### # This is mostly a rip of demirobin's config with some small modifications. # Modified to incorporate new stuff; 01/09/12 ### OPTIONS=fruit:paopu OPTIONS=!autodig OPTIONS=autopickup OPTIONS=autoquiver OPTIONS=checkpoint OPTIONS=!cmdassist OPTIONS=color OPTIONS=confirm OPTIONS=!eight_bit_tty OPTIONS=!extmenu OPTIONS=fixinv OPTIONS=!help OPTIONS=hilite_pet OPTIONS=!ignintr OPTIONS=lit_corridor OPTIONS=!lootabc OPTIONS=mail OPTIONS=menucolors OPTIONS=paranoid_hit OPTIONS=paranoid_quit OPTIONS=paranoid_remove OPTIONS=prayconfirm OPTIONS=!pushweapon OPTIONS=!rest_on_space OPTIONS=safe_pet OPTIONS=!showexp OPTIONS=showbuc OPTIONS=showrace OPTIONS=showscore OPTIONS=silent OPTIONS=sortpack OPTIONS=sound OPTIONS=!sparkle OPTIONS=!standout OPTIONS=time OPTIONS=travel OPTIONS=use_inverse OPTIONS=verbose OPTIONS=pickup_thrown OPTIONS=boulder:0 OPTIONS=disclose:+iavgc OPTIONS=menustyle:full OPTIONS=menu_headings:inverse OPTIONS=msghistory:1000 OPTIONS=msg_window:reverse OPTIONS=number_pad:1 OPTIONS=pickup_burden:unencumbered OPTIONS=runmode:teleport OPTIONS=scores:0 top/0 around OPTIONS=sortloot:loot OPTIONS=suppress_alert:3.4.3 OPTIONS=catname:Beruthiel,dogname:Roach,horsename:Stepper OPTIONS=showborn #------------------# # Autopickup Rules # #------------------# OPTIONS=pickup_types:%"=/?!+$* # Ammo #AUTOPICKUP_EXCEPTION="<* dagger*" #AUTOPICKUP_EXCEPTION="<* dart*" #AUTOPICKUP_EXCEPTION="<* arrow*" #AUTOPICKUP_EXCEPTION="<* ya*" #AUTOPICKUP_EXCEPTION="<* crossbow bolt*" #AUTOPICKUP_EXCEPTION="<* throwing star*" #AUTOPICKUP_EXCEPTION="<* shuriken*" AUTOPICKUP_EXCEPTION="<* named ammo*" # Tools AUTOPICKUP_EXCEPTION="<* lamp" AUTOPICKUP_EXCEPTION="<* lamp called magic" AUTOPICKUP_EXCEPTION=">* lamp called oil" AUTOPICKUP_EXCEPTION="<* magic whistle" AUTOPICKUP_EXCEPTION="<* whistle called magic" AUTOPICKUP_EXCEPTION="<* candle*" AUTOPICKUP_EXCEPTION="<* marker*" AUTOPICKUP_EXCEPTION="<* can of greas*" AUTOPICKUP_EXCEPTION="<* camera" AUTOPICKUP_EXCEPTION="<* stethoscope" AUTOPICKUP_EXCEPTION="<* horn" AUTOPICKUP_EXCEPTION="<* silver bell" # Before the bad guys use them AUTOPICKUP_EXCEPTION="<* create monster" # Gems and stones AUTOPICKUP_EXCEPTION=">* worthles*" AUTOPICKUP_EXCEPTION=">* named glass" # This should avoid picking up unknown or unwanted gray types, # but still allow "agate stone" et al. AUTOPICKUP_EXCEPTION=">* gray stone*" AUTOPICKUP_EXCEPTION=">* loadstone*" AUTOPICKUP_EXCEPTION=">* rock*" AUTOPICKUP_EXCEPTION=">* flint stone*" AUTOPICKUP_EXCEPTION=">* touchstone*" AUTOPICKUP_EXCEPTION=">* stone called loa*" AUTOPICKUP_EXCEPTION=">* stones called loa*" # blind or #named AUTOPICKUP_EXCEPTION=">? stone*" AUTOPICKUP_EXCEPTION=">?? stone*" AUTOPICKUP_EXCEPTION=">??? stone*" AUTOPICKUP_EXCEPTION=">*ed stone*" # Other crap AUTOPICKUP_EXCEPTION=">*:0)*" AUTOPICKUP_EXCEPTION=">*named