
1 Options and Effects (Angband 2.7.9v2)
=======================================


1.1 Options and Effects (Angband 2.7.9v2)
=========================================

      These options are accessible through the '=' command.


1.2 User-Interface
==================

      Rogue-like commands
          Selects  the  "roguelike" command set (see "command.txt"
          for info)

      Quick messages
          Allows  the  use  of  any  keypress as a response to the
          "-more-"  prompt. Allows any non-"Y" key to mean "no" to
          the "[y/n]" prompt. Useful for farming lice and worms.

      Prompt for various information
          Forces  the  game  to  ask  you  before  taking  various
          actions,  such  as  using  things which might cause your
          pack  to overflow. Forces the game to ask you which hand
          to place rings on.

      Prompt before picking things up
          Forces  the  game  to  ask  you  if  you  want  to  pick
          something  up  when you do something that would normally
          cause the item to be picked up.

      Use old target by default
          Forces   all   commands   which   normally   ask  for  a
          "direction"  to  use  the  current  "target" if there is
          one.  Use  of this option can be dangerous if you target
          locations  on  the  ground,  unless  you clear them when
          done.

      Pick things up by default
          Tells  the game that walking onto an item should attempt
          to  pick it up. Otherwise, you must use the "g" command,
          or   the   "-"  command  while  walking.  Combined  with
          "carry_query_flag",  allows  you  to selectively pick up
          all items which you step on.

      Accept all throw commands
          Tells  the  game  not  to  force  you  to verify "throw"
          commands.  See  the  "command.txt" help file and compare
          "throw" to "fire" and "destroy".

      Repeat obvious commands
          Tells  the  game  that when you attempt to "open" a door
          or  chest,  "bash"  a  door,  "tunnel" through walls, or
          "disarm"  traps or chests, that you wish to "repeat" the
          command   99  times  or  until  it  succeeds.  See  also
          "repeating a command" in the "command.txt" help file.

      Plain object descriptions
          Tells  the  game not to display "extra" information such
          as  the  colors  of  potions or the labels on scrolls if
          you know what the item actually does.

      Display Equippy Characters
          Display  a  set of "equipment pictures" representing the
          twelve  slots  in  which you can have equipment. This is
          not  very  useful,  and  occupies  the same space as the
          "monster health bar".

      Display Monster Health Bar
          Display  a  "status"  bar  for the monster most recently
          attacked  or targetted, with stars showing the "health",
          color  showing  the  "status",  and  an empty status bar
          indicating that the monster is not currently in view.

      Show extra spell info
          Display  "extra"  information  about spells/prayers when
          you  browse  a  book  or ask for a list when studying or
          casting/praying.

      Show dungeon level in feet
          Display  the  dungeon  depth  in "feet" instead of as an
          actual  level.  This  also  affects  the  monster memory
          display.

      Notice mineral seams
          Force  the  "look"  command  to describe every "seam" in
          view.  This  option  is rarely used. To force "seams" to
          be  displayed  like "normal" walls, you must use a "user
          pref file", see "pref.prf" for details.

      Compress savefiles
          Compress  the  savefile,  by only saving the most recent
          "messages"  that  the  player has received. This can cut
          the  size  of the savefile by a drastic amount, but will
          result in the loss of message information.

      Audible bell (on errors, etc)
          Attempt  to  make  a  "bell" noise when various "errors"
          occur.

      Hilite the player with the cursor
          Place  the visible cursor on the player. This looks find
          on  some  Unix  machines,  but horrible on most graphics
          machines.  Note  that  only  some  machines  are able to
          *not*  show  the  cursor,  but on those machines, hiding
          the cursor often speeds up the game and looks better.

      Use color if possible (slow)
          This  option  enables  the software support for "color".
          Since  this  makes  the  game  slower, you should always
          disable  this option if you are using a machine which is
          not capable of using color.

