# Umbire's rcfile based off FIQ rcfile based off stth's dNAO rcfile # # This RC is for NetHack 3.7.0. ############################################################################### # # junethack Umbire # # Welcome to Umby's configuration file for NetHack 3.7.0! # # This configuration was graciously lent to me by FIQ, who in turn borrowed it # from stth. I use this for NetHack on Hardfought.org so I can have the # baller layouts and shit. If you want it I'll gladly pass it to you. # # Of course, this configuration is *not* really beginner-friendly, and honestly # overdue for a trim and update from 3.4.3 shit besides. Regardless, if you want # help parsing this, I suggest reading up via the Section overview # (helpfully provided by stth) and accompanying links: # # - color information # - general graphics options # - vanilla options (incl. autopickup & AUTOPICKUP_EXCEPTIONs) # - miscellaneous patches # - curses interface # - MENUCOLORs # - STATUSCOLORs # - DUNGEONCOLORs & TRAPCOLORs # - MSGTYPEs # ############################################################################### # # color information # ================= # # # For a great color experience, the "use_darkgray" option should be turned on. # Unfortunately, some terminal programs cannot display dark gray properly, and # black monsters and objects will look weird or appear to be invisible. # # In addition, the terminal program's color palette should be adjusted to make # colors more distinct. For example, here is the palette I personally use: # # 0 #000000 ( 0, 0, 0) black # 1 #EE0000 (238, 0, 0) red # 2 #00AA00 ( 0,170, 0) green # 3 #AA6600 (170,102, 0) brown # 4 #0066EE ( 0,102,238) blue # 5 #AA00AA (170, 0,170) magenta # 6 #00AAAA ( 0,170,170) cyan # 7 #AAAAAA (170,170,170) gray # 8 #666666 (102,102,102) "no color" (used by "use_darkgray" option) # 9 #EE6600 (238,102, 0) orange # 10 #00EE00 ( 0,238, 0) lightgreen # 11 #EEEE00 (238,238, 0) yellow # 12 #00AAEE ( 0,170,238) lightblue # 13 #EE00EE (238, 0,238) lightmagenta # 14 #00EEEE ( 0,238,238) lightcyan # 15 #EEEEEE (238,238,238) white # ############################################################################### # # general graphics options # ======================== # # windowtype OPTIONS=windowtype:curses OPTIONS=statuslines:3 OPTIONS=petattr:u # symset OPTIONS=symset:DECgraphics SYMBOLS=S_boulder:0 SYMBOLS=S_bars:\xfc SYMBOLS=S_golem:7 SYMBOLS=S_ghost:8 ############################################################################### # # vanilla options # Wiki: http://nethackwiki.com/wiki/Options#Options # Guidebook: http://nethack.org/v366/Guidebook.html#_TOCentry_39 # # character # AQ's specific role settings, commented out unless I feel like using #OPTIONS=name:player #OPTIONS=role:(...|random) #OPTIONS=role:barbarian #OPTIONS=role:monk #OPTIONS=character:(...|random) #OPTIONS=race:(dwarf|elf|gnome|human|orc|random) #OPTIONS=race:gnome #OPTIONS=race:random #OPTIONS=gender:(female|male|random) #OPTIONS=align:(chaotic|lawful|neutral) #OPTIONS=pettype:(cat|dog|none) # menu keys #OPTIONS=menu_deselect_all:\- #OPTIONS=menu_deselect_page:\\ #OPTIONS=menu_first_page:\^ #OPTIONS=menu_invert_all:\@ #OPTIONS=menu_invert_page:\~ #OPTIONS=menu_last_page:\| #OPTIONS=menu_next_page:\> #OPTIONS=menu_previous_page:\< #OPTIONS=menu_search:\: #OPTIONS=menu_select_all:\. #OPTIONS=menu_select_page:\, #Show object accelerators in menu OPTIONS=menu_objsyms # names OPTIONS=fruit:honey bun OPTIONS=catname:Mia OPTIONS=dogname:Wanwan OPTIONS=horsename:Boris # symbols # (configure these in "general graphics options" for consistency) #OPTIONS=!DECgraphics #OPTIONS=!IBMgraphics #OPTIONS=boulder:` #OPTIONS=dungeon: |--------||.-|++##.##<><>_|\\#{}.}..## #} #OPTIONS=effects:|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/ #OPTIONS=monsters:abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~] #OPTIONS=objects:])[="(%!?+/$*`0_. #OPTIONS=traps:\^\^\^\^\^\^\^\^\^\^\^\^\^\^\^\^\^\"\^\^\^\^ #OPTIONS=warnings:012345 # the rest... OPTIONS=align_message:bottom #OPTIONS=align_status:right OPTIONS=ascii_map OPTIONS=autodig OPTIONS=!autoquiver OPTIONS=altmeta OPTIONS=checkpoint OPTIONS=!cmdassist OPTIONS=color OPTIONS=disclose:ni na nv ng nc OPTIONS=!eight_bit_tty OPTIONS=!extmenu OPTIONS=fixinv OPTIONS=!fullscreen OPTIONS=help OPTIONS=hilite_pet OPTIONS=hilite_pile # Possibly not included in Vanilla - AQ OPTIONS=hitpointbar OPTIONS=!ignintr OPTIONS=!implicit_uncursed #OPTIONS=invweight OPTIONS=!legacy OPTIONS=lit_corridor OPTIONS=!lootabc OPTIONS=mail OPTIONS=menustyle:full OPTIONS=menu_headings:inverse #Updated by AQ - Turn on Mouse OPTIONS=mouse_support OPTIONS=msghistory:240 OPTIONS=msg_window:reversed OPTIONS=news OPTIONS=notutorial # Controls animations. Somehow. Keep this enabled. OPTIONS=null #OPTIONS=number_pad:1 OPTIONS=packorder:$")[%?+!=/(*`0_ OPTIONS=paranoid_confirmation:attack pray Remove OPTIONS=perm_invent OPTIONS=pile_limit:2 OPTIONS=popup_dialog OPTIONS=prayconfirm OPTIONS=!pushweapon OPTIONS=!rest_on_space # See also: null, timed_delay OPTIONS=runmode:teleport OPTIONS=safe_pet OPTIONS=scores:10 top/0 around/ OPTIONS=showexp OPTIONS=showrace OPTIONS=showscore OPTIONS=silent OPTIONS=!softkeyboard OPTIONS=sortpack OPTIONS=!sparkle OPTIONS=splash_screen OPTIONS=standout OPTIONS=time OPTIONS=!tips OPTIONS=timed_delay OPTIONS=tombstone OPTIONS=!toptenwin OPTIONS=travel OPTIONS=!use_inverse OPTIONS=verbose #OPTIONS=windowtype:tty # configure this in "general graphics options" OPTIONS=wraptext #------------------------------------------------------------------------------ # # autopickup & AUTOPICKUP_EXCEPTIONs # # general OPTIONS=autopickup OPTIONS=pickup_burden:unencumbered OPTIONS=pickup_types:$"?+!=/ # unpaid items AUTOPICKUP_EXCEPTION=">.