# NetHack 3.7 defaults.nh $NHDT-Date: 1524689357 2018/04/25 20:49:17 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.32 $ # Copyright (c) 2006 by Michael Allison # NetHack may be freely redistributed. See license for details. # Sample config file for win32 NetHack # A '#' at the beginning of a line means the rest of the line is a comment. # # Some options MUST be set in this file, other options can be toggled while # playing. For a list of options available see the file. # # To change the configuration, comment out the unwanted lines, and # uncomment the configuration you want. # # $NHDT-Date: 1524689357 2018/04/25 20:49:17 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.32 $ # *** OPTIONS *** # # Use the IBM character set rather than just plain ascii characters # for tty window-port. #OPTIONS=symset:IBMGraphics_2 #OPTIONS=roguesymset:RogueEpyx # Here is a suggested symbol set from Michael Feir, # for use by blind NetHack players #OPTIONS=symset:NHAccess,roguesymset:NHAccess # Optional curses port interface -- Does not work on Windows. Use tty. OPTIONS=windowtype:curses OPTIONS=IBMgraphics OPTIONS=windowborders:1 OPTIONS=align_status:bottom OPTIONS=align_message:top OPTIONS=perm_invent OPTIONS=guicolor #Permet d'avoir 3 lignes dans le status comme Nethack4, statuslines est l'ancinne option #OPTIONS=statuslines:3 OPTIONS=!classic_status #click droit sur qqch pour le farlook #OPTIONS=clicklook #OPTIONS=mouse_support #le pet sera en italique OPTIONS=petattr:T OPTIONS=msghistory:240 #OPTIONS=windowtype:tty #Display/Custom Symbols ######## Display ######## OPTIONS=boulder:0 OPTIONS=hilite_obj_pile OPTIONS=!item_use_menu OPTIONS=use_darkgray OPTIONS=vt_tiledata OPTIONS=menu_glyphs # change explosions to look like explosions OPTIONS=effects:|-\\/*!)(0#@*/-\\||\\-/\\|/-X-/|\\ ####### Custom Symbols ####### #On remplace tous les murs par les caracteres Epyx Rogue #DUNGEON = 032 186 205 201 187 200 188 206 202 203 \ # 185 204 250 254 254 043 043 240 241 250 \ # 176 177 060 062 060 062 095 124 092 035 \ # 244 247 250 247 250 250 035 035 032 035 \ # 247 ############################################################################### # # DUNGEONCOLORs & TRAPCOLORs # ========================== # # # http://nethackwiki.com/wiki/Options#DUNGEONCOLOR # http://nethackwiki.com/wiki/Options#TRAPCOLORS # http://bilious.alt.org/?17 # MOTD/news 2011.10.08 # # colors: 0 black 4 blue 8 "no color" 12 lightblue # 1 red 5 magenta 9 orange 13 lightmagenta # 2 green 6 cyan 10 lightgreen 14 lightcyan # 3 brown 7 gray 11 yellow 15 white # # (black is blue or dark gray, depending on "use_darkgray" option) # # DUNGEONCOLOR order: (as of dnh v3.18.0) # solid rock / vertical wall / horizontal wall / top-left corner # top-right corner / low-left corner / low-right corner / cross wall # up T wall / down T wall / left T wall / right T wall # no door / v open door / h open door / v closed door / h closed door # iron bars / tree / dead tree # dark room / lit room / bright room # dark corridor / lit corridor # upstairs / downstairs / ladder up / ladder down # altar / grave / hellish seal / throne # sink / fountain / water / ice # lit grass / dark grass / lit soil / dark soil # lit sand / dark sand / lava # v down bridge / h down bridge / v up bridge / h up bridge # air / cloud / fog cloud / dust cloud # puddle / underwater DUNGEON= \ 032 186 205 201 \ 187 200 188 206 \ 202 203 185 204 \ 046 045 124 043 043 \ 035 241 241 \ 046 046 046 \ 176 177 \ 060 062 060 062 \ 095 124 043 092 \ 035 244 247 046 \ 046 046 046 046 \ 046 046 125 \ 046 046 035 035 \ 032 035 035 035 \ 126 125 DUNGEONCOLOR = \ 0 7 7 7 \ 7 