      Draw Torch-Lite in yellow (slow)
          This   option   causes  the  grids  illuminated  by  the
          player's  "light"  to  be  drawn in yellow. Turning this
          option off will improve game speed.

      Draw Viewable Lite brightly (v.slow)
          This  option causes the grids which are *not* "viewable"
          by  the  player to be drawn in "dimmer" colors, enabling
          the  player  to  focus on those grids which are actually
          relevant.  This  option also allows the player to deduce
          the  existance  of  certain walls in certain situations,
          most  notably  when combined with the "optimize_display"
          option.  Turning  this option off will *greatly* improve
          game speed in many situations.


1.3 Disturbance
===============

      Run past stairs
          Ignore stairs when running.

      Run through open doors
          Ignore open doors when running.

      Run past known corners
          Cut  sharply  around  "known" corners when running. This
          will  result  in  "faster" running, but may cause you to
          run into a "lurking" monster.

      Run into potential corners
          Fully explore "potential corners" in hallways.

      Disturb whenever monster moves (nearby)
          The  "distubance"  options  allow  you to determine what
          should  "disturb"  your  character,  cancelling running,
          resting,  and  repeated commands. This option causes you
          to "notice" motion of nearby monsters.

      Disturb whenever monster moves (anywhere)
          This  option  causes  you  to  "notice"  motion  of  any
          monster.

      Disturb whenever monster appears
          This  option  causes you to "notice" the "appearance" of
          any monster.

      Disturb whenever monster disappears
          This  option  causes you to "notice" the "disappearance"
          of any monster.

      Disturb whenever map panel changes
          This  option  causes  you  to be disturbed by the screen
          "scrolling".

      Disturb whenever various things happen
          This  option  causes  you  to  be  disturbed  by various
          things, including monsters bashing down doors.

      Flush input before normal commands
          This  option  forces the game to flush all pending input
          before every command. This option is silly.

      Flush input whenever disturbed
          This  option  forces the game to flush all pending input
          whenever  the  character  is "disturbed". This is useful
          if  you  use  macros  which  take  time,  since  it will
          prevent  you  from  continuing  your  macro  while being
          attacked by a monster.

      Flush input on various failures
          This  option  forces the game to flush all pending input
          whenever  various  "failures"  occur, such as failure to
          cast  a  spell, failure to use a wand, etc. This is very
          useful  if  you  use  macros which include "directional"
          components  with  commands  that can fail, since it will
          prevent  you  from  walking  towards  monsters when your
          spells fail.

      Flush output before all commands
          This  option  forces the game to flush all output before
          every  command.  This will give you maximal information,
          but   will  slow  down  the  game,  and  is  not  really
          necessary,  since  the  game  always  flushes the output
          when waiting for you to press a key.

      Flush output after all commands
          This  option  forces  the game to flush all output after
          every  command.  This will give you maximal information,
          but will slow down the game.

      Flush output while running (slow)
          This  option  forces  the game to flush all output while
          you   are   running.   This   will   give   you  maximal
          information, but will slow down the game.

      Flush messages before every new message
          This  option  is  silly,  but  causes each message to be
          displayed on a line by itself.

      Flush messages before every disturbance
          This  option is silly, but allows maximal correspondance
          between  the  cause  of  disturbance  and  any  messages
          related to that disturbance.

      Alert user to critical hitpoints
          Produce  a  "bell"  noise,  and flush all pending input,
          when  your  hitpoints  reach the "critical point" chosen
          elsewhere, preventing stupid deaths.

      Alert user to various failures
          Produce  a  "bell"  noise,  and flush all pending input,
          when various "failures" occur, as described above.


1.4 Inventory
=============

      Show weights in inventory list
          Display the weights of objects in the "inventory" list.

      Show weights in equipment list
          Display the weights of objects in the "equipment" list.

      Show weights in stores
          Display the weights of objects in the "store" lists.

      Show labels in equipment list
          Display   "labels"   (such   as   "Wielding")   in   the
          "equipment" list.