out*" AUTOPICKUP_EXCEPTION=">*named toast*" AUTOPICKUP_EXCEPTION=">*named empty*" AUTOPICKUP_EXCEPTION=">* scare monster*" AUTOPICKUP_EXCEPTION=">* corpse*" AUTOPICKUP_EXCEPTION=">* huge chunk of meat" AUTOPICKUP_EXCEPTION=">* mail*" AUTOPICKUP_EXCEPTION=">* junk" AUTOPICKUP_EXCEPTION=">* imitation*" AUTOPICKUP_EXCEPTION="<* Amulet of Yendor named*" ### # Statuscolors stolen from bcode. ### # Most bad things are red. Hunger follows a green/ /yellow/red/! scale; # things that may instantly kill you are inverse. # Statuscolors; see the default configuration file (http://alt.org/nethack/default.nh343rc) # HP - white for unwounded; then mostly green -> yellow -> red. STATUSCOLOR=hp%100=white,hp%99=green,hp%66=yellow,hp%40=red&bold,hp%20=red&inverse&bold # Pw - mostly similar to HP, but blue at 100%. STATUSCOLOR=pw%100=blue&bold,pw%99=green,pw%66=yellow,pw%33=red&bold,pw%0=red&inverse&bold # Encumberance is always bad. Burdened is red, anything above is red and bold # (and Overloaded, being quite special, is also inverse). STATUSCOLOR=burdened:red,stressed:red&bold,strained:red&bold,overtaxed:red&bold,overloaded:red&bold&inverse # Hunger levels. Yellow/red, except for satiated which isn't really bad (but must # stand out so you don't eat more and choke) STATUSCOLOR=satiated:green&bold,hungry:yellow,weak:red&bold,fainting:red&bold&inverse,fainted:red&bold&inverse # Hallu is bad - make it blue so it stands out. Confusion is sometimes useful, so purple. # Stun is bad again, so red. STATUSCOLOR=hallu:blue&bold,conf:magenta&bold,stun:red&bold # Delayed instadeaths - red, bold and inverse to make them stand out. STATUSCOLOR=ill:red&bold&inverse,foodpois:red&bold&inverse,slime:red&bold&inverse # Held - ???; Blindness is usually bad, though it allows for telepathy. STATUSCOLOR=held:yellow&inverse,blind:cyan&bold ### # Dungeon colouring stuff -- stolen again from bcode <3 ### OPTIONS=hilite_hidden_stairs # Dungeoncolors - see http://bilious.alt.org/?17 # colors: 0 black 4 blue 8 "no color" 12 lightblue # 1 red 5 magenta 9 orange 13 lightmagenta # 2 green 6 cyan 10 lightgreen 14 lightcyan # 3 brown 7 gray 11 yellow 15 white # # DUNGEONCOLOR order: # solid rock / vertical wall / horizontal wall / upper left corner / upper # right corner / lower left corner / lower right corner / cross wall / # upward T wall / downward T wall / leftward T wall / rightward T wall / no # door / vertical open door / horizontal open door / vertical closed door / # horizontal closed door / iron bars / tree / floor of a room / dark # corridor / lit corridor / stairs up / stairs down / ladder up / ladder # down / altar / grave / throne / kitchen sink / fountain / pool or moat / # ice / lava / vertical lowered drawbridge / horizontal lowered drawbridge / # vertical raised drawbridge / horizontal raised drawbridge / air / cloud / # under water