7 7 7 \ 7 7 7 7 \ 9 9 9 9 9 \ 6 2 7 \ 0 7 11 \ 0 7 \ 13 13 13 13 \ 13 2 13 11 \ 12 12 4 6 \ 10 2 3 0 \ 11 3 1 \ 13 13 13 13 \ 6 7 12 15 \ 4 4 # TRAPCOLORS order: (as of dnh v3.18.0) # arrow trap / dart trap / falling rock trap / squeaky board / # bear trap / land mine / rolling boulder trap / sleeping gas trap / # rust trap / fire trap / pit / spiked pit / # hole / trap door / teleportation trap / level teleporter / # magic portal / web / statue trap / magic trap / # anti-magic field / polymorph trap / essence trap / mummy trap # TRAPCOLORS= 6 6 7 3 \ 6 1 7 14 \ 4 9 0 0 \ 2 2 5 13 \ 13 7 15 12 \ 11 10 10 8 OPTIONS=pokedex:stats generation weight resists conveys movement thinking biology mechanics race vision attacks ######## (old) MENUCOLORS ####### # Highlight menu lines with different colors. You need to define the colors # with MENUCOLOR lines. # Toggle menucolor use on or off #OPTIONS=menucolors # Define color used for a certain menu line. Format is # MENUCOLOR="regular expression"=color # or # MENUCOLOR="regular expression"=color&attribute # Show all blessed items in green #MENUCOLOR=" blessed "=lightgreen #Show uncursed in cyan #MENUCOLOR="uncursed"=cyan # Show all holy water in green #MENUCOLOR=" holy "=lightgreen # Bad Stuff #MENUCOLOR=" cursed "=red #MENUCOLOR="cheap plastic imitation"=orange #MENUCOLOR="wand of cancellation"=magenta #MENUCOLOR="wand .* :0"=yellow #MENUCOLOR="loadstone"=magenta # Show all unholy water in orange #MENUCOLOR=" unholy "=orange # Show all cursed worn items in orange and underlined #MENUCOLOR=" cursed .* (being worn)"=orange&underline # Forgotten Spell #MENUCOLOR="[a-zA-Z] - [a-zA-Z ]+[ ]+[0-9]+\*[ ]+[a-z]+[ ]+[0-9]+%"=magenta # Misc #MENUCOLOR="gold piece"=yellow ############################################################################### # # monster colours # # e MONSTERCOLOR=eye of doom:darkgray # ! CLR_BLUE MONSTERCOLOR=beholder:magenta # ! CLR_GRAY # n MONSTERCOLOR=naiad:lightblue # ! CLR_BLUE # E #MONSTERCOLOR=water elemental:lightblue # ! CLR_BLUE MONSTERCOLOR=lethe elemental:gray # ! CLR_GRAY # L MONSTERCOLOR=master lich:magenta # ! orange MONSTERCOLOR=arch-lich:lightmagenta # ! light magenta # & MONSTERCOLOR=balrog:red # ! light magenta MONSTERCOLOR=ancient of ice:white # ! cyan MONSTERCOLOR=ancient of death:darkgray # ! light magenta ############################################################################### ############################################################################### # # 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 # # !de-/activate OPTIONS=menucolors # coins MENUCOLOR=" gold piece"=yellow # Beautitudes. Copy NH4 behaviour and extend with uncursed colors too # Note that menucolors are matched in reverse for some reason MENUCOLOR=" .* .?being worn.?"=white MENUCOLOR=" .* .?weapon in (hand|claw|manipulator)s?.?"=white MENUCOLOR=" .* .?on (left|right) (hand|claw|manipulator).?"=white MENUCOLOR=" .* .?wielded.?"=white MENUCOLOR=" .* .?not wielded.?"=gray MENUCOLOR=" .* \(lit\)"=white MENUCOLOR=" (blessed|holy|consecrated).*"=green MENUCOLOR=" (blessed|holy|consecrated) .* .?being worn.?"=lightgreen MENUCOLOR=" (blessed|holy|consecrated) .* .?weapon in (hand|claw|manipulator)s?.?"=lightgreen MENUCOLOR=" (blessed|holy|consecrated) .* .?on (left|right) (hand|claw|manipulator).?"=lightgreen MENUCOLOR=" (blessed|holy|consecrated) .* .?wielded.?"=lightgreen MENUCOLOR=" (blessed|holy|consecrated) .* .?not wielded.?"=green MENUCOLOR=" (blessed|holy|consecrated) .* \(lit\)"=lightgreen MENUCOLOR="Weak to .*holy"=gray MENUCOLOR=" uncursed.*"=cyan MENUCOLOR=" noncursed.*"=cyan MENUCOLOR=" uncursed .