless_item.*(potion|scroll):darkgrey # Food item += (corpse|chunk):white #item += mutagenic.*(corpse|chunk):darkgrey item += forbidden.*(corpse|chunk):darkgrey item += inedible.*(corpse|chunk):darkgrey #### Messages ignore := runrest_ignore_message ignore = stop := runrest_stop_message stop = more := force_more_message more = # Annoyances ignore += Jiyva gurgles merrily ignore += Jiyva appreciates your sacrifice ignore += Jiyva says: Divide and consume ignore += You hear.*splatter ignore += You feel.*sick ignore += disappears in a puff of smoke ignore += engulfed in a cloud of smoke ignore += standing in the rain ignore += engulfed in white fluffiness ignore += A.*toadstool withers and dies ignore += toadstools? grow ignore += You walk carefully through the ignore += Eating .*chunk ignore += This .*flesh tastes ignore += You .* eating ignore += chunks of flesh in your inventory.*rotted away ignore += The winds around you calm down. ignore += Lightning arcs down from a storm cloud ignore += (crumbles|melts) away\. ignore += grinding sound ignore += contamination has completely ignore += rod.*has recharged ignore += your breath back ignore += pray: ignore += talk: ignore += talk_visual: ignore += friend_spell: ignore += friend_enchant: ignore += friend_action: ignore += sound: # Bad things stop += found.*trap stop += (blundered into a|invokes the power of) Zot stop += You fall through a shaft stop += A sentinel's mark forms upon you\. stop += A huge blade swings out and slices into you stop += (starving|devoid of blood) stop += wrath finds you stop += lose consciousness # Expiring effects stop += You feel yourself slow down stop += You are starting to lose your buoyancy stop += Your hearing returns stop += Your transformation is almost over stop += back to life stop += time is quickly running out stop += life is in your own hands stop += is no longer charmed stop += Your skin stops crawling : if you.race() == "Ghoul" then stop += smell.*(rott(ing|en)|decay) stop += something tasty in your inventory : end :if you.god() == "Xom" then stop += god: :else ignore += god: :end stop += hell_effect: # Important features : if you.god() == "Ashenzari" then more += You have a vision of.*gates? : else 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 += heat about you more += crackle of arcane power : end more += The mighty Pandemonium lord .* resides here more += You pick up the .* rune and feel its power # Religion more += press .* to convert to Beogh more += welcomes you( back)?! more += You have lost your religion more += grants you a gift more += offers you knowledge of more += believes you are ready to make a new sacrifice more += may now remember your ancestor more += may now specialize your ancestor # Abyss more += is wielding.*distortion more += there is a.*distortion more += of distortion comes into view. more += You are cast .*into the Abyss more += The Abyss bends around you more += Found a gateway leading out of the Abyss more += a gateway leading .* appears more += Found .* abyssal rune of Zot # Interrupts more += You don't .* that spell more += You fail to use your ability more += You miscast.*(Blink|Borgnjor|Door|Haste|Invisibility) more += You can't (read|drink|do) more += You cannot .* while unable to breathe more += You cannot .* in your current state more += when .*silenced more += too confused more += There's something in the way more += There's nothing to (close|open) nearby more += not good enough to have a special ability more += You are too berserk more += no means to grasp more += That item cannot be evoked more += This wand has no charges more += You are held in a net more += You don't have any such object more += You can't unwield more += enough magic points more += You don't have the energy to cast that spell # Bad things more += Your surroundings flicker more += You cannot teleport right now more += You fall through a shaft more += You fall into the water more += You fall into the lava more += Careful! more += You focus on prolonging your flight more += A sentinel's mark forms upon you more += (blundered into a|invokes the power of) Zot more += enter a teleport trap more += Ouch! That really hurt! more += dispelling energy hits you more += You convulse more += You are blasted by holy energy! more += You are (blasted|electrocuted)! more += You are.*(confused|poisoned) : if you.race() ~= "Ghoul" then more += flesh rotting :end more += (starving|devoid of blood) more += god:(sends|finds|silent|anger) more += You feel a surge of divine spite more += disloyal to dabble more += lose consciousness more += You are too injured to fight blindly more += calcifying dust hits more += You are slowing down more += Space warps.*around you more += Space bends around you more += watched by something more += flickers and vanishes! more += breaks free of your control more += doesn't seem very happy more += is no longer charmed # Hell effects more += hell_effect: # Expiring effects more += You feel yourself slow down 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 += time is quickly running out more += life is in your own hands more += Your shroud falls apart more += You start to feel a little slower more += You feel less protected from missiles # Prompts more += You bow before the missionary of Beogh more += You .