I stated out by changing dat/opthelp to stop shouting the boolean defaults: [TRUE] -> [True], [FALSE] -> [False]. I ended up doing a partical reconcilliation between ?g (dynamic list of options) and ?h (dat/opthelp). There were several inapplicable options in the dynamic list, so this changes option_help() to avoid those. I barely glanced at the compound options so they may not sync up.
339 lines
21 KiB
Plaintext
339 lines
21 KiB
Plaintext
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' command.)
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acoustics can your character hear anything [True]
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autodescribe describe the terrain under cursor [False]
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autodig dig if moving and wielding digging tool [False]
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autoopen walking into a door attempts to open it [True]
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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 [False]
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suitable inventory weapon to fill the quiver
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autounlock when opening a locked door or looting a locked [True]
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container while carrying a key, offer to use it
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BIOS allow the use of IBM ROM BIOS calls [False]
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blind your character is permanently blind [False]
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bones allow loading bones files [True]
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clicklook look at map by clicking right mouse button [False]
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cmdassist give help for errors on direction & other commands [True]
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confirm ask before hitting tame or peaceful monsters [True]
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dark_room show floor not in sight in different color [True]
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eight_bit_tty send 8-bit characters straight to terminal [False]
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extmenu tty, curses: use menu for # (extended commands) [False]
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X11: menu has all commands (T) or traditional subset (F)
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female deprecated; use compound option gender:female [False]
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fixinv try to retain the same letter for the same object [True]
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force_invmenu commands asking for inventory item show a menu [False]
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goldX when filtering objects by bless/curse state, [False]
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whether to classify gold as X (unknown) or U (uncursed)
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help print all available info when using the / command [True]
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herecmd_menu show menu of some possible commands when clicking
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on yourself or next to you with mouse [False]
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ignintr ignore interrupt signal, including breaks [False]
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implicit_uncursed omit "uncursed" from inventory, if possible [True]
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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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lootabc use a/b/c rather than o/i/b when looting [False]
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mail enable the mail daemon [True]
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mention_decor give feedback when walking across stairs, altars, [False]
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fountains, and such even when not obscured by objects
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mention_walls give feedback when walking against a wall [False]
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menu_objsyms show object symbols in menus if it is selectable [False]
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menu_overlay overlay menus on the screen and align to right [True]
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menucolors enable MENUCOLOR pattern matching to highlight [False]
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lines in object menus like inventory; might highlight with
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bold, inverse, &c even when color is unavailable or toggled off
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nudist start your character without armor [False]
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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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perm_invent keep inventory in a permanent window [False]
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pickup_thrown override pickup_types for thrown objects [True]
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pushweapon when wielding a new weapon, put your previously [False]
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wielded weapon into the secondary weapon slot
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quick_farsight usually skip the chance to browse the map when [False]
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randomly triggered clairvoyance takes place
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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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safe_wait require use of 'm' prefix before '.' or 's' to [True]
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wait or search when adjacent to a hostile monster
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sanity_check perform data sanity checks [False]
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showexp display your accumulated experience points [False]
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showrace show yourself by your race rather than by role [False]
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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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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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status_updates update the status lines [True]
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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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travel enables travelling via mouse click if supported; [True]
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can be toggled off to prevent mouse clicks on the map from
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attempting to move the hero; does not affect travel via '_'
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use_darkgray use bold black instead of blue for black glyphs. [True]
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use_inverse display detected monsters in highlighted manner [False]
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verbose print more commentary during the game [True]
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whatis_menu show menu when getting a map location [False]
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whatis_moveskip skip same glyphs when getting a map location [False]
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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 [True]
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possible 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 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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hilite_pile display item piles 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 [True]
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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.
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Boolean option for Amiga, or for others if ALTMETA was set at compile time:
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altmeta For Amiga, treat Alt+key as Meta+key. [True]
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altmeta For unix and VMS, treat two character sequence
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"ESC c" as M-c (Meta+c, 8th bit set) when nethack [False]
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obtains a command from player's keyboard.
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Boolean option if USE_TILES was set at compile time (MSDOS protected mode):
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preload_tiles control whether tiles get pre-loaded into RAM at [True]
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the start of the game. Doing so enhances performance
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of the tile graphics, but uses more memory.
