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dat/opthelp
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dat/opthelp
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Boolean options not under specific compile flags (with default values in []):
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(You can learn which options exist in your version by checking your current
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option setting, which is reached via the 'O' cmd.)
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autopickup automatically pick up objects you move over [TRUE]
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autoquiver when firing with an empty quiver, select some
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suitable inventory weapon to fill the quiver [FALSE]
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BIOS allow the use of IBM ROM BIOS calls [FALSE]
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confirm ask before hitting tame or peaceful monsters [TRUE]
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DECgraphics use DEC/VT line-drawing characters for the dungeon [FALSE]
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eight_bit_tty send 8-bit characters straight to terminal [FALSE]
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extmenu use a menu for selecting extended commands (#) [FALSE]
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fixinv try to retain the same letter for the same object [TRUE]
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help print all available info when using the / command [TRUE]
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IBMgraphics use IBM extended characters for the dungeon [FALSE]
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ignintr ignore interrupt signal, including breaks [FALSE]
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legacy print introductory message [TRUE]
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lit_corridor show a dark corridor as lit if in sight [FALSE]
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mail enable the mail daemon [TRUE]
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null allow nulls to be sent to your terminal [TRUE]
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try turning this option off (forcing NetHack to use its own
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delay code) if moving objects seem to teleport across rooms
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number_pad use the number keys to move instead of yuhjklbn [FALSE]
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perm_invent keep inventory in a permanent window [FALSE]
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prayconfirm use confirmation prompt when #pray command issued [TRUE]
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pushweapon when wielding a new weapon, put your previously
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wielded weapon into the secondary weapon slot [FALSE]
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rawio allow the use of raw I/O [FALSE]
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rest_on_space count the space bar as a rest character [FALSE]
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safe_pet prevent you from (knowingly) attacking your pet(s) [TRUE]
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silent don't use your terminal's bell sound [TRUE]
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sortpack group similar kinds of objects in inventory [TRUE]
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sound enable messages about what your character hears [TRUE]
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(note: this has nothing to do with your computer's audio
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capabilities, and the game resets it periodically)
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sparkle display sparkly effect for resisted magical [TRUE]
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attacks (e.g. fire attack on fire-resistant monster)
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standout use standout mode for --More-- on messages [FALSE]
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time display elapsed game time, in moves [FALSE]
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tombstone print tombstone when you die [TRUE]
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toptenwin print topten in a window rather than stdout [FALSE]
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verbose print more commentary during the game [TRUE]
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There are further boolean options controlled by compilation flags.
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Boolean option if INSURANCE was set at compile time:
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checkpoint save game state after each level change, for possible [TRUE]
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recovery after program crash
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Boolean option if NEWS was set at compile time:
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news print any news from game administrator on startup [TRUE]
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Boolean option if MFLOPPY was set at compile time:
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checkspace check free disk space before writing files to disk [TRUE]
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Boolean option if EXP_ON_BOTL was set at compile time:
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showexp display your accumulated experience points [FALSE]
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Boolean option if SCORE_ON_BOTL was set at compile time:
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showscore display your approximate accumulated score [FALSE]
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Boolean options if TEXTCOLOR was set at compile time:
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color use different colors for objects on screen [TRUE for micros]
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hilite_pet display pets in a highlighted manner [FALSE]
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Boolean option if TIMED_DELAY was set at compile time (tty interface only):
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timed_delay on unix and VMS, use a timer instead of sending
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extra screen output when attempting to pause for
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display effect. on MSDOS without the termcap
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lib, whether or not to pause for visual effect. [TRUE]
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Boolean option if USE_TILES was set at compile time (MSDOS protected mode only):
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preload_tiles control whether tiles get pre-loaded into RAM at the
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start of the game. Doing so enhances performance
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of the tile graphics, but uses more memory. [TRUE]
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Any Boolean option can be negated by prefixing it with a '!' or 'no'.
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Compound options are written as option_name:option_value.
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Compound options which can be set during the game are:
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boulder override the default boulder symbol with another default:`
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disclose the types of information you want offered at the end of the
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game [all]
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fruit the name of a fruit you enjoy eating [slime mold]
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(basically a whimsy which NetHack uses from time to time).
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menustyle user interface for selection of multiple objects:
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Traditional -- one object at a time prompting;
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Combination -- prompt for classes of interest, then menu;
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Partial -- skip class prompt, use menu of all objects;
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Full -- menu for classes of interest, then object menu;
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only the first letter ('T','C','P','F') matters; 'N' (None)
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is a synonym for 'T', as is boolean style negation [Full]
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packorder a list of default symbols for kinds of objects that gives the
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order in which your pack will be displayed [")[%?+!=/(*`0_]
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(If you specify only some kinds of items, the others from the
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default order will be appended to the end.)