*unpaid.*" # manual pickups AUTOPICKUP_EXCEPTION=">.*called scare monster.*" # scare monster may turn to dust # good food AUTOPICKUP_EXCEPTION="<.*royal jelly.*" AUTOPICKUP_EXCEPTION="<.*wraith corpse.*" # non-oil light sources AUTOPICKUP_EXCEPTION="<.*brass lantern.*" AUTOPICKUP_EXCEPTION="<.*magic lamp.*" AUTOPICKUP_EXCEPTION="<.*lamp called magic.*" AUTOPICKUP_EXCEPTION="<.*tallow candle.*" AUTOPICKUP_EXCEPTION="<.*candle* called tallow.*" AUTOPICKUP_EXCEPTION="<.*wax candle.*" AUTOPICKUP_EXCEPTION="<.*candle.* called wax.*" AUTOPICKUP_EXCEPTION="<.*candle" AUTOPICKUP_EXCEPTION="<.*candles" # magical tools for possible polypiling AUTOPICKUP_EXCEPTION="<.*bag of holding.*" AUTOPICKUP_EXCEPTION="<.*bag called holding.*" AUTOPICKUP_EXCEPTION="<.*bag of tricks.*" AUTOPICKUP_EXCEPTION="<.*crystal ball.*" AUTOPICKUP_EXCEPTION="<.*glass orb.*" AUTOPICKUP_EXCEPTION="<.*drum of earthquake.*" AUTOPICKUP_EXCEPTION="<.*drum called earthquake.*" AUTOPICKUP_EXCEPTION="<.*figurine.*" AUTOPICKUP_EXCEPTION="<.*fire horn.*" AUTOPICKUP_EXCEPTION="<.*frost horn.*" AUTOPICKUP_EXCEPTION="<.*horn of plenty.*" AUTOPICKUP_EXCEPTION="<.*magic flute.*" AUTOPICKUP_EXCEPTION="<.*flute called magic.*" AUTOPICKUP_EXCEPTION="<.*magic lamp.*" AUTOPICKUP_EXCEPTION="<.*lamp called magic.*" AUTOPICKUP_EXCEPTION="<.*magic marker.*" AUTOPICKUP_EXCEPTION="<.*magic whistle.*" AUTOPICKUP_EXCEPTION="<.*whistle called magic.*" AUTOPICKUP_EXCEPTION="<.*unicorn horn.*" ############################################################################### # # miscellaneous patches # ===================== # # # NAO-specific options ..... http://nethackwiki.com/wiki/Options#NAO # example config file ...... http://alt.org/nethack/default.nh343rc # differences to vanilla ... http://alt.org/nethack/naonh.php # # http://nethackwiki.com/wiki/Options#BINDINGS # MOTD/news 2011.11.13 #BINDINGS= # http://nethackwiki.com/wiki/Options#bones # http://alt.org/nethack/forum/read.php?1,267 [2011-01-13] # MOTD/news 2011.01.13 OPTIONS=bones # http://bilious.alt.org/?98 # MOTD/news 2011.11.05 OPTIONS=pickup_thrown # http://nethackwiki.com/wiki/Options#sortloot # http://bilious.alt.org/?42 # MOTD/news 2011.10.30 OPTIONS=sortloot:loot # http://nethackwiki.com/wiki/Options#use_darkgray # http://bilious.alt.org/?205 OPTIONS=use_darkgray # http://nethackwiki.com/wiki/Options#UTF8graphics # MOTD/news 2014.03.23 #OPTIONS=!UTF8graphics # configure this in "general graphics options" ############################################################################### # # MENUCOLORs # ========== # # # http://nethackwiki.com/wiki/Options#menucolors # http://bilious.alt.org/?11 # # colors: black / blue / brown / cyan / gray / green / lightblue / lightcyan # lightgreen / lightmagenta / magenta / orange / red / white / yellow # # (black is blue or dark gray, depending on "use_darkgray" option) # # attributes: &blink / &bold / &dim / &inverse / &none / &underline # # All of this updated by AQ, using Eidolon’s .nhrc file: https://alt.org/nethack/userdata/E/Eidolos/Eidolos.nh343rc # !de-/activate OPTIONS=menucolors ######### # B/U/C # ######### #MENUCOLOR="^[a-zA-Z$] - "=white # ^The above would be normally employed in situations where you wouldn't see the 'uncursed' bit # (i.e. playing priest). In xNetHack, though, that takes care of itself thankfully. MENUCOLOR=" !C"=white MENUCOLOR=" !B"=white MENUCOLOR=" !UC"=white #MENUCOLOR=" uncursed| UC?($| )"=white #MENUCOLOR=" \([-0-9]+:[-0-9]+\)"=white #nethack doesn't display "uncursed" if charges are known #MENUCOLOR=" [+-][0-9]"=white # Updated by AQ #MENUCOLOR=" \([-0-9]+:[-0-9]+\)"=cyan #nethack doesn't display "uncursed" if charges are known #MENUCOLOR=" [+-][0-9]"=cyan # All white items being worn should be bolded MENUCOLOR=".?being worn.?"=white&bold MENUCOLOR=".?weapon in hands?.?"=white&bold MENUCOLOR=".?on left hand.?"=white&bold MENUCOLOR=".?on right hand.?"=white&bold MENUCOLOR=".?wielded.?"=white&bold #Removed by AQ — redundant #MENUCOLOR=" holy.*"=green #MENUCOLOR=" holy .* .?being worn.?"=lightgreen #MENUCOLOR=" holy .* .?weapon in hands?.?"=lightgreen #MENUCOLOR=" holy .* .?on left hand.?"=lightgreen #MENUCOLOR=" holy .* .?on right hand.?"=lightgreen #MENUCOLOR=" holy .* .?wielded.?"=lightgreen #MENUCOLOR=" holy .* .?not wielded.?"=green #MENUCOLOR=" holy .* (lit)"=lightgreen #MENUCOLOR=" holy .* \(lit\)"=lightgreen #MENUCOLOR=" unholy.*"=red #MENUCOLOR=" unholy .* .?being worn.?"=orange #MENUCOLOR=" unholy .* .?weapon in hands?.?"=orange #MENUCOLOR=" unholy .* .?on left hand.?"=orange #MENUCOLOR=" unholy .* .?on right hand.?"=orange #MENUCOLOR=" unholy .* .?wielded.?"=orange #MENUCOLOR=" unholy .* .?not wielded.?"=red #MENUCOLOR=" unholy .* (lit)"=orange #MENUCOLOR=" unholy .* \(lit\)"=orange MENUCOLOR=" blessed.*"=green MENUCOLOR=" blessed .* .?being worn.?"=lightgreen MENUCOLOR=" blessed .* .?weapon in hands?.?"=lightgreen MENUCOLOR=" blessed .* .?on left hand.?"=lightgreen MENUCOLOR=" blessed .* .?on right hand.?"=lightgreen MENUCOLOR=" blessed .* .?wielded.?"=lightgreen MENUCOLOR=" blessed .* .?not wielded.?"=green MENUCOLOR=" blessed .* (lit)"=lightgreen MENUCOLOR=" blessed .* \(lit\)"=lightgreen MENUCOLOR=" uncursed.*"=cyan MENUCOLOR=" noncursed.*"=cyan MENUCOLOR=" uncursed .* .?being worn.?"=lightcyan MENUCOLOR=" uncursed .* .?weapon in hands?.?"=lightcyan MENUCOLOR=" uncursed .* .?on left hand.?"=lightcyan MENUCOLOR=" uncursed .* .?on right hand.?"=lightcyan MENUCOLOR=" uncursed .* .?wielded.?"=lightcyan MENUCOLOR=" uncursed .* .?not wielded.?"=cyan MENUCOLOR=" uncursed .* (lit)"=lightcyan MENUCOLOR=" uncursed .* \(lit\)"=lightcyan MENUCOLOR=" cursed.*"=red MENUCOLOR=" CRSD*"=red MENUCOLOR=" cursed .* .?being worn.?"=orange MENUCOLOR=" cursed .* .?weapon in hands?.?"