      Allow weapons and armor to stack
          Allow  identical weapons and armor to be combined into a
          stack.

      Allow wands/staffs/rods to stack
          Allow  identical wands/staffs/rods to be combined into a
          stack.  This  may  force  the items to be "unstacked" to
          use  them,  which may result in "overflow" of the stack.
          Also,  the  entire  stack can be recharged (and possibly
          destroyed) at the same time.

      Over-ride inscriptions when stacking
          Ignore "inscriptions" when stacking.

      Over-ride discounts when stacking
          Force  "normal"  items to stack with "discounted" items,
          such   that   all  the  items  acquire  the  "discount".
          Annoying but sometimes useful.

      Automatically combine items in the pack
          Automatically  combine  similar items in your pack. Very
          useful.

      Automatically reorder items in the pack
          Automatically  "sort"  the  items  in  your  pack.  Very
          useful.

      Disable haggling in stores
          Disable   "haggling"  in  stores,  resulting  in  a  ten
          percent   sales  tax  on  items  which  you  would  have
          otherwise been forced to haggle for.

      Shuffle store owners
          Allow  the  store  owners  to  be  "bought out" by other
          store owners.


1.5 Game-Play
=============

      Map remembers all perma-lit grids
          Memorize  all  "perma-lit"  grids  which  you see in the
          dungeon.  This  allows you to see what illuminated grids
          you  have  seen,  but  prevents  you  from knowing which
          grids  are  currently  in view, unless you are using the
          "view_bright_lite" option.

      Map remembers all torch-lit grids
          Memorize  all  "torch-lit"  grids  which  you see in the
          dungeon.  This  allows  you  to see where you have been,
          but   prevents   you   from   knowing  which  grids  are
          illuminated.

      Auto-scum for good levels (always)
          This  is  a  hack but allows you to force the generation
          of  "good" levels in the dungeon. You may have to wait a
          long  time  for  this  on  some slow machines. Note that
          "good"  levels  usually  include  "jelly  pits" or other
          annoying things, so do not complain.

      Auto-scum for good levels (sometimes)
          This  is  a  hack but allows you to force the generation
          of  "good" levels in the dungeon. You may have to wait a
          long  time  for  this  on  some slow machines. Note that
          "good"  levels  usually  include  "jelly  pits" or other
          annoying  things,  so  do not complain. This option will
          terminate  after  testing  100 levels, which may prevent
          extremely long generation delays.

      Generate dungeons with aligned rooms
          Force  all  rooms  to  be  "aligned"  with  the  "panel"
          divisions.  This  results  in a much "prettier" dungeon,
          but may result in fewer greater vaults.

      Generate dungeons with connected stairs
          Always  generate  a staircase back to the level you came
          from,  if you used a staircase to get to the level. This
          is   more  "realistic",  and  "safer",  but  less  of  a
          "challenge" for some people.

      Monsters chase current location (v.slow)
          Allow  monsters  to  make  paths to the player when they
          are  nearby.  This  option  is  extremely  slow, but can
          produce viciously smart monsters.

      Monsters chase recent locations (v.slow)
          As  above,  but also allow monsters to take advantage of
          "old" trails that you may have left in the dungeon.

      Monsters follow the player (beta)
          This option is currently non-functional.

      Monsters target the player (beta)
          This option is currently non-functional.

      Monsters learn from their mistakes
          Allow  monsters  to  learn  what  spell  attacks you are
          resistant  to, and to use this information to choose the
          best attacks.

      Monsters exploit players weaknesses
          Allow  monsters  to  know  what  spell  attacks  you are
          resistant  to, and to use this information to choose the
          best attacks.


1.6 Efficiency
==============

      Reduce lite-radius when running
          Make  running  slightly  more  efficient, at the cost of
          knowledge.

      Reduce lite-radius when running (in town)
          Make  running  slightly  more  efficient, at the cost of
          knowledge, but only if you are in town.