DUNGEONCOLOR=0 7 7 7 7 7 7 7 7 7 7 7 3 3 3 3 3 6 2 7 0 15 14 9 11 11 13 1 11 10 12 4 6 1 3 3 3 3 6 7 4 # At some point I should do monster colours, but need to make sure it's at a time when I don't care about getting confused... #-------------# # Menu Colors # #-------------# # Color scheme: # red = cursed # orange = cursed water/paper, -enchant, or bad/dangerous stuff # cyan = blessed # lightcyan = holy water/paper, +enchant, or "special purpose" stuff # white = uncursed water/paper # green = useful, always carry # lightgreen = emergency/very useful, always have one in open inventory # magenta = special goodies, probably leave in stash # lightmagenta = very special goodies (magic marker, wishes, poly) # yellow = danger (trice corpse, BoH aspode) or Unique Items # brown = worthless crap # lightblue = un-ID'd crap # blue is too dim to read # Blessed, cursed, enchanted MENUCOLOR=" blessed"=cyan MENUCOLOR=" \+[1-9]"=lightcyan MENUCOLOR=" \-[1-9]"=orange MENUCOLOR=".* cursed .*"=red # Un-ID'd MENUCOLOR=" (amulet|ring$|potion|scroll|spellbook|wand|gem|tin$|tins$|bag)"=lightblue MENUCOLOR=" (amulet|ring|potion|scroll|spellbook|wand|gem|tin|bag)s? (of|called|versus)"=none MENUCOLOR=" cursed.* (tin|bag)"=red MENUCOLOR=" small bag"=none MENUCOLOR=" called .+ or "=lightblue MENUCOLOR=" called .*\?"=lightblue MENUCOLOR=" gray stone"=lightblue&underline MENUCOLOR=" (piece of cloth|opera cloak|ornamental cope|tattered cape|conical hat)"=lightblue MENUCOLOR=" (plumed|etched|crested|visored) helmet"=lightblue #MENUCOLOR=" (old|padded|riding|fencing) gloves"=lightblue MENUCOLOR=" (mud|buckled|riding|snow|hiking|combat|jungle) boots"=lightblue MENUCOLOR=" (piece of cloth|opera cloak|ornamental cope|tattered cape|conical hat)"=lightblue # Armor MENUCOLOR=" dragon scale"=lightmagenta MENUCOLOR=" (gloves|gauntlets|yugake)"=lightgreen MENUCOLOR=" cursed.* (gloves|gauntlets|yugake)"=lightgreen&underline MENUCOLOR=" (levitation boots|boots called lev)"=green MENUCOLOR=" helm.* opposite"=lightcyan MENUCOLOR=" (gauntlets|gloves|boots) .* fumbl"=orange MENUCOLOR=" fumble boots"=orange MENUCOLOR=" dunce cap"=orange&underline # Tools MENUCOLOR=" (magic lamp|lamp called magic)"=magenta MENUCOLOR=" blessed (magic lamp|lamp called magic)"=lightmagenta MENUCOLOR=" magic marker"=lightmagenta MENUCOLOR=" (blessed|cursed) magic marker"=lightmagenta&underline MENUCOLOR=" magic marker.* \(1:[0-3]\)"=brown MENUCOLOR=" unicorn horn[^[]*$"=lightgreen # doesn't color skill MENUCOLOR=" cursed.* unicorn horn"=lightgreen&underline MENUCOLOR=" (blindfold|towel)"=lightgreen MENUCOLOR=" cursed.* (blindfold|towel)"=lightgreen&underline MENUCOLOR=" stethoscope"=lightgreen MENUCOLOR=" cursed.* stethoscope"=lightgreen&underline MENUCOLOR=" pick-axe[^[]*$"=green MENUCOLOR=" cursed.* pick-axe"=green&underline MENUCOLOR=" (key|lock pick|osaku)"=green MENUCOLOR=" can of grease"=green MENUCOLOR=" cursed.