=orange MENUCOLOR=" cursed .* .?on left hand.?"=orange MENUCOLOR=" cursed .* .?on right hand.?"=orange MENUCOLOR=" cursed .* .?wielded.?"=orange MENUCOLOR=" cursed .* .?not wielded.?"=red MENUCOLOR=" cursed .* (lit)"=orange MENUCOLOR=" cursed .* \(lit\)"=orange ################# # WATER BOTTLES # ################# MENUCOLOR=" holy water"=green&bold MENUCOLOR=" blessed clear potion"=green&bold MENUCOLOR=" blessed potions? called water"=green&bold MENUCOLOR=" clear potions? named (holy|blessed|B)($| )"=green&bold MENUCOLOR=" potions? of water named (holy|blessed|B)($| )"=green&bold MENUCOLOR=" potions? called water named (holy|blessed|B)($| )"=green&bold MENUCOLOR=" unholy water"=orange MENUCOLOR=" cursed clear potion"=orange MENUCOLOR=" cursed potions? called water"=orange MENUCOLOR=" potions? called water named (unholy|cursed|C)($| )"=orange ################# # FOOD CONDUCTS # thanks, teabing! # REMOVED BY AQ — I find this confusing with blessed colours ################# # vegan #MENUCOLOR="(food |cram |K-|C-)ration|gunyoki"=green&bold #MENUCOLOR="lembas wafer|melon|carrot|tins? .* spinach"=green&bold #MENUCOLOR=" oranges?( named.*)?$"=green&bold # avoid coloring orange DSM #MENUCOLOR=" pears?( named.*)?$"=green&bold # avoid coloring pearl rings #MENUCOLOR=" (apple|banana|kelp|eucalyptus|garlic|wolfsbane)"=green&bold #MENUCOLOR=" (slime mold|orange)”=green&bold ## YOUR FRUIT HERE #MENUCOLOR="(tins? of )?(gelatinous cube|acid blob|quivering blob)( corpse)?"=green&bold #MENUCOLOR="(tins? of )?(blue|spotted|ochre) jelly( corpse)?"=green&bold #MENUCOLOR="(tins? of )?lichen|shrieker|violet fungus|(brown|yellow|green|red) mold( corpse)?"=green&bold # vegetarian #MENUCOLOR="egg|pancake|fortune cookie|candy bar|royal jelly|cream pie|candle"=green #MENUCOLOR="(glob of )?brown pudding|gray ooze"=green ########### # GOODIES # ########### MENUCOLOR=" bag .* holding"=magenta MENUCOLOR=" luck(stone)?($| )"=magenta MENUCOLOR=" wand .* wish(ing)?($| )"=magenta MENUCOLOR=" wand .* tele(port(ation)?)?($| )"=magenta MENUCOLOR=" wand .* polymorph"=magenta MENUCOLOR=" wand .* death"=magenta MENUCOLOR=" gain level"=magenta MENUCOLOR=" full healing"=magenta MENUCOLOR=" magic marker"=magenta MENUCOLOR=" magic lamp|lamp .* magic"=magenta MENUCOLOR=" unicorn horn[^[]*$"=magenta MENUCOLOR=" tinning kit"=magenta MENUCOLOR=" ring .* regen(eration)?($| )"=magenta MENUCOLOR=" ring .* conflict"=magenta MENUCOLOR=" ring .* (FA|free action)($| )"=magenta MENUCOLOR=" ring .* (TC|teleport control)($| )"=magenta MENUCOLOR=" ring .* lev(itation)?($| )"=magenta MENUCOLOR=" scrolls? .* genocide($| )"=magenta MENUCOLOR=" scrolls? .* charging($| )"=magenta MENUCOLOR=" scrolls? .* identify($| )"=magenta MENUCOLOR=" amulet .* (life ?saving|LS)($| )"=magenta MENUCOLOR=" amulet .* ref(lection)?($| )"=magenta MENUCOLOR=" c(o|hi)ckatrice (corpse|egg)"=magenta MENUCOLOR=" egg .* cockatrice"=magenta MENUCOLOR=" stethoscope"=magenta #instruments MENUCOLOR="tooled horn|fire horn|frost horn|horn .* (tooled|fire|frost)"=magenta MENUCOLOR=" harp"=magenta MENUCOLOR=" bugle"=magenta MENUCOLOR=" flute"=magenta # unidentified magic armor MENUCOLOR="piece of cloth|opera cloak|ornamental cope|tattered cape"=magenta MENUCOLOR="plumed helmet|etched helmet|crested helmet|visored helmet"=magenta MENUCOLOR="(old|padded|riding|fencing) gloves"=magenta MENUCOLOR="(mud|buckled|riding|snow|hiking|combat|jungle) boots"=magenta # Added by AQ — LET ME KNOW I'M WEARING GLOVES MENUCOLOR=".*gloves.*being worn.?"=green&underline ############# # ARTIFACTS # ############# #unaligned MENUCOLOR=" (Dragonbane|Fire Brand|Frost Brand|Ogresmasher|Trollsbane|Werebane)"=lightgreen #lawful artis MENUCOLOR=" (Demonbane|Excalibur|Grayswandir|Snickersnee|Sunsword)"=lightgreen MENUCOLOR=" (Orb of Detection|Sceptre of Might|Magic Mirror of Merlin|Mitre of Holiness|Tsurugi of Muramasa)"=lightgreen #neutral artis MENUCOLOR=" (Cleaver|Giantslayer|Magicbane|Mjollnir|Vorpal Blade)"=green MENUCOLOR=" (Cleaver|Giantslayer|Magicbane|Mjollnir|Vorpal Blade).* .?weapon in hands?.?"=lightgreen MENUCOLOR=" (Heart of Ahriman|Staff of Aesculapius|Eyes of the Overworld|Platinum Yendorian Express Card|Orb of Fate|Eye of the Aethiopica)"=lightgreen #chaotic artis MENUCOLOR=" (Grimtooth|Orcrist|Sting|Stormbringer)"=lightgreen MENUCOLOR=" (Longbow of Diana|Master Key of Thievery)"=lightgreen #invocation items MENUCOLOR=" (Bell of Opening|silver bell|Candelabrum of Invocation|candelabrum|Book of the Dead|papyrus spellbook)"=magenta&bold #raison d'etre MENUCOLOR=" Amulet of Yendor named"=magenta&blink #DROP WITH CAUTION MENUCOLOR="scare monster"=blue&underline ################## # CURSED GOODIES # ################## MENUCOLOR=" cursed.* bag .* holding"=red&bold MENUCOLOR=" cursed.* luck(stone)?($| )"=red&bold MENUCOLOR=" cursed.* unicorn horn"=red&bold MENUCOLOR=" cursed.* (Bell of Opening|silver bell|Candelabrum of Invocation|candelabrum|Book of the Dead|papyrus spellbook)"=red&bold MENUCOLOR="cursed tins? .* spinach|tins? .* spinach .* (cursed|C($| ))"=red ############# # BAD STUFF # ############# MENUCOLOR=" load(stone)?($| )"=red&underline ############################## # WATCH OUT, BAG OF HOLDING! # ############################## MENUCOLOR=" bag .* tricks"=red&underline MENUCOLOR=" wand .*[^!]canc"=red&underline MENUCOLOR=" wand .* vanish"=blue&underline MENUCOLOR=".*cancel.*"=red&underline ################ # SHINY THINGS # ################ MENUCOLOR=" gold piece"=yellow MENUCOLOR=" valuable"=brown MENUCOLOR=" gems? .* hard"=yellow #soft gems MENUCOLOR=" ([0-9]+|an?|gems? .*) (uncursed |cursed |blessed )?(dilithium|opal|garnet|jasper|agate|jet|obsidian|jade|citrine|chrysoberyl|amber|amethyst|fluorite|turquoise)(e?s)?( stones?| gems?| crystals?)?( named .*)?