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-Travel and Exploration-

Travel and Exploration
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travel_delay = 20

How long travel waits after each move (milliseconds). Depends on platform. Setting to -1 will jump to end of travel - you will not see the individual moves.
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travel_avoid_terrain = (shallow water | deep water)

Prevent travel from routing through shallow water. By default, this option is commented out. For merfolk and/or characters with permanent levitation, travel_avoid_terrain = shallow water, deep water will prevent travel or explore from going through any water.
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  • travel_avoid_terrain = shallow water, deep water

travel_stop_message = <list of regexes>

Travel will always stop upon hitpoint loss, confusion, stat drain, getting encumbered, catching sight of a non-friendly monster, and teleporting. In addition, a message containing one of the expressions in travel_stop_message will stop travel. For example,
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  • travel_stop_message = Something appears
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stops travel if Xom grants us a gift suddenly. To limit a substring match to a message channel, prefix the substring with the channel name and a colon (see section 4-k below on Message Channels). For instance, if you want travel to stop when you're hit by divine retribution, you could use: travel_stop_message = god:wrath finds you If you'd like to stop travel for any message sent to a particular channel, use a travel_stop_message line with that message channel name and a colon alone. For example, if you're playing a ghoul: travel_stop_message = rotten_meat: Stop travel for any god messages (including prayer) travel_stop_message = god: Multiple travel_stop_message lines can be used.

explore_greedy = false

Greedy explore travels to items that are eligible for autopickup in addition to exploring the level, but is otherwise identical to regular explore. Greedy explore is only available with stash_tracking = all (for any other value of stash_tracking, normal explore behaviour is used). Greedy explore is also best with pickup_dropped = false. Explore greed is disabled if you're temporarily unable to pick up items (from uncontrolled levitation, for instance).

explore_stop = items,stairs,shops,altars,gates

Explore will stop for one of these conditions. Whatever you set this option to, anything that stops travel will also stop explore. Multiple explore_stop lines are *not* cumulative! The last explore_stop line will override all previous explore_stop lines.
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runrest_ignore_message = <string>

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  • runrest_ignore_message = offer a prayer,prayer is over
  • runrest_ignore_message = pleased with you,exalted
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runrest_ignore_poison = <poison damage>:<minimum hp>

This only works if runrest.lua has been sourced already in init.txt. Poison damage of x will be ignored if you have at least y hp if you've defined a runrest_ignore_poison = x:y option. Running here means shift-running and resting only. Only one runrest_ignore_poison line is considered. Note that for this work, you should also tell Crawl to ignore the "You feel sick" messages. For example, runrest_ignore_message = You feel.*sick runrest_ignore_poison = 4:100
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runrest_ignore_monster = <string>:<distance>

This only works if runrest.lua has been sourced already in init.txt. Any monster containing the string will only interrupt your activity if the distance between you and the monster is less than the specified number. E.g. with runrest_ignore_monster = fish:3 all of big fish, jellyfish, giant goldfish and lavafish will be considered safe for travel, explore and resting as long as the distance is at least 3.
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trapwalk_safe_hp = <trap_name>:<minimum_hp>, ...

This only works if trapwalk.lua has been sourced already in init.txt. Any square containing one of the listed trap types will be considered safe for travel if your hp is greater than or equal to the number connected to the trap in question.

All the existing trap types can be used, but in practice only the mechanical traps (dart, bolt, arrow, needle, spear, axe, blade) make sense. Note that travel tries to avoid traps if this is easily possible. Defaults to none. For example, trapwalk_safe_hp = dart:15, needle:25, spear:50
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tc_¡Á¡Á¡Á = ¡Á¡Á¡Á

tc_reachable = blue
tc_dangerous = cyan
tc_excluded = lightmagenta
tc_exclude_circle = red
The above four settle the colouring of the level map ('X'). They are reachable: all squares safely reachable (without leaving the level) dangerous: squares which are only connected to you via traps, etc. excluded: the colour for the centre of travel exclusions (Ctrl-X) excluded_circle: the colour for travel exclusions apart from centre
2007ǯ12·î02Æü(Æü) 22:44:03 Modified by inu_dc




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