* can of grease"=green&underline MENUCOLOR=" (oilskin|sack)"=lightcyan" MENUCOLOR=" tinning kit"=lightcyan MENUCOLOR=" cursed.* tinning kit"=lightcyan&underline MENUCOLOR=" (magic whistle|whistle called magic)"=lightcyan MENUCOLOR=" tin whistle"=brown MENUCOLOR=" called tin"=brown MENUCOLOR=" tin opener"=brown # Foodstuffs MENUCOLOR=" lumps? of royal jelly"=lightmagenta MENUCOLOR=" tins? of (spinach|.*giant meat)"=lightmagenta MENUCOLOR=" lizard corpse"=lightgreen MENUCOLOR=" (food |K-|C-|cram )ration"=green MENUCOLOR=" (gunyoki|lembas wafer)"=green MENUCOLOR=" tripe ration"=lightcyan #MENUCOLOR=" fortune cookie"=yellow MENUCOLOR=" c(hi|o)ckatrice corpse"=yellow MENUCOLOR=" tins? of c(hi|o)ckatrice"=yellow MENUCOLOR=" cockatrice egg"=yellow MENUCOLOR=" (slime mold|candied|cookie)"=green # Amulets MENUCOLOR=" amulet .* life saving"=lightgreen MENUCOLOR=" cursed amulet .* life saving"=lightgreen&underline MENUCOLOR=" amulet .* reflect"=lightgreen MENUCOLOR=" amulet .* ESP"=lightcyan MENUCOLOR=" amulet .* (strang|sleep|change)"=orange # Rings MENUCOLOR=" ring .* free action"=lightgreen MENUCOLOR=" ring .* slow digest"=green MENUCOLOR=" ring .* conflict"=green MENUCOLOR=" ring .* levitation"=green MENUCOLOR=" ring .* teleport control"=green MENUCOLOR=" ring .* regeneration"=green MENUCOLOR=" ring .* polymorph"=lightcyan MENUCOLOR=" ring .* polymorph control"=lightcyan # Wands MENUCOLOR=" wand (of|called) (wish|death|poly)"=lightmagenta MENUCOLOR=" wand (of|called) (teleport|digging)"=lightgreen MENUCOLOR=" wand (of|called) (fire|cold|lightning|sleep)"=green MENUCOLOR=" wand (of|called) (secret door|create monster|enlighten)"=lightcyan MENUCOLOR=" wand (of|called) nothing"=brown # Scrolls MENUCOLOR=" scrolls? .* genocide"=lightmagenta MENUCOLOR=" cursed scrolls? .* genocide"=lightmagenta&underline MENUCOLOR=" scrolls? .* enchant (armor|weapon)"=magenta MENUCOLOR=" cursed scrolls? .* enchant (armor|weapon)"=magenta&underline MENUCOLOR=" scrolls? .* teleport"=lightgreen MENUCOLOR=" cursed scrolls? .* teleport"=lightgreen&underline MENUCOLOR=" scrolls? .* remove curse"=green MENUCOLOR=" cursed scrolls? .* remove curse"=green&underline MENUCOLOR=" scrolls? .* identify"=green MENUCOLOR=" cursed scrolls? .* identify"=green&underline MENUCOLOR="scrolls? .* scare monster"=lightcyan MENUCOLOR="scrolls? .* magic mapping"=lightcyan MENUCOLOR="scrolls? .* gold detection"=lightcyan MENUCOLOR="scrolls? .* taming"=lightcyan MENUCOLOR="scrolls? .* charging"=lightcyan MENUCOLOR=" unlabeled scroll"=white MENUCOLOR=" plain spellbook"=white MENUCOLOR=" blank paper"=white MENUCOLOR=" blessed unlabeled scroll"=lightcyan MENUCOLOR=" blessed plain spellbook"=lightcyan MENUCOLOR=" blessed .* blank paper"=lightcyan MENUCOLOR=" cursed unlabeled scroll"=orange MENUCOLOR=" cursed plain spellbook"=orange MENUCOLOR=" cursed .