$"=brown #hard gems MENUCOLOR=" ([0-9]+|an?|gems?.*) (uncursed |cursed |blessed )?(diamond|rub(y|ies)|jacinth|sapphire|black opal|emerald|topaz|aquamarine)(e?s)?( stones?| gems?)?( named .*)?$"=yellow ####################### # SPELL FAILURE RATES # ####################### MENUCOLOR=" 0%"=white MENUCOLOR=" [1-9]%"=cyan MENUCOLOR=" [12][0-9]%"=cyan MENUCOLOR=" [3-6][0-9]%"=yellow MENUCOLOR=" 7[0-5]%"=yellow MENUCOLOR=" 7[6-9]%"=orange MENUCOLOR=" 8[0-9]%"=orange MENUCOLOR=" 9[0-9]%"=red MENUCOLOR=" 100%"=red ################### # FORGOTTEN SPELL # Credit: Stevie, rsarson ################### MENUCOLOR="[a-zA-Z ]+ [0-9]\* [a-z]+ +[0-9]+%"=magenta ############ # #ENHANCE # Credit: itsblah ############ MENUCOLOR="^ +[a-z -]+ +\[(Unskilled|Basic|Skilled|Expert|Master|Grand Master)\]$"=white # This is the normal skill enhancement display. MENUCOLOR="^ *[a-z] - +[a-z -]+ +\[(Unskilled|Basic|Skilled|Expert|Master|Grand Master)\]$"=cyan # This shows that a skill is ready to enhance. MENUCOLOR="^ +\* +[a-z -]+ +\[(Unskilled|Basic|Skilled|Expert|Master|Grand Master)\]$"=lightmagenta # This shows a skill that is enhanceable once you gain more skill slots. MENUCOLOR="^ +# +[a-z -]+ +\[(Unskilled|Basic|Skilled|Expert|Master|Grand Master)\]$"=magenta # This shows a skill that is enhanceable if there is more potential. ################ # FORCE COLORS # ################ # Some of these are subject to change ! 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 ############################################################################### # # statushilites # ============= # # # colors: black / blue / brown / cyan / gray / green / lightblue / lightcyan # lightgreen / lightmagenta / magenta / orange / red / white / yellow # # (black is blue or dark gray, depending on "use_darkgray" option) # # attributes: &blink / &bold / &dim / &inverse / &none / &underline # # !de-/activate OPTIONS=statushilites # gold OPTIONS=hilite_status: gold/always/yellow # HP AND POWER # ============ # # HP #OPTIONS=hilite_status: hitpoints-max/gray/gray OPTIONS=hilite_status: hitpoints/<6/orange/orange OPTIONS=hilite_status: hitpoints/100%/gray/gray OPTIONS=hilite_status: hitpoints/<100%/green/green OPTIONS=hilite_status: hitpoints/<67%/yellow/yellow OPTIONS=hilite_status: hitpoints/<34%/red/red # Prayer threshold here - added from stth's script and modified to fit - AQ OPTIONS=hilite_status: hitpoints/<15%/lightmagenta&inverse/lightmagenta&inverse # Pw #OPTIONS=hilite_status: power-max/gray/gray OPTIONS=hilite_status: power/100%/gray/gray OPTIONS=hilite_status: power/<100%/cyan/cyan OPTIONS=hilite_status: power/<67%/blue/blue OPTIONS=hilite_status: power/<34%/magenta/magenta OPTIONS=hilite_status: power/<15%/lightmagenta/lightmagenta OPTIONS=hilite_status: power/<6/lightmagenta/lightmagenta # ATTRIBUTES # ========== # # Str, Dex and Con and Cha uses colors to denote bonuses # Colors is as follows: # -4:black -3:orange, -2:red, -1:brown, 0:yellow, 1:lightgreen, 2:green, # 3:cyan, 4:lightcyan, 5:lightblue, 6:blue, 7:magenta, 8:lightmagenta, # 9+:white # # Change -- overrides color, so commented out #OPTIONS=hilite_status: characteristics/changed/normal&underline # Strength. Colors display damage bonus OPTIONS=hilite_status: strength/<6/brown OPTIONS=hilite_status: strength/>5/yellow OPTIONS=hilite_status: strength/>15/lightgreen OPTIONS=hilite_status: strength/>17/green OPTIONS=hilite_status: strength/>18/cyan OPTIONS=hilite_status: strength/>93/lightcyan OPTIONS=hilite_status: strength/>108/lightblue OPTIONS=hilite_status: strength/>117/blue # Dexterity. Colors display to-hit bonus OPTIONS=hilite_status: dexterity/<4/orange OPTIONS=hilite_status: dexterity/>3/red OPTIONS=hilite_status: dexterity/>5/brown OPTIONS=hilite_status: dexterity/>7/yellow OPTIONS=hilite_status: dexterity/>14/lightgreen OPTIONS=hilite_status: dexterity/>15/green OPTIONS=hilite_status: dexterity/>16/cyan OPTIONS=hilite_status: dexterity/>17/lightcyan OPTIONS=hilite_status: dexterity/>18/lightblue OPTIONS=hilite_status: dexterity/>19/blue OPTIONS=hilite_status: dexterity/>20/magenta OPTIONS=hilite_status: dexterity/>21/lightmagenta OPTIONS=hilite_status: dexterity/>22/white # Constitution. Colors display HP/level bonus OPTIONS=hilite_status: constitution/<4/red OPTIONS=hilite_status: constitution/>3/brown OPTIONS=hilite_status: constitution/>6/yellow OPTIONS=hilite_status: constitution/>14/lightgreen OPTIONS=hilite_status: constitution/>16/green OPTIONS=hilite_status: constitution/>17/cyan OPTIONS=hilite_status: constitution/>18/lightcyan # Charisma. Colors display sell bonus (x1 acting as +0) OPTIONS=hilite_status: charisma/<6/orange OPTIONS=hilite_status: charisma/>5/red OPTIONS=hilite_status: charisma/>7/brown OPTIONS=hilite_status: charisma/>10/yellow OPTIONS=hilite_status: charisma/>15/lightgreen OPTIONS=hilite_status: charisma/>17/green OPTIONS=hilite_status: charisma/>18/cyan # EXPERIENCE # ========== # # Experience to next level is colored as follows: # 0%:black, 10%:orange, 20%:red, 30%:brown, 40%:yellow, # 50%:lightgreen, 60%:green, 70%:cyan, 80%:lightcyan, 90%:lightblue # # initial setting OPTIONS=hilite_status: experience/0/black # 1 OPTIONS=hilite_status: experience/>0/black/>1/orange/>3/red/>5/brown OPTIONS=hilite_status: experience/>7/yellow/>9/lightgreen/>11/green OPTIONS=hilite_status: experience/>13/cyan/>15/lightcyan/>17/lightblue # 2 OPTIONS=hilite_status: experience/>19/black/>21/orange/>23/red/>25/brown OPTIONS=hilite_status: experience/>27/yellow/>29/lightgreen/>31/green OPTIONS=hilite_status: experience/>33/cyan/>35/lightcyan/>37/lightblue # 3 OPTIONS=hilite_status: experience/>39/black/>43/orange/>47/red/>51/brown OPTIONS=hilite_status: experience/>55/yellow/>59/lightgreen/>63/green