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-Command Enhancements-

Command Enhancements
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auto_list = true

When set (the default), the appropriate inventory items are automatically listed for commands like eat and read. This is like immediately hitting '?', and can be confusing to beginners because they won't get to see the prompts. This option does not apply to spell casting... Conjurers would probably find that really annoying.
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lowercase_invocations = true

Set this option to true if you prefer to have invocations on 'a'-'e' instead of the older 'A'-'E'. Note that you can change the letters of invocations (and other abilites) with the '=' command.
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easy_open = true

Open doors by moving on to them. Highly convenient. Note that travel and exploration will automatically open doors depending on this option.
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easy_butcher = true

If true, auto-switch to an appropriate uncursed weapon for butchery. For such tools any special messages are ignored. If false, you have to wield the tool manually.
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easy_unequip = true

Allows auto removal of armour and jewellery when dropping it.
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easy_confirm = (none | safe | all)

Make confirmation questions easier to answer: none = force capitals on Y/N questions safe = force only on questions that will end game (default) all = never force capitals WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y', which can result in accidentally answering yes to questions; it is suggested that you use a value of 'none' or 'safe'
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easy_quit_item_prompts = true

Setting this option to true allows the quitting of item listing with Space (as well as Escape, which always works). These lists are essentially all of those that are requesting an inventory item and accept '?' and '*'. The identify list will never easy quit.
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easy_exit_menu = true

In multidrop (and pickup) menus, paging past the end will drop out of the menu if easy_exit_menu is true.

default_autoprayer = false

When set to true, the game will start with automatic prayers. This option can be toggled in-game with Ctrl-V.

Automatic prayers take a turn like manual prayers and happen only if - there is no hostile monster in sight - some further conditions (like not standing at an altar) Note that even when you're praying, you can renew prayer anytime. Also note the option safe_zero_exp (see 4-a) decides whether zero experience monsters (like plants) are considered hostile. If you use autoprayer, you might want to set runrest_ignore_message to ignore the prayer messages (see the documentation for runrest_ignore_message).
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sort_menus = [menu:](true | false | auto:X)[:sort_order]

Controls if and how items are sorted in inventory and pickup menus.

When sort_menus = false (the default), items are not sorted, and will be ordered by inventory letter (or in the order they're stacked for items on the floor).

When sort_menus = true, items are sorted by base name, qualified name, curse status and quantity.

If sort_menus = auto:X, items are sorted if there are at least X items in the same category. For instance: sort_menus = auto:5 will sort item classes that have at least 5 items. For instance, having 4 kinds of potions would not sort them, but having 5 would.

You can explicitly specify sort criteria in the sort_menus option as: sort_menus = true : basename, qualname, curse, qty

Two items will be compared based on the first sort criteria where they differ. So with the sort_menus line given above, if the basenames of two different items are different they will be alphabetically compared using their basenames; if the basenames are the same but the qualified names different it will compare their qualified names, and so on.

The available sort criteria are: * basename: This is the name of the item type. The basename for all of "a +0 robe", "an embroidered robe" and "the cursed +2 robe of Ponies" is just "robe". The basename for both of "a brass ring" and "a ring of fire resistance" are "ring".

* qualname: The name of the item without articles (a/an/the), quantities, enchantments, or curse-status. The qualified names for the robes described above are "robe", "embroidered robe" and "robe of Ponies", respectively. The qualified names for the rings describe above are "brass ring" and "ring of fire resistance", respectively.

* fullname: This is the name of the item as displayed in menus (including quantities, curse-status, etc.)

* curse: Curse-status of the item (if known). Uncursed items show up first.

* equipped: Equipped items show up first.

* art: Identified artefacts show up first.

* ego: Identified ego items show up first.

* glowing: Unidentified glowing/shiny/runed/etc items show up first.

* qty: The quantity for stackable items (such as scrolls, potions, etc.)

* slot: The inventory letter for items in inventory; irrelevant for items on the floor.

* freshness: The freshness of chunks of meat; irrelevant for everything else. It makes the oldest chunks of meat show up first, with rotting chunks listed last for non-Saprovores. If this sort criteria is placed before (or in the absence of) basename and qualname, then non-chunk food items will be sorted between the non-rotting and rotting chunks.

The default sort criteria are: "equipped, basename, qualname, curse, qty".

You can ask for a descending order sort by prefixing one or more sort criteria with > as: sort_menus = true : basename, >qty

You can also request sorting only for specific menus: sort_menus = pickup: true or sort_menus = inv: true (Menu types must be specified as name:, with no space between name and colon.)

The menu selectors available are:

pickup: All pickup menus, stash-search menus, etc. for items not in your inventory. drop: The item drop menu. inv: Inventory listings for any command (but not for dropping items). any: All menus; this is the default when unspecified.

For example, sort_menus = true : equipped, basename, qualname, curse, qty will produce the same inventory and drop menus as by default, with the exception that all worn/wielded items come first. This can be convenient if you use the '.' command to select subsequent items.
2007ǯ12·î07Æü(¶â) 18:01:42 Modified by tmpid




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