* blank paper"=orange # Potions MENUCOLOR=" potions? .* (gain ability|enlightenment)"=magenta MENUCOLOR=" potions? .* healing"=green MENUCOLOR=" potions? .* full healing"=lightgreen MENUCOLOR=" potions? .* gain (level|energy)"=lightcyan MENUCOLOR=" potions? .* speed"=lightcyan MENUCOLOR=" (smoky potion|potions? .* smoky)"=magenta MENUCOLOR=" blessed (smoky potion|potions? .* smoky)"=lightmagenta #MENUCOLOR=" potions? .* (conf|hallu|blind)"=brown MENUCOLOR=" potions? .* acid"=brown MENUCOLOR=" clear potion"=white MENUCOLOR=" potions? .* water"=white MENUCOLOR=" blessed clear potion"=lightcyan MENUCOLOR=" blessed potions? .* water"=lightcyan MENUCOLOR=" holy water"=lightcyan MENUCOLOR=" cursed clear potion"=orange MENUCOLOR=" cursed potions? .* water"=orange MENUCOLOR=" unholy water"=orange # Rocks 'n stuff MENUCOLOR=" (luckstone|stones? .* luck|Heart of Ahriman)"=lightgreen MENUCOLOR=" cursed (luckstone|stones? .* luck|Heart of Ahriman)"=lightgreen&underline MENUCOLOR=" (touchstone|stones? .* touch)"=lightcyan MENUCOLOR=" flint stone"=lightcyan MENUCOLOR=" rocks?( \(.*\))?$"=brown MENUCOLOR=" worthless"=brown MENUCOLOR=" (loadstone|stones? called load)"=orange # Artifacts R Us MENUCOLOR=" (Orb of Detection|Sceptre of Might|Magic Mirror of Merlin)"=lightgreen MENUCOLOR=" (Magicbane|Eyes of the Overworld)"=lightgreen MENUCOLOR=" (Orb of Fate|Aethiopica|Yendorian Express)"=lightgreen MENUCOLOR=" (Master Key of Thievery|Longbow of Diana)"=lightgreen MENUCOLOR=" (Bell of Opening|silver bell|[Cc]andelabrum|Book of the Dead|papyrus spellbook)"=yellow MENUCOLOR=" Amulet of Yendor"=orange MENUCOLOR=" Amulet of Yendor named"=yellow&underline # Unstashables MENUCOLOR=" bag .* holding"=yellow MENUCOLOR=" cursed bag .* holding"=yellow&underline MENUCOLOR=" (sack|bag).* named cancel"=yellow MENUCOLOR=" bag .* tricks( \([0-9]+:[1-9][0-9]*\))?$"=yellow MENUCOLOR=" wand .*(cancel|vanish)"=yellow # Looting MENUCOLOR="is empty. Do what\?"=none MENUCOLOR="Put something into .*"=none MENUCOLOR="Take something out of .*"=none # Spellcasting MENUCOLOR=" 0%"=white MENUCOLOR=" [1-9]%"=yellow MENUCOLOR=" [12][0-9]%"=yellow MENUCOLOR=" [3-5][0-9]%"=brown MENUCOLOR=" [6-8][0-9]%"=orange MENUCOLOR=" 9[0-9]%"=red MENUCOLOR=" 100%"=red MENUCOLOR="[a-zA-Z] - [a-zA-Z ]+ [0-9]\* [a-z]+ +[0-9]+%"=green # Enhance MENUCOLOR=" \[(Basic|Skilled|Master)\]$"=green MENUCOLOR=" \[(Expert|Grand Master)\]$"=lightgreen MENUCOLOR=" martial arts +\[Expert\]$"=green MENUCOLOR="^ *[a-z] - +[a-z -]+ +\[(Unskilled|Basic|Skilled|Expert|Master)\]$"=lightmagenta # Force colors MENUCOLOR="\{R\}"=red MENUCOLOR="\{B\}"=blue MENUCOLOR="\{C\}"=cyan MENUCOLOR="\{G\}"=green MENUCOLOR="\{Y\}"=yellow MENUCOLOR="\{[MP]\}"=magenta MENUCOLOR="\{O\}"=orange MENUCOLOR="\{W\}"=white MENUCOLOR="\{L\}"=black MENUCOLOR="\{y\}"=gray