OPTIONS=hilite_status: experience/>67/cyan/>71/lightcyan/>75/lightblue # 4 OPTIONS=hilite_status: experience/>79/black/>87/orange/>95/red/>103/brown OPTIONS=hilite_status: experience/>111/yellow/>119/lightgreen/>127/green OPTIONS=hilite_status: experience/>135/cyan/>143/lightcyan/>151/lightblue # 5 OPTIONS=hilite_status: experience/>159/black/>175/orange/>191/red/>207/brown OPTIONS=hilite_status: experience/>223/yellow/>239/lightgreen/>255/green OPTIONS=hilite_status: experience/>271/cyan/>287/lightcyan/>303/lightblue # 6 OPTIONS=hilite_status: experience/>319/black/>351/orange/>383/red/>415/brown OPTIONS=hilite_status: experience/>447/yellow/>479/lightgreen/>511/green OPTIONS=hilite_status: experience/>543/cyan/>575/lightcyan/>607/lightblue # 7 OPTIONS=hilite_status: experience/>639/black/>703/orange/>767/red/>831/brown OPTIONS=hilite_status: experience/>895/yellow/>959/lightgreen/>1023/green OPTIONS=hilite_status: experience/>1087/cyan/>1151/lightcyan/>1215/lightblue # 8 OPTIONS=hilite_status: experience/>1279/black/>1407/orange/>1535/red/>1663/brown OPTIONS=hilite_status: experience/>1791/yellow/>1919/lightgreen/>2047/green OPTIONS=hilite_status: experience/>2175/cyan/>2303/lightcyan/>2431/lightblue # 9 OPTIONS=hilite_status: experience/>2559/black/>2815/orange/>3071/red/>3327/brown OPTIONS=hilite_status: experience/>3583/yellow/>3839/lightgreen/>4095/green OPTIONS=hilite_status: experience/>4351/cyan/>4607/lightcyan/>4863/lightblue # 10 OPTIONS=hilite_status: experience/>5119/black/>5607/orange/>6095/red/>6583/brown OPTIONS=hilite_status: experience/>7071/yellow/>7559/lightgreen/>8047/green OPTIONS=hilite_status: experience/>8535/cyan/>9023/lightcyan/>9511/lightblue # 11 OPTIONS=hilite_status: experience/>9999/black/>10999/orange/>11999/red/>12999/brown OPTIONS=hilite_status: experience/>13999/yellow/>14999/lightgreen/>15999/green OPTIONS=hilite_status: experience/>16999/cyan/>17999/lightcyan/>18999/lightblue # 12 OPTIONS=hilite_status: experience/>19999/black/>21999/orange/>23999/red/>25999/brown OPTIONS=hilite_status: experience/>27999/yellow/>29999/lightgreen/>31999/green OPTIONS=hilite_status: experience/>33999/cyan/>35999/lightcyan/>37999/lightblue # 13 OPTIONS=hilite_status: experience/>39999/black/>43999/orange/>47999/red/>51999/brown OPTIONS=hilite_status: experience/>55999/yellow/>59999/lightgreen/>63999/green OPTIONS=hilite_status: experience/>67999/cyan/>71999/lightcyan/>75999/lightblue # 14 OPTIONS=hilite_status: experience/>79999/black/>87999/orange/>95999/red/>103999/brown OPTIONS=hilite_status: experience/>111999/yellow/>119999/lightgreen/>127999/green OPTIONS=hilite_status: experience/>135999/cyan/>143999/lightcyan/>151999/lightblue # 15 OPTIONS=hilite_status: experience/>159999/black/>175999/orange/>191999/red/>207999/brown OPTIONS=hilite_status: experience/>223999/yellow/>239999/lightgreen/>255999/green OPTIONS=hilite_status: experience/>271999/cyan/>287999/lightcyan/>303999/lightblue # 16 OPTIONS=hilite_status: experience/>319999/black/>351999/orange/>383999/red/>415999/brown OPTIONS=hilite_status: experience/>447999/yellow/>479999/lightgreen/>511999/green OPTIONS=hilite_status: experience/>543999/cyan/>575999/lightcyan/>607999/lightblue # 17 OPTIONS=hilite_status: experience/>639999/black/>703999/orange/>767999/red/>831999/brown OPTIONS=hilite_status: experience/>895999/yellow/>959999/lightgreen/>1023999/green OPTIONS=hilite_status: experience/>1089997/cyan/>1151999/lightcyan/>1215999/lightblue # 18 OPTIONS=hilite_status: experience/>1279999/black/>1407999/orange/>1535999/red/>1663999/brown OPTIONS=hilite_status: experience/>1791999/yellow/>1919999/lightgreen/>2047999/green OPTIONS=hilite_status: experience/>2175999/cyan/>2303999/lightcyan/>2431999/lightblue # 19 OPTIONS=hilite_status: experience/>2559999/black/>2815999/orange/>3071999/red/>3327999/brown OPTIONS=hilite_status: experience/>3583999/yellow/>3839999/lightgreen/>4095999/green OPTIONS=hilite_status: experience/>4351999/cyan/>4607999/lightcyan/>4863999/lightblue # 20 OPTIONS=hilite_status: experience/>5119999/black/>5607999/orange/>6095999/red/>6583999/brown OPTIONS=hilite_status: experience/>7071999/yellow/>7559999/lightgreen/>8047999/green OPTIONS=hilite_status: experience/>8535999/cyan/>9023999/lightcyan/>9511999/lightblue # 21 OPTIONS=hilite_status: experience/>9999999/black/>10999999/orange/>11999999/red/12999999/brown OPTIONS=hilite_status: experience/>13999999/yellow/>14999999/lightgreen/>15999999/green OPTIONS=hilite_status: experience/>16999999/cyan/>17999999/lightcyan/>18999999/lightblue # 22 OPTIONS=hilite_status: experience/>19999999/black/>20999999/orange/>21999999/red/22999999/brown OPTIONS=hilite_status: experience/>23999999/yellow/>24999999/lightgreen/>25999999/green OPTIONS=hilite_status: experience/>26999999/cyan/>27999999/lightcyan/>28999999/lightblue # 23 OPTIONS=hilite_status: experience/>29999999/black/>30999999/orange/>31999999/red/32999999/brown OPTIONS=hilite_status: experience/>33999999/yellow/>34999999/lightgreen/>35999999/green OPTIONS=hilite_status: experience/>36999999/cyan/>37999999/lightcyan/>38999999/lightblue # 24 OPTIONS=hilite_status: experience/>39999999/black/>40999999/orange/>41999999/red/42999999/brown OPTIONS=hilite_status: experience/>43999999/yellow/>44999999/lightgreen/>45999999/green OPTIONS=hilite_status: experience/>46999999/cyan/>47999999/lightcyan/>48999999/lightblue # 25 OPTIONS=hilite_status: experience/>49999999/black/>50999999/orange/>51999999/red/52999999/brown OPTIONS=hilite_status: experience/>53999999/yellow/>54999999/lightgreen/>55999999/green OPTIONS=hilite_status: experience/>56999999/cyan/>57999999/lightcyan/>58999999/lightblue # 26 OPTIONS=hilite_status: experience/>59999999/black/>60999999/orange/>61999999/red/62999999/brown