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pickup_burden when you pick up an item that exceeds this encumberance
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level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
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or overLoaded), you will be asked if you want to continue. [S]
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pickup_types a list of default symbols for kinds of objects to autopickup
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when that option is on [all]
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scores the parts of the score list you wish to see when the game ends
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You choose a combination of top scores, scores around the top
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scores, and all of your own scores. [!own/3 top/2 around]
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suppress_alert disable various version-specific warnings about changes
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in game play or the user interface, such as notification given
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for the 'Q' command that quitting is now done via #quit
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(e.g., use suppress_alert:3.3.1 to stop that and any other
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notifications added in that version or earlier) default: (none)
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Compound options which may be set only on startup are:
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align Your starting alignment (align:lawful, align:neutral,
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or align:chaotic). You may specify just the first letter. [RANDOM]
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catname the name of your first cat [NONE]
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dogname the name of your first dog [NONE]
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dungeon a list of symbols to be used in place of the default ones for
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drawing the dungeon.
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The symbols are subjected to a fair amount of processing, so
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that you can use C-style escapes such as \n or \081 as well as
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indicate control characters by ^x or meta characters by \Mx.
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As usual, \ can force the next character to be taken literally.
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Since many of the default symbols are overloaded, they are
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given here by name instead of symbol, with some added notes:
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stone (solid rock, normally ' ')
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vwall hwall tlcorn trcorn blcorn brcorn (room boundaries)
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crwall tuwall tdwall tlwall trwall (wallified maze characters)
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nodoor vodoor hodoor (no, vertical, horizontal open door)
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vcdoor hcdoor (vertical, horizontal closed door)
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ironbars tree room darkcorr litcorr
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upstair dnstair upladder dnladder
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altar grave throne sink fountain pool ice lava
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vodbridge hodbridge (vertical, horizontal open drawbridge)
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vcdbridge hcdbridge (vertical, horizontal closed drawbridge)
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air cloud water
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default: \ |--------||.-|++##.##<><>_\\#{}.}..##\ #}
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effects like dungeon, but for special effects symbols
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vbeam hbeam lslant rslant (generic zap beams)
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digbeam flashbeam (special beams for digging and cameras)
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boomleft boomright (boomerangs)
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ss1 ss2 ss3 ss4 (shielding sequence)
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sw_topl, sw_topm, sw_topr, (swallow, top row)
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sw_midl, sw_midr, (swallow, middle row [no center])
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sw_botl, sw_botm, sw_botr (swallow, bottom row)
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extl extm extr (explosion matrix top row)
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exml exmm exmr (explosion matrix middle row)
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exbl exbm exbr (explosion matrix bottom row)
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default: |-\\/*!)(0#@*/-\\||\\-//-\\|\ |\\-/
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gender Your starting gender (gender:male or gender:female).
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You may specify just the first letter. Although you can
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still denote your gender using the "male" and "female"
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options, the "gender" option will take precedence. [RANDOM]
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horsename the name of your first horse [NONE]
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menu_* create single character accelerators for menu commands. Below
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is a list of all commands. Each is followed by a list of window-
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ports that implement them: 'x' is X11, 't' is tty, 'g' is Gem,
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'a' is Amiga.
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menu_deselect_all deselect all items in a menu [-](gxta)
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menu_deselect_page deselect all items on this page of a menu [\](gta)
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menu_first_page jump to the first page in a menu [^](gta)
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menu_invert_all invert all items in a menu [@](gxta)
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menu_invert_page invert all items on this page of a menu [~](gta)
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menu_last_page jump to the last page in a menu [|](gta)
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menu_next_page goto the next menu page [>](gta)
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menu_previous_page goto the previous menu page [<](gta)
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menu_search search for a menu item [:](gxa)
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menu_select_all select all items in a menu [.](gxta)
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menu_select_page select all items on this page of a menu [,](gta)
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monsters like dungeon, but for monster symbols
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default: abcdefghijklmnopqrstuvwxyz
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ABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \\&;:~]
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msghistory number of top line messages to save [20]
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name the name of your character [obtained by asking the system or
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the player]
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objects like dungeon, but for object symbols
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default: ])[="(%!?+/$*`0_.
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pettype your preferred type of pet (cat or dog), if your character
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class uses both types [RANDOM]
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race Your starting race (e.g., race:Human, race:Elf). [RANDOM]
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role Your starting role (e.g., role:Barbarian, role:Valk).
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Although you can specify just the first letter(s), it will
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choose only the first role it finds that matches; thus, it
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is recommended that you spell out as much of the role name
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as possible. You can also still denote your role by
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appending it to the "name" option (e.g., name:Vic-V), but the
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"role" option will take precedence. [RANDOM]
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traps like dungeon, but for trap symbols
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arrow_trap dart_trap falling_rock_trap squeaky_board
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bear_trap land_mine rolling_boulder_trap sleeping_gas_trap
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rust_trap fire_trap pit spiked_pit hole trap_door
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teleportation_trap level_teleporter magic_portal web statue_trap
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magic_trap anti_magic_trap polymorph_trap
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default: ^^^^^^^^^^^^^^^^^"^^^^
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windowtype windowing system to be used [depends on operating system]
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Some sample options lists are:
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!autopickup,!tombstone,name:Gandalf,scores:own/3 top/2 around
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female,nonews,dogname:Rover,dungeon: |--------||.-|++.##<><>_\\#{}.}..## #}
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rest_on_space,!verbose,menustyle:traditional
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