#======================================================== # https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt #======================================================== #======================================================== # QOL IMPROVEMENTS #======================================================== # show_more = false easy_confirm = all easy_unequip = true equip_unequip = true default_manual_training = true auto_butcher = true #======================================================== # WARNINGS & AUTOFIGHT #======================================================== hp_colour = 100:lightgreen, 99:green, 75:yellow, 50:lightred, 25:red hp_warning = 45 mp_colour = 100:lightblue, 99:blue, 50:yellow, 25:red mp_warning = 50 autofight_stop = 65 autofight_caught = true #======================================================== # AUTO EXPLORE CONFIG #======================================================== explore_auto_rest = true explore_delay = 30 explore_stop += altars, branches, portals, runed_doors, shops, stairs explore_stop += artefacts, glowing_items, runes explore_stop += greedy_pickup_smart explore_greedy = true travel_open_doors = avoid #======================================================== # AUTO PICKUP CONFIG #======================================================== ae := autopickup_exceptions ae += uselessness, >inaccuracy #======================================================== # UI TWEAKS #======================================================== #tile_map_scale = .9 tile_viewport_scale = 1.1 explore_delay = 30 travel_delay = 30 show_travel_trail = false tile_web_mouse_control = false #======================================================== # MINI MAP COLORS #======================================================== tile_upstairs_col = #99ff33 tile_downstairs_col = #ff1a1a tile_branchstairs_col = #ff1a1a tile_portal_col = #ff1a1a tile_door_col = #cb6d4d tile_wall_col = #595959 tile_explore_horizon_col = #bfbfbf tile_floor_col = #262626 tile_item_col = #262626 tile_feature_col = #d4be21 tile_plant_col = #5c8745 tile_water_col = #0086b3 tile_deep_water_col = #1f1fed tile_trap_col = #d24dff tile_transporter_col = #ff80bf tile_transporter_landing_col = #59ff89 tile_lava_col = #6f0b00 #======================================================== # AUTO INSCRIBE ITEMS #======================================================== autoinscribe += throwing net:@!f #autopick hand/head/foot/armor if nothing equipped in that slot { local function autopickup(it, name) if it.is_useless then return false end local class = it.class(true) if class == "armour" then local good_slots = {cloak="Cloak", helmet="Helmet", gloves="Gloves", boots="Boots"} st, _ = it.subtype() if good_slots[st] ~= nil and items.equipped_at(good_slots[st]) == nil then return true end end end --clear_autopickup_funcs() add_autopickup_func(autopickup) } #======================================================== # Equipment auto pickup/equip (by Medar and others) #======================================================== { 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 = {cloak="Cloak", helmet="Helmet", gloves="Gloves", boots="Boots"} st, _ = it.subtype() -- Autopickup aux armor if: -- 1) we don't have any; or -- 2) it's an artifact, and we don't have artifact armor; or -- 3) we don't have artifact or ego armor, and the found armor is ego. if good_slots[st] ~= nil then if good_slots[st] == "Gloves" and you.has_claws() > 0 then return end 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 -- Autopickup body armor if: -- 1) it's the same kind we're wearing; and -- 2) it's an artifact, and we don't have artifact armor; or -- 3) we don't have artifact or ego armor, and the found armor is ego. 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) }