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Boolean option if TTY_TILES_ESCCODES was set at compile time (tty only):
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vt_tiledata insert extra data escape code markers into output [False]
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Boolean option if TTY_SOUND_ESCCODES was set at compile time (tty only):
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vt_sounddata insert sound data escape code markers into output [False]
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Boolean options which may be available depending upon which interfaces
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the program has been built to support. If it supports multiple such,
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some of these may show as available for setting but not do anything if
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you happen to be using a different interface than the one(s) they're for:
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ascii_map show map as text, forces tiles_map Off; Qt, X11
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guicolor curses
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hitpointbar curses, tty, Windows GUI if statushilites enabled;
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Qt without statushilites; X11 if 'fancy_status' disabled
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(via X application defaults) and statushilities enabled
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popup_dialog curses, Qt, Windows GUI
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selectsaved tty (Qt and Windows GUI do this unconditionally)
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splash_screen curses, Qt, Windows GUI
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tiled_map show map as tiles, forces ascii_map Off; Qt, X11
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Boolean options available when running in debug mode (aka wizard mode):
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menu_tab_sep menu formatting--do not touch
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monpolycontrol have player choose shape-changing monsters' new shapes
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travel_debug not implemented?
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wizweight include item weights in inventory display
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Any Boolean option can be set to True by including it among options being
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set, or negated (set to False) by prefixing its name with a '!' or 'no'.
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Alternatively, the compound option syntax can be used: 'optname:true' and
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'optname:false'.
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- - - - -
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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 [`]
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disclose the types of information you want [ni na nv ng nc no]
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offered at the end of the game
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(space separated list of two-character values;
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prefix: '+' always disclose, '-' never disclose,
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'n' prompt with default "no", 'y' prompt with default "yes",
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'a' prompt to select sorting order (for suffix 'v' only);
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suffix: 'i' inventory, 'a' attributes, 'v' vanquished
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monsters, 'g' genocided and extinct monsters, 'c' conduct
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and achievements, 'o' dungeon overview)
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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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hilite_status specifies a rule for highlighting a status field []
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(multiple instances are allowed)
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menustyle user interface for selection of multiple objects: [Full]
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Traditional -- prompt for classes of interest, then
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prompt item-by-item for those classes;
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Combination -- prompt for classes of interest, then
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use a menu for choosing items;
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Full -- menu for classes of interest, then item menu;
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Partial -- skip class filtering, use menu of all items;
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only the first letter ('T','C','F','P') matters
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(With Traditional, many actions allow pseudo-class 'm' to
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request a menu for choosing items: one-shot Combination.)
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msg_window behavior of ^P message recall for tty interface: [s]
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single -- one message at a time
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full -- full window with all saved top line messages
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reverse -- full with messages printed most-recent-first
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combination -- first two of consecutive ^P commands show
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single messages, third yields full set
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msg_window behavior of ^P message recall for curses interface: [r]
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reverse -- full window, most recent first
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full -- full with messages printed least recent first,
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initially positioned on last page to start
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with most recent messages in view
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number_pad alphabetic versus numeric control over movement: [0]
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0 -- traditional hjkl + yubn movement (default);
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1 -- digits control movement, for use with numeric keypad;
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2 -- same as 1, but '5' works as 'g' prefix rather than 'G';
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3 -- numeric for phone keypad (1,2,3 above, 7,8,9 below);
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4 -- phone keypad (3) combined with '5' preference (2);
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-1 -- "qwertz"; alphabetic movement but 'z' swapped with 'y'.
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Setting number_pad (to a positive value) affects how all
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digit keys are handled, not just those on numeric keypad.
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packorder a list of default symbols for kinds of [")[%?+!=/(*`0_]
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objects that gives the order in which your inventory (and
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some other things) gets shown if the 'sortpack' option is on
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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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paranoid_confirmation space separated list [paranoid_confirmation:pray]
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of situations where alternate prompting is desired
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Confirm -- when requiring "yes", also require "no" to reject
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quit -- yes vs y to confirm quitting or to enter explore mode
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die -- yes vs y to confirm dying (for explore or debug mode)
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bones -- yes vs y to confirm saving bones data in debug mode
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attack -- yes vs y to confirm attacking a peaceful monster
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wand-break -- yes vs y to confirm breaking a wand
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eating -- yes vs y to confirm whether to continue eating
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Were-change -- yes vs y to confirm changing form due to
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lycanthropy when hero has polymorph control;
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pray -- y to confirm an attempt to pray; on by default
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Remove -- always pick from inventory for 'R' and 'T' even when
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wearing just one applicable item to remove or take off
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pickup_burden when you pick up an item that exceeds this encumbrance [S]
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level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
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or overLoaded), you will be asked if you want to continue.
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pickup_types a list of default symbols for kinds of objects to []
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autopickup when that option is on; empty list means "all"
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pile_limit for feedback when walking across floor objects, [5]
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threshold at which "there are objects here" is displayed
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instead of listing them. (0 means "always list objects.")
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runmode controls how often the map window is updated for [run]
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multi-step movement (various running modes or travel command):
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teleport -- don't update map until movement stops;
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run -- periodically update map (interval is seven steps);
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walk -- update map after every step;
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crawl -- like walk, but delay after making each step.