MENUCOLOR="\{g\}"=lightgreen MENUCOLOR="\{b\}"=lightblue MENUCOLOR="\{[mp]\}"=lightmagenta MENUCOLOR="\{c\}"=lightcyan MENUCOLOR="\{N\}"=none MENUCOLOR="\{X\}"=bold MENUCOLOR="\{x\}"=dim MENUCOLOR="\{U\}"=underline MENUCOLOR="\{I\}"=inverse MENUCOLOR="\{K\}"=blink # delayed instadeaths, credits to stth, via TjrWiz (username tjr2) MSGTYPE=stop "The couatl swings itself around you!" MSGTYPE=stop "The electric eel swings itself around you!" MSGTYPE=stop "The giant eel swings itself around you!" MSGTYPE=stop "The kraken swings itself around you!" # ^ This would have saved me from my last idiotic death, use it! MSGTYPE=stop "The python grabs you!" MSGTYPE=stop "You don't feel very well." MSGTYPE=stop "You are turning a little green." MSGTYPE=stop "Your limbs are getting oozy." MSGTYPE=stop "Your skin begins to peel away." MSGTYPE=stop "You are turning into a green slime." MSGTYPE=stop "You are slowing down." MSGTYPE=stop "Your limbs are stiffening." MSGTYPE=stop "It constricts your throat!" MSGTYPE=stop "You find it hard to breathe." MSGTYPE=stop "You're gasping for air." MSGTYPE=stop "Your blood is having trouble reaching your brain." MSGTYPE=stop "You can no longer breathe." MSGTYPE=stop "You're turning blue." MSGTYPE=stop "Your consciousness is fading." MSGTYPE=stop "You feel deathly sick." MSGTYPE=stop "You feel much worse." MSGTYPE=stop "You feel even worse." #I always wind up missing this message and using a weapon that could be #advanced. MSGTYPE=stop "You feel more confident in your*skills." #Annoying spam when using poisoned weapons. Theoretically this removes #information, but I know what monsters are poison resistant and really don't #give a crap when they become unpoisoned, since I know they will eventually #and I can hit the fancy 'i' key to see how many I have left. MSGTYPE=hide "The poison doesn't seem to affect *". MSGTYPE=hide "Your arrow*is no longer poisoned." MSGTYPE=hide "Your dart*is no longer poisoned." #To be enabled when dagger/arrowstorming. Displays individual hit messages #only if you miss or if you only threw one. Else you just get "You throw x #daggers" and "You kill the foo" (and "The poison was deadly..."). #The one potential gotcha is that you get no feedback if your shot was actually #out of range, so it's wise to know your maximum shooting range. MSGTYPE=show "The * hits the *" MSGTYPE=hide "The ??? ?*? hits *" #Sokoban spam. It might be kind of nice elsewhere, but meh. MSGTYPE=hide "With great effort you move the boulder." MSGTYPE=hide "* moves the boulder." #riding MSGTYPE=hide "You try to move the boulder, but in vain." MSGTYPE=hide "* tries to move the boulder, but cannot." #riding #When a pet is slower than you, eliminate half the spam. The pet will still #make noise, but no need for the obvious one. MSGTYPE=hide "You pull on the leash." # junethack Triamis