Rename the option for adding coordinates to autodescribe feedback for the '/' and ';' commands from 'getpos_coord' to 'whatis_coord', after the '/' command that uses it instead of after the internal routine that implements it. The 'whatis' name was only in dat/hh as far as I could find, so this changes it to 'what-is' and also updates dat/help and the Guidebook to mention the name too. Add a 'screen' choice to the option to show coordinates as row,column rather than x,y or compass direction(s). Revise the /m, /M, /o, /O operations of 'what-is' to honor the whatis_coord option (mostly; a value of 'none' gets overridden by 'map' to force coordinates). Also, update the description of the functionality of the '/' command in the Guidebook. The .mn version is tested, the .tex one isn't.
222 lines
13 KiB
Plaintext
222 lines
13 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' cmd.)
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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
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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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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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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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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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menu_overlay overlay menus on the screen and align to right [TRUE]
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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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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
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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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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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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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travel enable the command to travel to a map location via [TRUE]
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a shortest-path algorithm, usually invoked by '_'.
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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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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 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 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
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obtains a command from player's keyboard. [FALSE]
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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 [ni na nv ng nc no]
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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 -- 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','P','F') matters; 'N' (None)
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is a synonym for 'T', as is boolean style negation [Full]
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number_pad alphabetic versus numeric control over movement:
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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 MSDOS compatibility (2);
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-1 -- alphabetic movement but 'z' swapped with 'y'. [0]
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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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paranoid_confirmation space separated list of situations where alternate
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prompting is desired [paranoid_confirmation:pray]
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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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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 encumberance
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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. [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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pile_limit for feedback when walking across floor objects, threshold at
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which "there are many objects here" is displayed instead of
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listing the objects. (0 means "always list objects.") [5]
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runmode controls how often the map window is updated when performing
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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.) [run]
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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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whatis_coord controls whether to include map coordinates when autodescribe
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is active for the '/' and ';' commands. Value is the first
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letter of one of
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compass -- ('east' or '3s' or '2n,4w')
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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; default: [n]
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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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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 menu page [\](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 menu page [~](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 [:](gxta)
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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 menu page [,](gta)
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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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pettype your preferred type of pet (cat or dog), if your character
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class uses both types; or none for no pet [RANDOM]
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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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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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windowtype windowing system to be used [depends on operating system]
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Compound option if TTY_GRAPHICS was set at compile time:
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msg_window the type of message window to use:
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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 -- Same as full, but messages printed most-recent-first
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combination -- Two single messages, then as full
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default: single
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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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