      Reduce view-radius when running
          Make  running  mush  more  efficient,  at  the  cost  of
          knowledge.

      Reduce view-radius when running (in town)
          Make  running  mush  more  efficient,  at  the  cost  of
          knowledge, but only if you are in town.

      Optimize various things when running
          Do   not   actually   display  the  player  when  he  is
          "running".  Combined  with  turning  the "fresh_running"
          option  off, this results in running being so fast as to
          appear "instantaneous" on some machines.

      Optimize various things when resting
          This  does  not  actually  do  anything right now, since
          resting is already extremely optimized.

      Optimize various things (visual display)
          Allow  "walls" to be "translucent" to light. This speeds
          up  a  lot  of the code, but allows the player to notice
          when  there  is an illuminated room on the other side of
          a wall, even though he should not know this.

      Optimize various things (message recall)
          Combine  identical messages in the "message recall" list
          to  minimize  the number of screens of messages you have
          to  view.  This  can  cause misleading information since
          the  messages  often  refer  to  different  monsters  or
          objects.


1.7 Special
===========

      Recall monster races in mirror window
          Use  the  "mirror"  window  to  display  "recent monster
          race" info.

      Show equip/inven in mirror window
          Use   the   "mirror"   window  to  display  the  current
          "equip/inven".

      Show item choices in mirror window
          Use the "mirror" window to display item choices.

      Show spell choices in mirror window
          Use the "mirror" window to display spell choices.

      Recall monster races in recall window
          Use  the  "recall"  window  to  display  "recent monster
          race" info.

      Show inven/equip in choice window
          Use   the   "choice"   window  to  display  the  current
          "inven/equip".

      Show item choices in choice window
          Use the "choice" window to display item choices.

      Show spell choices in choice window
          Use the "choice" window to display spell choices.

      Show prompt in choice window
          Currently unused.

      Show info in choice window
          Currently unused.

      Show labels in choice window
          Show  "equipment  labels"  in  the  "mirror"  / "choice"
          windows.

      Show weights in choice window
          Show "weights" in the "mirror" / "choice" windows.

      Recall monster descriptions
          Show  "monster  descriptions" in the "mirror" / "recall"
          windows, and in the "on-screen recall" of monsters.

      Recall monster kill counts
          Show  "monster  kill  counts" in the "mirror" / "recall"
          windows, and in the "on-screen recall" of monsters.


1.8 Cheating
============

      Peek into object creation
          Cheaters   never  win.  But  they  can  peek  at  object
          creation.

      Peek into monster creation
          Cheaters  never  win.  But  they  can  peek  at  monster
          creation.

      Peek into dungeon creation
          Cheaters never win. But they can peek at room creation.

      Peek into something else
          Cheaters   never   win.   But  they  can  see  debugging
          messages.

      Know complete monster info
          Cheaters   never  win.  But  they  can  know  all  about
          monsters.

      Allow player to avoid death
          Cheaters never win. But they can cheat death.


1.9 Left Over Information
=========================

      The  "hitpoint_warn"  value,  if non-zero, is the percentage
      of  maximal  hitpoints at which the player is warned that he
      may  die.  It  is  also used as the cut-off for using red to
      display both hitpoints and mana.

      The  "delay_spd"  value, if non-zero, is used to "slow down"
      the  game,  which  is  useful  to allow you to "observe" the
      temporal effects of bolt, beam, and ball attacks.

      The  "preserve" flag, if set when the character was created,
      cancels  all  level  feelings  of the "special" variety, but
      allows   "missed"  artifacts  to  be  "saved"  by  wandering
      monsters  and  found  again at a later time. This only works
      for non-identified artifacts.

      The  "maximize" flag, if set when the character was created,
      causes  the "race" and "class" stat bonuses to be applied as
      "equipment"   bonuses.  This  usually  makes  the  character
      harder  at  the  beginning of the game, but easier later on,
      since  the  stats are no longer limited to a "natural 18/100
      value".