OPTIONS=hilite_status: experience/>63999999/yellow/>64999999/lightgreen/>65999999/green OPTIONS=hilite_status: experience/>66999999/cyan/>67999999/lightcyan/>68999999/lightblue # 27 OPTIONS=hilite_status: experience/>69999999/black/>70999999/orange/>71999999/red/72999999/brown OPTIONS=hilite_status: experience/>73999999/yellow/>74999999/lightgreen/>75999999/green OPTIONS=hilite_status: experience/>76999999/cyan/>77999999/lightcyan/>78999999/lightblue # 28 OPTIONS=hilite_status: experience/>79999999/black/>80999999/orange/>81999999/red/82999999/brown OPTIONS=hilite_status: experience/>83999999/yellow/>84999999/lightgreen/>85999999/green OPTIONS=hilite_status: experience/>86999999/cyan/>87999999/lightcyan/>88999999/lightblue # 29 OPTIONS=hilite_status: experience/>89999999/black/>90999999/orange/>91999999/red/92999999/brown OPTIONS=hilite_status: experience/>93999999/yellow/>94999999/lightgreen/>95999999/green OPTIONS=hilite_status: experience/>96999999/cyan/>97999999/lightcyan/>98999999/lightblue # 30+ OPTIONS=hilite_status: experience/>99999999/white # STATUS CONDITIONS # ================= # # encumbrance OPTIONS=hilite_status: carrying-capacity/burdened/red OPTIONS=hilite_status: carrying-capacity/stressed/red OPTIONS=hilite_status: carrying-capacity/strained/orange OPTIONS=hilite_status: carrying-capacity/overtaxed/orange OPTIONS=hilite_status: carrying-capacity/overloaded/lightmagenta # hunger OPTIONS=hilite_status: hunger/satiated/red OPTIONS=hilite_status: hunger/hungry/red OPTIONS=hilite_status: hunger/weak/orange OPTIONS=hilite_status: hunger/fainting/lightmagenta OPTIONS=hilite_status: hunger/fainted/lightmagenta # condititons OPTIONS=hilite_status: condition/major_troubles/lightmagenta OPTIONS=hilite_status: condition/minor_troubles/lightblue OPTIONS=hilite_status: condition/movement/lightgreen ######################################################################################################### # # MSGTYPEs # ======== # # # http://nethackwiki.com/wiki/Options#MSGTYPE # http://bilious.alt.org/?397 # http://alt.org/nethack/forum/read.php?1,267 [2010-09-22] # # MSGTYPE=(hide|norep|show|stop) "" # # boulders MSGTYPE=stop "You try to move the boulder.*" MSGTYPE=stop ".* tries to move the boulder.*" MSGTYPE=stop "Perhaps that's why .* cannot.*" # bullwhip MSGTYPE=stop ".* flicks a bullwhip towards your .*!" MSGTYPE=stop ".* wraps around .* you're wielding!" MSGTYPE=stop ".* yanks .* from your .*!" MSGTYPE=stop ".* yanks .* to the .*!" MSGTYPE=stop ".* snatches .*!" # dangerous items MSGTYPE=stop ".*chickatrice corpse.*" MSGTYPE=stop ".*cockatrice corpse.*" MSGTYPE=stop ".*cockatrice egg.*" MSGTYPE=stop ".*Tsurugi of Muramasa.*" MSGTYPE=stop ".*Vorpal Blade.*" # death MSGTYPE=stop "You die.*" MSGTYPE=stop "You suffocate." # strangled MSGTYPE=stop "Your last thought fades away." # brainless MSGTYPE=stop "Unfortunately your brain is still gone." # life-saved while brainless # drained/gained levels MSGTYPE=stop "You feel more experienced." MSGTYPE=stop "Welcome to experience level .*." MSGTYPE=stop "Goodbye level .*." # default MSGTYPE=stop "Fare thee well level .*." # level drain as knight MSGTYPE=stop "Sayonara level .*." # level drain as samurai MSGTYPE=stop "Aloha level .*." # level drain as tourist MSGTYPE=stop "Farvel level .*." # level drain as valkyrie # drowning risks MSGTYPE=stop ".*swings itself around you!" # sea monsters' holding attack MSGTYPE=stop ".*grabs you!" # couatl and python can drown you too # hunger MSGTYPE=stop "You feel hungry." MSGTYPE=stop "You are beginning to feel hungry." MSGTYPE=stop "You are getting the munchies." # hallu MSGTYPE=stop "You feel weak now." MSGTYPE=stop "You still have the munchies." # hallu MSGTYPE=stop "You feel weak." MSGTYPE=stop "You are beginning to feel weak." MSGTYPE=stop "The munchies are interfering with your motor capabilities." # hallu MSGTYPE=stop ".* needs food, badly!" MSGTYPE=stop "You only feel hungry now." MSGTYPE=stop "You now have a lesser case of the munchies." # hallu MSGTYPE=stop "You faint from lack of food." MSGTYPE=stop "You regain consciousness." # illness MSGTYPE=stop "Ulch - that .* was tainted.*!" # food poisoning MSGTYPE=stop "You feel deathly sick." MSGTYPE=stop "You feel even worse." MSGTYPE=stop "You feel much worse." MSGTYPE=stop "You feel somewhat better." MSGTYPE=stop "What a relief!" # inventory cursing MSGTYPE=stop "You feel a malignant aura surround .*" # mind flayer MSGTYPE=stop "You sense a faint wave of psychic energy." MSGTYPE=stop "A wave of psychic energy pours over you!" MSGTYPE=stop "It locks on to your .*!" MSGTYPE=stop ".* concentrates." MSGTYPE=stop ".* tentacles suck you!" MSGTYPE=stop "You don't seem harmed." MSGTYPE=stop "Your helmet blocks the attack to your head." MSGTYPE=stop "Your brain is eaten!" # near-death MSGTYPE=stop "You hear the howling of the CwnAnnwn..." MSGTYPE=stop "You hear the wailing of the Banshee..." MSGTYPE=stop ".*, all your powers will be lost..." MSGTYPE=stop ".*, your life force is running out." MSGTYPE=stop ".* is about to die." # Pet dedded MSGTYPE=stop "You have a sad feeling for a moment, then it passes." MSGTYPE=stop ".* drowns." # role-specific ### Knightly conduct - important to maintain alignment early on, and some variants make this more punishing MSGTYPE=stop "You joust .*!" # Stuns monsters and may push them into pound range MSGTYPE=alert "You caitiff!" # Never attack monsters that are fleeing or can't fight back MSGTYPE=alert ".*turns to flee.*" # When a monster flees, unscare them or let a pet finish them off # shop MSGTYPE=stop "You hear someone cursing shoplifters." MSGTYPE=stop "You hear the chime of a cash register." MSGTYPE=stop "You hear Neiman and Marcus arguing!" # hallu # skill training MSGTYPE=stop "You feel more confident in your .