Option Descriptions¶
Options are accessible through the O or = command, which provides an
interface to the various sets of options available to the player.
In the descriptions below, each option is listed as the textual summary which is shown on the “options” screen, plus the internal name of the option in brackets, followed by a textual description of the option.
Various concepts are mentioned in the descriptions below, including “disturb”, (cancel any running, resting, or repeated commands, which are in progress), “flush” (forget any keypresses waiting in the keypress queue), “fresh” (dump any pending output to the screen), and “sub-windows” (see below).
User Interface Options¶
When setting the user interface options, there are a handful of commands to make it easier to get to a well-known state for all of those options. They are: ‘s’ to save the current selections so that they will be used as the starting point for future characters, ‘r’ to reset the current selections to the defaults for a new character, and ‘x’ to reset the current selections to the Angband maintainer’s defaults for the user interface options.
- Rogue-like movement
hjkl_movement Uses the hjklyubn keys for movement.
- Use sound
use_sound Turns on sound effects, if your system supports them.
- Quick messages
quick_messages Dismisses ‘-more-’ and ‘y/n’ prompt with any key.
- Angband-like commands
angband_keyset Selects the “Angband-like” command set (see “command.txt” for info).
- Stop singing at the rest command
stop_singing_on_rest The character will Stop singing the rest command starts.
- Don’t attack unwary monsters automatically
forgo_attacking_unwary Bonus attacks on non-alert enemies aren’t taken. This is particularly useful for players who value stealth highly and are trying to remain unobserved.
- Audible beep
beep A beep sound will be made on errors such as giving an illegal direction.
- Highlight player with cursor between turns
highlight_player Highlights the player with a cursor. Useful if you have trouble finding the player.
- Highlight target with cursor
show_target Highlights the current targeted monster with a cursor. Useful when combined with “use old target by default”.
- Highlight sleeping and unwary creatures
highlight_unwary Sleeping and unwary creatures will have a grey background.
- Show walls as solid blocks
solid_walls Walls are solid blocks instead of # for granite and % for veins. Veins are coloured darker than granite for differentiation purposes.
- Show walls with shaded backgrounds
hybrid_walls Walls appear as # and % symbols overlaid on a gray background block. This overrides
solid_walls.- Color: Shimmer multi-colored things
animate_flicker Certain powerful monsters and items will shimmer in real time, i.e. between keypresses.
- Center map continuously
center_player The map always centres on the player with this option on. With it off, it is divided into 25 sections, with coordinates (0,0) to (4,4), and will show one section at a time - the display will “flip” to the next section when the player nears the edge.
- Avoid centering while running
run_avoid_center The game will wait until a run is finished before re-centering the map. This is more efficient.
- Automatically clear -more- prompts
auto_more The game does not wait for a keypress when it comes to a ‘-more-’ prompt, but carries on going.
- Allow mouse clicks to move the player
mouse_movement Clicking on the main window will be interpreted as a move command to that spot.
- Display damage on hit
display_hits Display the damage done to a monster when it is hit.
- Always pickup items
pickup_always Automatically picks up items when you walk upon them, provided it is safe to do so.
- Always pickup items matching inventory
pickup_inven Like
pickup_always, but picks up an item only if it is a copy of an item that you already have in your inventory.- Show flavors in object descriptions
show_flavors Display “flavors” (color or variety) in object descriptions, even for objects whose type is known. This does not affect objects in stores.
Birth options¶
The birth options may only be changed when creating a character or using the quick restart option for a dead character. When setting the birth options, there are a handful of commands to make it easier to get to a well-known state for all of the birth options. They are: ‘s’ to save the current selections so that they will be used as the starting point for future characters, ‘r’ to reset the current selections to the defaults for a new character, and ‘x’ to reset the current selections to the Angband maintainer’s defaults for the birth options.
- Generate disconnected stairs
birth_discon_stairs With this option turned off, if you go down stairs, you start the new level on an up staircase, and vice versa (if you go up stairs, you start the next level on a down staircase).
With this option on, you will never start on a staircase - but other staircases up and down elsewhere on the level will still be generated.
- Force player descent (never make up stairs)
birth_force_descend Upwards staircases do not work. All downward staircases, transport the character one level down (two for shafts).
- Restrict creation of artifacts
birth_no_artifacts No artifacts will be created. Ever. Just how masochistic are you?
Cheating options¶
- Peek into monster creation
cheat_hear Cheaters never win. But they can peek at monster creation.
- Peek into dungeon creation
cheat_room Cheaters never win. But they can peek at room creation.
- Peek into something else
cheat_xtra Cheaters never win. But they can see debugging messages.
- Allow player to avoid death
cheat_live Cheaters never win. But they can cheat death.
Window flags¶
Some platforms support “sub-windows”, which are windows which can be used to display useful information generally available through other means. The best thing about these windows is that they are updated automatically (usually) to reflect the current state of the world. The “window options” can be used to specify what should be displayed in each window. The possible choices should be pretty obvious.
- Display inven/equip
Display the player inventory (and sometimes the equipment).
- Display equip/inven
Display the player equipment (and sometimes the inventory).
- Display player (basic)
Display a brief description of the character, including a breakdown of the current player “skills” (including attacks/shots per round).
- Display player (extra)
Display a special description of the character, including some of the “flags” which pertain to a character, broken down by equipment item.
- Display player (compact)
Display a brief description of the character, including a breakdown of the contributions of each equipment item to various resistances and stats.
- Display map view
Display the area around the player or around the target while targeting. This allows using graphical tiles in their original size.
- Display messages
Display the most recently generated “messages”.
- Display overhead view
Display an overhead view of the entire dungeon level.
- Display monster recall
Display a description of the monster which has been most recently attacked, targeted, or examined in some way.
- Display object recall
Display a description of the most recently selected object. Currently this only affects spellbooks and prayerbooks. This window flag may be usefully combined with others, such as “monster recall”.
- Display monster list
Display a list of monsters you know about and their distance from you.
- Display status
Display the current status of the player, with permanent or temporary boosts, resistances and status ailments (also available on the main window).
- Display item list
Display a list of items you know about and their distance from you.
Left Over Information¶
The hitpoint_warn value, if non-zero, is the percentage of maximal
hitpoints at which the player is warned that they may die. It is also used as
the cut-off for using the color red to display both hitpoints and mana.
The delay_factor value, if non-zero, will slow down the visual effects
used for missile, bolt, beam, and ball attacks. The actual time delay is
equal to delay_factor squared, in milliseconds.
The lazymove_delay value, if non-zero, will allow the player to move
diagonally by pressing the two appropriate arrow keys within the delay time.
This may be useful particularly when using a keyboard with no numpad.