* the altar of more += will bless one of your weapons more += will bloody your weapon with pain more += will brand one of your weapons more += will supercharge a wand or rod more += It is a scroll of amnesia more += It is a scroll of brand weapon more += It is a scroll of enchant armour more += It is a scroll of enchant weapon more += It is a scroll of identify more += It is a scroll of recharging more += This is a scroll of acquirement more += You feel more experienced more += A flood of memories washes over you more += There's only one card left more += The deck only has .* cards more += The deck has exactly five cards more += You draw the first five cards more += You deal a card # Others more += You have reached level more += You rejoin the land of the living more += You have finished (your manual|forgetting about) more += Your scales start more += You feel monstrous more += Jiyva alters your body : if you.god() == "Xom" then more += god: : end #### Message colours $danger := lightred $warning := yellow $boring := darkgrey msc := message_colour msc = menu := menu_colour menu = # TODO: recheck all of this # Multi-turn channel.multiturn = mute # Allies msc += mute:returns to your side msc += mute:a demon appears msc += lightgrey:The deck of cards disappears msc += mute:puff of smoke msc += mute:carefully avoids msc += mute:is recalled msc += mute:wall.*burn.*your msc += mute:dissolves? into (sparkling lights|shadows) msc += mute:(crumbles|melts) away\. msc += mute:(merges|forms) itself .* the air msc += mute:you swap places msc += mute:your.*(looks stronger|shudders|resists) msc += mute:your.*(stumbles backwards|holds.*ground) # msc += mute:(something|your).*(misses|does no damage) msc += mute:your.*(blinks|safely over) msc += mute:(phases out.*|misses) (your|something).* msc += mute:your.*(picks up|drops) msc += mute:your.*basks in the mutagenic energy msc += mute:your.*(struggles|tears|pulls away).*(web|net) msc += mute:constricts?.*no damage # Prayer channel.pray += mute # Jiyva msc += mute:slurping|squelching msc += mute:splits in two msc += mute:You feel.*(less hungry|power returning|better) # Uskayaw msc += mute:force your foes to # Spellcasting spam reduction (by dianne) # Macro z and Z to ===force_cast_spell msc += mute:Cast which spell\? \( msc += mute:^Casting.* msc += mute:Confirm with \. or Enter, or press \? or \* to list all spells\. msc += mute:Press\: \? - help, Shift-Dir - straight line, f - you msc += mute:for a list of commands and other information { function force_cast_spell() crawl.mpr('Cast which spell?') crawl.flush_prev_message() crawl.process_keys('Z') end } # Other msc += mute:meld.*your body msc += mute:This .* flesh tastes msc += mute:begins to bleed from.*wounds msc += mute:writhes in agony as.*flesh msc += mute:An air elemental.*itself.*the air msc += mute:You feel a.*surge of power msc += mute:Your legs become a tail as you enter the water msc += mute:You cannot train any new skill msc += mute:Moving in this stuff is going to be slow msc += mute:chunks of flesh in your inventory.*rotted away msc += mute:Eating .*chunk msc += mute:You butcher # Default colours msc += $danger:drains you msc += $danger:feel drained msc += $danger:strangely unstable msc += $danger:curare-tipped.*hits you msc += $danger:Space warps.* around you msc += $danger:Space bends around you msc += $danger:sense of stasis msc += $danger:clumsily bash msc += $danger:goes berserk msc += $danger:Forgetting.* will destroy the book msc += $danger:The blast of calcifying dust hits you msc += $danger:You are engulfed in calcifying dust msc += $danger:is moving more slowly msc += lightgrey:Something appears (at your feet|before you) msc += $danger:^Something .* you msc += $danger:You block its attack msc += $danger:constricts you msc += $danger:you convulse msc += $danger:You feel a build-up of mutagenic energy msc += $danger:place you under penance msc += $item_dmg:acid corrodes msc += $item_dmg:catch(es)? fire msc += $item_dmg:freezes? and shatters? msc += $item_dmg:covered with spores msc += $item_dmg:devours some of your food msc += $item_dmg:rots? away msc += $warning:ticking.*clock msc += $warning:dying ticks msc += $warning:distant snort msc += $warning:odd grinding sound msc += $warning:creaking of ancient gears msc += $warning:floor suddenly vibrates msc += $warning:a sudden draft msc += $warning:coins.*counted msc += $warning:tolling.*bell msc += $warning:roar of battle msc += $warning:creaking.*portcullis msc += $warning:portcullis is probably msc += $warning:wave of frost msc += $warning:crackling.*melting msc += $warning:hiss.*sand msc += $warning:sound.*rushing water msc += $warning:rusting.*drain msc += $warning:drain falling apart msc += $warning:oppressive heat msc += $warning:rumble.*avalanche of rocks msc += $warning:crackle.*arcane power msc += $warning:crackle.*magical portal msc += $warning:fails to return msc += $warning:no longer ripe msc += $boring:You start (resting|waiting) msc += $boring:Unknown command msc += $boring:but (do no|doesn't do any) damage msc += $boring:(prevent|prevents) you from hitting # Selected items menu += inventory:white:\w \+\s menu += inventory:white:\w \#\s menu += darkgrey:(melded) menu += red:.*evil_item.* menu += lightred: cursed menu += darkgrey:.*useless_item.* menu += inventory:lightgreen:.*equipped.* menu += white:.*artefact.* menu += lightblue:^unidentified .*(potion|scroll|wand|jewellery|deck).* menu += lightblue:^unidentified .*weapon.*(runed|glowing) menu += lightblue:^unidentified .*armour.*(runed|glowing) menu += lightblue:^unidentified .*armour.*(embroidered|shiny|dyed) menu += yellow:heal wounds # Food menu += darkgrey:.*inedible.* #menu += darkgrey:.*evil_eating.* #menu += darkgrey:.*mutagenic.*