*skills." MSGTYPE=stop "You are now more skilled in .*." MSGTYPE=stop "You are now most skilled in .*." # sliming MSGTYPE=stop "You don't feel very well." MSGTYPE=stop "You suck in some slime and 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 turning into .*." # hallu MSGTYPE=stop "You have become a green slime." MSGTYPE=stop "You have become .*." # hallu # Spell failure MSGTYPE=stop "You don't have enough energy to cast that spell." # lack of Pw MSGTYPE=stop "You fail to cast the spell correctly." # stoning MSGTYPE=stop "You are slowing down." MSGTYPE=stop "Your limbs are stiffening." MSGTYPE=stop "Your limbs have turned to stone." MSGTYPE=stop "You have turned to stone." MSGTYPE=stop "You are a statue." MSGTYPE=stop "You turn to stone..." # suffication (e.g. via amulet) MSGTYPE=stop "It constricts your throat!" MSGTYPE=stop "You find it hard to breathe." MSGTYPE=stop "Your .* is becoming constricted." 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 "The pressure on your .* increases." MSGTYPE=stop "You're turning blue." MSGTYPE=stop "Your consciousness is fading." # theft attack (incomplete) MSGTYPE=stop ".* stole .*." # steal() MSGTYPE=stop ".* stole .*!" # stealamulet() # vault MSGTYPE=stop "You hear someone counting money." MSGTYPE=stop "You hear the quarterback calling the play." # hallu MSGTYPE=stop "You hear the footsteps of a guard on patrol." MSGTYPE=stop "You hear Ebenezer Scrooge!" # hallu MSGTYPE=hide "You hear someone searching." # empty # vibrating square MSGTYPE=stop "You feel a strange vibration beneath .*." MSGTYPE=stop "You feel a strange vibration under your .*." # vomiting MSGTYPE=stop "You are feeling mildly nauseated." MSGTYPE=stop "You feel slightly confused." MSGTYPE=stop "You can't seem to think straight." MSGTYPE=stop "You feel incredibly sick." MSGTYPE=stop "You suddenly vomit!" # wands MSGTYPE=stop "You wrest one last charge from .*" # catches attention when intentionally wresting # Wizard of Yendor MSGTYPE=stop "You feel vaguely nervous." MSGTYPE=stop "You notice a black glow surrounding you." MSGTYPE=stop "A voice booms out..." MSGTYPE=stop "So thou thought thou couldst .* me, fool." # spam: artifacts #MSGTYPE=hide "The fiery blade .*" # Fire Brand #MSGTYPE=hide "The ice-cold blade .*" # Frost Brand #MSGTYPE=hide "The magic-absorbing blade .*!" # Magicbane #MSGTYPE=hide "The massive hammer hits.*" # Mjollnir #MSGTYPE=hide ".* draws the life from .*!" # Staff of Aesculapius / Stormbringer MSGTYPE=hide ".* begins to glow brilliantly!" # Sunsword (wielding) MSGTYPE=hide ".* stops glowing." # Sunsword (unwielding) # spam: displacement/invisibility MSGTYPE=hide ".* tries to touch you and misses!" MSGTYPE=hide ".* .* wildly and misses!" MSGTYPE=hide ".* attacks a spot beside you." MSGTYPE=hide ".* strikes at empty water!" MSGTYPE=hide ".* strikes at thin air!" MSGTYPE=hide ".* .* wildly!" MSGTYPE=hide ".* smiles .* at your .*displaced image..." MSGTYPE=hide ".* strikes at your .*displaced image and misses you!" MSGTYPE=hide ".* reaches towards your distorted image." MSGTYPE=hide ".* is fooled by water reflections and misses!" # spam: stairs MSGTYPE=hide "You descend the stairs." MSGTYPE=hide "You climb up the stairs." # spam: pudding farming (activate these only temporarily during farming) #MSGTYPE=hide "The dungeon acoustics noticeably change." #MSGTYPE=hide "You hear a crunching sound." #MSGTYPE=hide "You hear a gurgling noise." #MSGTYPE=hide "You hear a slow drip." #MSGTYPE=hide "You hear a slurping sound." #MSGTYPE=hide "You hear a .* howling at the moon." #MSGTYPE=hide "You hear bubbling water." #MSGTYPE=hide "You hear crashing rock." #MSGTYPE=hide "You hear several slurping sounds." #MSGTYPE=hide "You hear some noises." #MSGTYPE=hide "You hear some noises in the distance." #MSGTYPE=hide "You hear someone counting money." #MSGTYPE=hide "You hear someone cursing shoplifters." #MSGTYPE=hide "You hear someone searching." #MSGTYPE=hide "You hear the chime of a cash register." #MSGTYPE=hide "You hear the footsteps of a guard on patrol." #MSGTYPE=hide "You hear the splashing of a naiad." #MSGTYPE=hide "You hear water falling on coins." #MSGTYPE=hide "The .* pudding turns to flee!" #MSGTYPE=hide "The .* pudding divides as you hit it!" #MSGTYPE=hide "It divides as you hit it!" #MSGTYPE=hide "Your .* is not affected." #MSGTYPE=hide "Your .* looks completely corroded." #MSGTYPE=hide "Your .* feels completely corroded." #MSGTYPE=hide "You attack thin air." # we *do* want to know about monsters or weapons hitting us though #MSGTYPE=hide ".* bites!" #MSGTYPE=hide ".* butts!" #MSGTYPE=hide ".* hits!" #MSGTYPE=hide ".* kicks!" ##MSGTYPE=hide ".* stings!" #MSGTYPE=hide "You are hit by .*" #MSGTYPE=hide ".* hits you!" # we also want to know when we trigger potentially deadly passive attacks #MSGTYPE=stop "You are splashed by the .*'s acid!" # acid #MSGTYPE=stop "You are splashed!" # acid (blind) #MSGTYPE=stop "You are suddenly very cold!" # cold #MSGTYPE=stop "You are suddenly very hot!" # fire #MSGTYPE=stop "You are frozen by .*!" # paralysis #MSGTYPE=stop "You are jolted with electricity!" # shock #MSGTYPE=stop "You stagger..." # stunning # spam: various MSGTYPE=hide "With .* effort you move the boulder." # boulder pushing MSGTYPE=hide ".* moves the boulder." # boulder pushing (while riding) MSGTYPE=hide "This .* tastes terrible!" # eating monster corpses MSGTYPE=hide "Your armor is rather cumbersome..." # monk wearing body armor MSGTYPE=hide ".* hits! (I hope you don't mind.)" # nurse dancing MSGTYPE=hide "You swap places with .*." # pet displacement MSGTYPE=hide "A mysterious force prevents .* from teleporting!" # teleportation on non-teleport level MSGTYPE=hide "Your .