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(This only affects screen display, not actual movement.)
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scores the parts of the score list you wish [!own/3 top/2 around]
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to see when the game ends. You choose a combination of
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top scores, scores around the top scores, and all of your
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own scores.
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sortdiscoveries preferred order when viewing list of discovered objects [o]
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o -- in order of discovery within each class
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s -- sortloot's "loot" order
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c -- alphabetized within each class
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a -- alphabetized across all classes
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sortloot preferred order when examining a set of objects [n]
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none -- no sorting
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loot -- sort piles of objects on floor and in containers
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full -- 'loot' plus objects in inventory
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statushilites whether to display status highlights (when non-zero) and [0]
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also how many turns to display temporary highlights (for
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'up', 'down', and 'changed' hilite_status rules)
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statuslines whether to use expanded (3) or condensed (2) status [2]
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(for tty and curses; 2 is traditional, 3 is recommended)
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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)
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whatis_coord controls whether to include map coordinates when [n]
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autodescribe is active for the '/' and ';' commands.
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Value is the first letter of one of
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compass -- (relative to you; 'east' or '3s' or '2n,4w')
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full compass -- ('east' or '3south' or '2north,4west')
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map -- <x,y> (map column x=0 is not used)
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screen -- [row,column] (row is offset to match tty usage)
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none -- no coordinates shown.
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whatis_filter controls how to filter eligible map coordinates when [n]
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getting a map location for eg. the travel command.
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Value is the one of
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n - no filtering
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v - locations in view only
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a - locations in same area (room, corridor, etc)
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Compound options which may be set only on startup are:
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align Your starting alignment (lawful, neutral, chaotic, [random]
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or random). Many roles restrict the choice to a subset.
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You may specify just the first letter.
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catname name of your starting pet if it is a kitten [none]
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dogname name of your starting pet if it is a little dog [none]
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Several roles who start with a dog have one whose name is
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pre-set (for example, "Hachi" for Samurai), but that name
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will be overridden if you specify dogname.
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gender Your starting gender (male, female, or random). [random]
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You may specify just the first letter. Although you can
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still denote your gender using the old "male" and "female"
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boolean options, the "gender" option will take precedence.
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horsename name of your starting pet if it is a pony [none]
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menu_* specify single character accelerators for menu commands.
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Here is a list of all commands with their default keystroke
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followed by a list of window-ports that implement them:
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'x' is X11, 't' is tty, 'g' is Gem, 'a' is Amiga.
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menu_deselect_all deselect all items in a menu [-](xtga)
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menu_deselect_page deselect all items on this menu page [\](tga)
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menu_first_page jump to the first page in a menu [^](tga)
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menu_invert_all invert all items in a menu [@](xtga)
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menu_invert_page invert all items on this menu page [~](tga)
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menu_last_page jump to the last page in a menu [|](tga)
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menu_next_page goto the next menu page [>](tga)
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menu_previous_page goto the previous menu page [<](tga)
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menu_search search for a menu item [:](xtga)
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menu_select_all select all items in a menu [.](xtga)
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menu_select_page select all items on this menu page [,](tga)
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msghistory number of top line messages to save [20]
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name the name of your character [defaults to username on multi-
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user systems, asks "who are you?" on single-user systems or if
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the username is classified as generic like "games"]
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MS Windows is treated as single-user even though it supports
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usernames. If character name is specified on the command
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line (typically via 'nethack -u myname' depending upon type
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of system and method of access to it), that name overrides
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'name' from your options.
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pettype your preferred type of pet (cat, dog, horse, random, [random]
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or none), if your role allows more than one type (or if you
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want to avoid a starting pet). Most roles allow dog or cat
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but not horse. For roles which force a particular type,
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pettype is ignored unless it specifies 'none'.
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playmode normal play or non-scoring explore mode or debug mode [normal]
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race Your starting race (e.g., race:Human, race:Elf). [random]
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Most roles restrict race choice to a subset.
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role Your starting role (e.g., role:Barbarian, role:Valk). [random]
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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
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the "role" option will take precedence.
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statuslines whether to use expanded (3) or condensed (2) status [2]
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(unlike for tty and curses, for Qt this can only be be set at
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startup; also unlike tty and curses, 2 is recommended over 3)
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windowtype windowing system to be used [depends on operating system and
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compile-time setup] if more than one choice is available.
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Some instances of the program support only one window-type;
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when that is the case, you don't need to specify anything.
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The list of supported window-types in your program can be
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seen while the program is running by using the #version
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command or from outside the program by examining the text file
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named 'options' which is generated when building it.
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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,rest_on_space,!verbose,menustyle:traditional
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