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-Message and Display Improvements-

Message and Display Improvements
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hp_warning = 10

hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel when the player takes damage and their hitpoints are less than this percentage of their maximum (use 0 to turn off these messages).

mp_warning = 0

mp_warning gives "* * * LOW MAGIC WARNING * * *" on the danger channel when the player's magic points drop below this percentage of their maximum (use 0 to turn off these messages).

hp_colour = lightgrey, 50:yellow, 25:red

hp_colour colours your HP appropriately in the display. In the default setting, your HP will appear in red if at less then 25%, yellow if at less than 50%, and lightgrey otherwise.

mp_colour = lightgrey, 50:yellow, 25:red

mp_colour does to MP what hp_colour does to HP.

terse_hand = true

Set this to false to have the "in hand" description on the main screen the same as the inventory. The default setting of true will give the newer more terse description that should fit the limited space better.

delay_message_clear = false

Setting this option to true will delay the clearing of messages until the message space is full (default is false which results in clearing between player actions).

always_greet = true

always_greet will give the race/class and god messages everytime the game is started.

menu_colour = <colour>:<regex>

This prints a line (of the inventory, a menu, or the discoveries screen) containing regex in the stated colour. There can be several statements in a list, or also several menu_colour lines. When using several menu_colour lines, the colour of the _first_ matching regex is applied. For a list of colours, check the colour option in 6-a.
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To colour worn stuff and highlight cursed items, take
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  • menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
  • menu_colour = green:(worn|neck|hand|weapon)
  • menu_colour = red: cursed
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To colour identified artefacts, try
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  • menu_colour = white:( [-+] the)
If you frequently die because you forget to use emergency items, try
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  • menu_colour = cyan:(potions? of heal wounds|teleportation)
  • menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))
To quickly check what potions were trashed by a mummy curse, use
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  • menu_colour = lightred:potions? of (degeneration|decay)
If you like to see rotten chunks and corpses at a glance, use
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  • menu_colour = red: rotting
menu_colour can also be applied to colour the in-game notes (to be read with '?:'). The following line will show level ups in white: menu_colour = white:Reached XP level
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mnc := menu_colour
mnc = red: cursed,red: rotting
mnc = green: (worn), green: (around neck), green: (left hand), green: (right hand), green: (weapon)
mnc = white: the
mnc = cyan: of healing, cyan: of heal wounds
mnc = lightcyan: of speed, lightcyan: of might, lightcyan: of resistance
mnc = lightred: potion of poison, lightred: potions of poison, lightred: of strong poison
mnc = lightred: potion of slowling, lightred: potions of slowling
mnc = lightred: potion of paralysis, lightred: potions of paralysis
mnc = lightred: potion of confusion, lightred: potions of confusion
mnc = lightred: of mutation, red: of degeneration, red: of decay

menu_colour_prefix_id = false

Setting this option to true will prefix the string against which menu_colour regexes are matched (not the string displayed) with the item's identification state: "unidentified" for unidentified, "known" for wands for which you know the type but don't know the number of charges, and for rings with plusses for which you know the type but don't know the plus value, and "identified" for other identified items.

Note that the prefix is put before the the *entire* string which is displayed, so if you're wielding a uncursed dagger which has the 'a' slot, the string the regexes will match against is "identified a - an uncursed dagger (weapon)".

menu_colour_prefix_class = false

Setting this option to true will prefix the string against which menu_colour regexes are matched (not the string displayed) with the item's object type: armour, weapon, wand, etc. If both this option and menu_colour_prefix_id are set to true, then the identification string comes before the object type string (i.e., "identified weapon", "known wand", etc).

Note that the prefix is put before the the *entire* string which is displayed, so if you're wielding a uncursed dagger which has the 'a' slot, the string the regexes will match against is "weapon a - an uncursed dagger (weapon)".

message_colour = <colour>:[<channel>:]<regex>

message_colour allows you to override colours for individual messages. For instance, if you find the low hp warning to be insufficiently attention grabbing, you could do something like message_colour = yellow:LOW HITPOINT WARNING You can also narrow the message match to a specific channel: message_colour = lightred:god:xom If you don't want to see a message at all, you can mute it: message_colour = mute:You start resting

increasing_skill_progress = true

This affects the appearance of the skills screen ('m'). With the default true, the progress for getting new levels is shown with increasing percentiles, so that immediately after level up it will read (0%). With false, you get the old behaviour which counts backwards from 10.

show_inventory_weights = false

When this is set to true, inventory listings will mention the weight of each item.
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show_turns = false

This option controls whether the turn counter (of turns elapsed) is displayed in the main view.
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show_beam = false

When performing actions such as throwing or zapping, you can toggle whether to show the beam path or not. This option controls the initial status of this toggle. When set to true, the path will be shown.

item_stack_summary_minimum = 5

If you step over a stack with this number or more of items in it, the first description line will contain a summary of all the items in the stack (up to 50 items), in a format which looks like this: Items here: !! """ % ( )))))) [[[ Known artefacts will be coloured in yellow; glowing or runed items will be in white.
2007ǯ12·î02Æü(Æü) 22:52:07 Modified by inu_dc




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