* .* not affected." # unaffected equipment #-------------------------------------------------------------------------------------------------------- # # various properties # # aggravate monster MSGTYPE=stop "You feel less attractive." # sit.c gremlin # automatic searching MSGTYPE=stop "You feel perceptive!" # attrib.c level++ MSGTYPE=stop "You feel less perceptive!" # attrib.c level-- MSGTYPE=stop "You feel unaware!" # attrib.c level-- (monk) # charisma MSGTYPE=stop "You feel charismatic!" # attrib.c a_cha++ MSGTYPE=stop "You feel very charismatic!" # attrib.c a_cha++ (>1) MSGTYPE=stop "You feel repulsive!" # attrib.c a_cha-- MSGTYPE=stop "You feel very repulsive!" # attrib.c a_cha-- (>1) # cold resistance MSGTYPE=stop "You feel warm!" # attrib.c level++ MSGTYPE=stop "You feel cooler!" # attrib.c level-- MSGTYPE=stop "You feel full of hot air." # eat.c eat_mon MSGTYPE=stop "You feel cooler." # sit.c gremlin # constitution MSGTYPE=stop "You feel tough!" # attrib.c a_con++ MSGTYPE=stop "You feel very tough!" # attrib.c a_con++ (>1) MSGTYPE=stop "You feel fragile!" # attrib.c a_con-- MSGTYPE=stop "You feel very fragile!" # attrib.c a_con-- (>1) MSGTYPE=stop "You must be leading a healthy life-style." # attrib.c exe_con MSGTYPE=stop "You haven't been watching your health." # attrib.c abu_con # dexterity MSGTYPE=stop "You feel agile!" # attrib.c a_dex++ MSGTYPE=stop "You feel very agile!" # attrib.c a_dex++ (>1) MSGTYPE=stop "You feel clumsy!" # attrib.c a_dex-- MSGTYPE=stop "You feel very clumsy!" # attrib.c a_dex-- (>1) MSGTYPE=stop "You must have been working on your reflexes." # attrib.c exe_dex MSGTYPE=stop "You haven't been working on reflexes lately." # attrib.c abu_dex # disintegration resistance MSGTYPE=stop "You feel very firm." # eat.c eat_mon MSGTYPE=stop "You feel totally together, man." # eat.c eat_mon (hallu) # fire resistance MSGTYPE=stop "You feel cool!" # attrib.c level++ MSGTYPE=stop "You feel warmer!" # attrib.c level-- MSGTYPE=stop "You feel a momentary chill." # eat.c eat_mon MSGTYPE=stop "You be chillin'." # eat.c eat_mon (hallu) MSGTYPE=stop "You feel warmer." # sit.c gremlin # intelligence MSGTYPE=stop "You feel smart!" # attrib.c a_int++ MSGTYPE=stop "You feel very smart!" # attrib.c a_int++ (>1) MSGTYPE=stop "You feel stupid!" # attrib.c a_int-- MSGTYPE=stop "You feel very stupid!" # attrib.c a_int-- (>1) # invisibility MSGTYPE=stop "You feel paranoid." # sit.c gremlin # lycanthropy MSGTYPE=stop "You feel feverish." # mhitu.c mon_hit (werefoo) MSGTYPE=stop "You feel purified." # were.c diverse # poison resistance MSGTYPE=stop "You feel healthy!" # attrib.c level++ MSGTYPE=stop "You feel hardy!" # attrib.c level++ (tourist) MSGTYPE=stop "You feel less healthy!" # attrib.c level-- MSGTYPE=stop "You feel less hardy!" # attrib.c level-- (tourist) MSGTYPE=stop "You feel healthy." # eat.c eat_mon MSGTYPE=stop "You feel especially healthy." # eat.c eat_mon (already) MSGTYPE=stop "You feel a little sick!" # sit.c gremlin # protection MSGTYPE=stop "You feel vulnerable." # sit.c gremlin # see invisible MSGTYPE=stop "You thought you saw something!" # sit.c gremlin MSGTYPE=stop "You tawt you taw a puttie tat!" # sit.c gremlin (hallu) MSGTYPE=stop "Your vision becomes clear." # sit.c throne # shock resistance MSGTYPE=stop "You feel insulated!" # attrib.c level++ MSGTYPE=stop "You feel conductive!" # attrib.c level-- MSGTYPE=stop "Your health currently feels amplified!" # eat.c eat_mon MSGTYPE=stop "You feel grounded in reality." # eat.c eat_mon (hallu) # sleep resistance MSGTYPE=stop "You feel awake!" # attrib.c level++ MSGTYPE=stop "You feel tired!" # attrib.c level-- MSGTYPE=stop "You feel wide awake." # eat.c eat_mon # speed MSGTYPE=stop "You feel quick!" # attrib.c level++ MSGTYPE=stop "You feel slow!" # attrib.c level-- MSGTYPE=stop "You seem faster." # eat.c eat_mon (Q) MSGTYPE=stop "You seem slower." # eat.c eat_mon (Q) MSGTYPE=stop "You feel slower." # sit.c gremlin # stealth MSGTYPE=stop "You feel stealthy!" # attrib.c level++ MSGTYPE=stop "You feel less stealthy!" # attrib.c level-- MSGTYPE=stop "You feel clumsy." # sit.c gremlin # strength MSGTYPE=stop "You feel strong!" # attrib.c a_str++ MSGTYPE=stop "You feel very strong!" # attrib.c a_str++ (>1) MSGTYPE=stop "You feel weak!" # attrib.c a_str-- MSGTYPE=stop "You feel very weak!" # attrib.c a_str-- (>1) MSGTYPE=stop "You must have been exercising." # attrib.c exe_str MSGTYPE=stop "You must have been abusing your body." # attrib.c abu_str # telepathy MSGTYPE=stop "You feel a strange mental acuity." # eat.c eat_mon MSGTYPE=stop "You feel in touch with the cosmos." # eat.c eat_mon (hallu) MSGTYPE=stop "Your senses fail!" # sit.c gremlin # teleport control MSGTYPE=stop "You feel controlled!" # attrib.c level++ MSGTYPE=stop "You feel uncontrolled!" # attrib.c level-- MSGTYPE=stop "You feel in control of yourself." # eat.c eat_mon MSGTYPE=stop "You feel centered in your personal space." # eat.c eat_mon (hallu) # teleportitis MSGTYPE=stop "You feel very jumpy." # eat.c eat_mon MSGTYPE=stop "You feel diffuse." # eat.c eat_mon (hallu) MSGTYPE=stop "You feel less jumpy." # sit.c gremlin # warning MSGTYPE=stop "You feel sensitive!" # attrib.c level++ MSGTYPE=stop "You feel less sensitive!" # attrib.c level-- # wisdom MSGTYPE=stop "You feel wise!" # attrib.c a_wis++ MSGTYPE=stop "You feel very wise!" # attrib.c a_wis++ (>1) MSGTYPE=stop "You feel foolish!" # attrib.c a_wis-- MSGTYPE=stop "You feel very foolish!" # attrib.c a_wis-- (>1) MSGTYPE=stop "You must have been very observant." # attrib.c exe_wis MSGTYPE=stop "You haven't been paying attention." # attrib.c abu_wis #########################################################################################################