autofight_stop = 45 default_manual_training = true show_more = false explore_delay = -1 travel_delay = -1 travel_key_stop = false explore_stop -= greedy_visited_item_stack explore_wall_bias = 0 rest_wait_percent = 100 cloud_status = true easy_confirm = all easy_quit_item_prompts = true use_animations -= player tile_show_threat_levels = trivial, easy, tough, nasty autofight_caught = false runrest_ignore_message += the wereblood boils in your veins runrest_ignore_message += A nearby plant withers and dies runrest_ignore_message += Your primal bloodlust is almost over more := force_more_message more += your body is wracked more += You feel yourself slow down more += calcifying dust hits you more += A sentinel's mark forms upon you flash_screen_message += distortion Item_slot += curare-tipped dart:+e Item_slot += throwing net:+d item_slot ^= scrolls? of teleportation:t item_slot ^= scrolls? of blinking:z item_slot ^= potions? of heal wounds:w item_slot ^= potions? of haste:h item_slot ^= potions? of might:m item_slot ^= potions? of resistance:r item_slot ^= wand of digging:v item_slot ^= condenser vane: c item_slot ^= tremorstone: x { function ready() check_contam() OpenSkills() end } { function check_contam() if you.contaminated() > 1 then crawl.setopt("confirm_action += Irradiate") else crawl.setopt("confirm_action -= Irradiate") end end } { local need_skills_opened = true function OpenSkills() if you.turns() == 0 and need_skills_opened then need_skills_opened = false crawl.sendkeys("m") end end } macros += M \{-233} G> autopickup = $?!+/"} ae := autopickup_exceptions ae += chessboard { add_autopickup_func(function(it, name) if name:find("curare") then return true end if name:find("dispersal") then return true end if name:find("throwing net") then return true end if name:find("tremorstones") then return true end local class = it.class(true) local armour_slots = {cloak="Cloak", helmet="Helmet", gloves="Gloves", boots="Boots", body="Armour", shield="Shield"} if (class == "armour") then if it.is_useless then return false end sub_type = it.subtype() equipped_item = items.equipped_at(armour_slots[sub_type]) if (sub_type == "cloak") or (sub_type == "helmet") or (sub_type == "gloves") or (sub_type == "boots") then if not equipped_item then return true else return it.artefact or it.branded or it.ego end end if (sub_type == "shield") then if equipped_item then return it.artefact or it.branded or it.ego end end end end) } df := drop_filter df += degeneration df += noise macros += M 1 Za macros += M 2 Zb macros += M 3 Zc macros += M 4 Zd confirm_action += Death's Door { safe = you.feel_safe() function update_safe() local old_safe = safe safe = you.feel_safe() if not safe and old_safe then crawl.mpr("Danger!", "warning") crawl.more() end end function ready() update_safe() end } tile_show_demon_tier = true