Adds a more general way to handle gameplay tips, and adds a boolean option "tips", which can be used to disable all tips. Adds a helpful longer message when the game goes into the "farlook" mode. Also adds a lua binding to easily show multi-line text in a menu window. Breaks save compat.
357 lines
22 KiB
Plaintext
357 lines
22 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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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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tips show some helpful tips during gameplay [True]
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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 or curses 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 if ALTMETA was set at compile time:
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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 TILES_IN_GLYPHMAP set at compile time (MSDOS):
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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 show state of travel pathfinding algorithm on the map
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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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autounlock when attempting to open a locked door or loot [Apply-Key]
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a locked container, specifies an action to take: can be
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None, or one or more of Untrap + Apply-Key + Kick + Force;
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if Untrap is included, it will be handled first; the
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others apply if you answer "no" to "check for traps?";
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for "yes", it won't necessary find anything even when a
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trap happens to be present and will use up the rest of
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the current move regardless of whether it finds anything;
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Kick is only useful for doors and Force is only useful for
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containers; either will only be attempted if Untrap is
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omitted or skipped and Apply-Key is omitted or you aren't
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carrying an unlocking tool or you decline to use one
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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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sortvanquished preferred order when viewing vanquished monsters list [t]
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t -- traditional, order by monster level
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d -- order by monster difficulty rating
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a -- alphabetical, first any unique monsters then others
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c -- order by class, low to high level within each class
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n -- order by count, high to low
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z -- order by count, low to high
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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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also for Qt, where 3 is traditional and 2 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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(t is tty, c is curses, w is Windows GUI, x is X11, q is Qt)
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menu_first_page jump to the first page in a menu [^](tcwxq)
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menu_last_page jump to the last page in a menu [|](tcwxq)
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menu_next_page advance to the next menu page [>](tcwxq)
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menu_previous_page back up to the previous menu page [<](tcwxq)
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menu_shift_left pan view to left (perm_invent only) [{](cx)
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menu_shift_right pan view to right (perm_invent only) [}](cx)
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menu_select_all select all items in a menu [.](tcwxq)
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menu_select_page select all items on this menu page [,](tcwq)
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menu_deselect_all deselect all items in a menu [-](tcwxq)
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menu_deselect_page deselect all items on this menu page [\](tcwq)
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menu_invert_all invert all items in a menu [@](tcwxq)
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menu_invert_page invert all items on this menu page [~](tcwq)
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menu_search prompt for target text and invert [:](tcwxq)
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items which match that
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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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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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