# Starting Screen default_manual_training = true # Picking up and Dropping autopickup = /?"!+}$ ae := autopickup_exceptions ae = ae += potions? of degeneration assign_item_slot = forward # Travel and Exploration explore_greedy_visit = artefacts, glowing_items explore_item_greed = 7 # explore_stop = # explore_stop_pickup_ignore = # runrest_ignore_message ^= # runrest_stop_message ^= # interrupt_ += rest_wait_both = true rest_wait_ancestor = true # Command Enhancements # not really necessary equip_unequip = true force_spell_targeter = force_ability_targeter = # may be terrible UX spell_menu = true sort_menus = true : equipped, art, ego, glowing, >qty, identified, charged, basename, dbname, qualname # this is for nerd mana munchers # spell_slot ^= # do this if you want to keep rF rings on "f" or "F" etc. # item_slot ^= # ability_slot # LOWER TO TAB HARDER - INCREASE TO BE A NERD autofight_stop = 75 autofight_caught = true # test bindkey = [tab] CMD_AUTOFIGHT_NOMOVE autofight_nomove_fires = false autofight_wait = true fail_severity_to_confirm = 5 # maybe # bad_item_prompt = false # Message and Display Enhancements hp_warning = 25 mp_warning = 25 hp_colour = 100:lightgrey, 99:green, 75:yellow, 50:red, 25:lightred mp_colour = 100:lightgrey, 99:blue, 75:yellow, 50:red, 25:lightred stat_colour = 7: yellow, 6: red, 4: lightred enemy_hp_colour = green yellow brown magenta red lightred show_more = false item_stack_summary_minimum = 2 monster_item_view_coordinates = true # no idea how this works and it probably isnt even useful # monster_item_view_features += potion of mutation # 5-7 # msg_min_height = 5 # maybe # default_show_all_skills = true monster_list_colour = friendly:lightmagenta, neutral:darkgrey, good_neutral:lightgrey # apparently unusual is no longer used monster_list_colour += trivial:lightgreen, easy:green, tough:yellow, nasty:lightred # change at your leisure # view_delay = # might be the defaults unusual_monster_items = wand unusual_monster_items += disto,chaos unusual_monster_items += curare,atropa,datura,dispersal unusual_monster_items += throwing net more := force_more_message # banishment more += deep elf demonologist.*into view more += deep elf sorcerer.*into view more += Erolcha.*into view more += Louise.*into view more += wizard.*into view #more += wizards? comes? into view. # damnation ## hurl more += Asmodeus.*into view more += Azrael.*into view more += brimstone fiend.*into view more += deep elf sorcerer.*into view more += Dispater.*into view more += draconian scorcher.*into view more += hell sentinel.*into view more += Hellbinder.*into view ## call down more += deep elf high priest.*into view more += hellion.*into view # flay more += flayed ghost.*into view # malmutate ## cast more += cacodemon.*into view more += neqoxec.*into view more += orb of fire.*into view more += shining eye.*into view ## melee more += Mnoleg.*into view # torment more += brimstone fiend.*into view more += curse skull.*into view more += curse toe.*into view more += Ereshkigal.*into view more += Gloorx Vloq.*into view more += ice fiend.*into view more += Khufu.*into view more += Menkaure.*into view more += mummy priest.*into view more += Murray.*into view more += royal mummy.*into view more += tormentor.*into view more += tzitzimitl.*into view ## upon death more += lurking horror.*into view # for EXTRA important stuff # flash_screen_message += # i never use it anyways action_panel = # Colors menu_colour = lightred:.*forbidden.*, lightgreen:.*emergency_item.*, lightcyan:.*good_item.*, yellow:.*dangerous_item.*, red:.*bad_item.*, darkgrey:.*useless_item.* menu_color += lightgreen:.*equipped.*, green:.*ego.*, yellow:.*artefact.*, yellow:.*lightmagenta.*, lightred:.*cursed.* menu_colour += lightblue:.*unidentified.* # change maybe. you dont look at messages much # message_colour = }!? # Quivers, firing, and ammo. fire_order = launcher, throwing, evokable, spell, ability fail_severity_to_quiver = 5 # Tiles Options # there's a bunch of tiles options you might want to go through again some day # ) = weapon # ( = missile # [ = armour # " = amulet # = = ring # / = wand # ? = scroll # ! = potion # } = misc? tile_show_items = )(["=/?!} # there's a bunch more of these. for if you want to change the color of map pixels # tile_player_col tile_show_demon_tier = true tile_level_map_hide_messages = false tile_level_map_hide_sidebar = false # Fun! # tile_player_tile = playermons tile_web_mouse_control = false # Lua # Aux armour autopickup { local function pickup_equipment(it, name) if it.is_useless then return end local class = it.class(true) if class == "armour" then local good_slots = {helmet="Helmet", cloak="Cloak", gloves="Gloves", boots="Boots"} st, _ = it.subtype() if good_slots[st] ~= nil then -- claws if good_slots[st] == "Gloves" and you.has_claws() > 0 then return end -- do something for djinni and boots if it.artefact then return true end local cur = items.equipped_at(good_slots[st]) if cur == nil then return true end if cur.branded or cur.artefact then return end if it.branded then return true end elseif st == "body" then local cur = items.equipped_at("armour") if cur == nil then return end if cur.name("qual") ~= it.name("qual") then return end if it.artefact then return true end if cur.branded or cur.artefact then return end if it.branded then return true end end end return end add_autopickup_func(pickup_equipment) }