* .?being worn.?"=lightcyan MENUCOLOR=" uncursed .* .?weapon in (hand|claw|manipulator)s?.?"=lightcyan MENUCOLOR=" uncursed .* .?on (left|right) (hand|claw|manipulator).?"=lightcyan MENUCOLOR=" uncursed .* .?wielded.?"=lightcyan MENUCOLOR=" uncursed .* .?not wielded.?"=cyan MENUCOLOR=" uncursed .* \(lit\)"=lightcyan MENUCOLOR=" (cursed|unholy|desecrated).*"=red MENUCOLOR=" (cursed|unholy|desecrated) .* .?being worn.?"=orange MENUCOLOR=" (cursed|unholy|desecrated) .* .?weapon in (hand|claw|manipulator)s?.?"=orange MENUCOLOR=" (cursed|unholy|desecrated) .* .?on (left|right) (hand|claw|manipulator).?"=orange MENUCOLOR=" (cursed|unholy|desecrated) .* .?wielded.?"=orange MENUCOLOR=" (cursed|unholy|desecrated) .* .?not wielded.?"=red MENUCOLOR=" (cursed|unholy|desecrated) .* \(lit\)"=orange MENUCOLOR="Weak to .*unholy"=gray MENUCOLOR=" cursed unicorn horn"=magenta MENUCOLOR=" cursed bag .* holding"=magenta MENUCOLOR=" wand .* cancellation"=yellow MENUCOLOR=" consecration"=white MENUCOLOR=" blessed .* consecration"=lightgreen MENUCOLOR=" uncursed .* consecration"=lightcyan MENUCOLOR=" cursed .* consecration"=orange MENUCOLOR=" wand .* wishing"=white MENUCOLOR=" blessed wand .* wishing"=lightgreen MENUCOLOR=" uncursed wand .* wishing"=lightcyan MENUCOLOR=" cursed wand .* wishing"=orange MENUCOLOR=" runed candle"=white MENUCOLOR=" blessed runed candle"=lightgreen MENUCOLOR=" uncursed runed candle"=lightcyan MENUCOLOR=" cursed runed candle"=orange MENUCOLOR=" candle of invocation"=white MENUCOLOR=" blessed candle of invocation"=lightgreen MENUCOLOR=" uncursed candle of invocation"=lightcyan MENUCOLOR=" cursed candle of invocation"=orange MENUCOLOR=" black ring with . stars?"=white MENUCOLOR=" blessed black ring with . stars?"=lightgreen MENUCOLOR=" uncursed black ring with . stars?"=lightcyan MENUCOLOR=" cursed black ring with . stars?"=orange MENUCOLOR=" ring .* wishes"=white MENUCOLOR=" blessed ring .* wishes"=lightgreen MENUCOLOR=" uncursed ring .* wishes"=lightcyan MENUCOLOR=" cursed ring .* wishes"=orange MENUCOLOR=" First Key "=black MENUCOLOR=" Second Key "=black MENUCOLOR=" Third Key "=black MENUCOLOR=" big chest with 10 keyholes"=lightmagenta MENUCOLOR=" magic chest"=lightmagenta # spell failure rates MENUCOLOR=" 0% "=lightgreen MENUCOLOR=" [1-9]% "=white MENUCOLOR=" [1-3][0-9]% "=yellow MENUCOLOR=" [4-6][0-9]% "=orange # spell memory MENUCOLOR="% [1-5]%"=gray MENUCOLOR="% [6-9]%"=white # maintained spells MENUCOLOR=" \[M\].*[ 0-9]{3}% *[ 0-9]{3}%"=lightblue # specific to "lightning storm", which is always at 1% memory while stormhelm is worn MENUCOLOR="lightning storm.* 0% 1%"=lightgreen MENUCOLOR="lightning storm.* [1-9]% 1%"=white MENUCOLOR="lightning storm.* [1-3][0-9]% 1%"=yellow MENUCOLOR="lightning storm.* [4-6][0-9]% 1%"=orange # uncastable spells MENUCOLOR=" [7-9][0-9]%[ 0-9]{8}%"=red MENUCOLOR=" 100%[ 0-9]{8}%"=black MENUCOLOR="% 0%"=black ############################################################################### # # Keyboard handling # Different keyboard handlers can be loaded. # Default is nhdefkey.dll but you can override that. # Ray Chason's keyboard handler OPTIONS=altkeyhandler:nhraykey.dll # # NetHack 3.4.0 keyboard handling # OPTIONS=altkeyhandler:nh340key.dll # *** Personal Preferences *** # Some options to set personal preferences. Uncomment and change these to # suit your personal preference. If several people are to use the same # configuration, options like these should not be set. # #OPTIONS=name:Janet,role:Valkyrie,race:Human,gender:female,align:lawful #OPTIONS=dogname:Fido,catname:Morris,birdname:Topper,fruit:guava #OPTIONS=horsename:Silver,dragonname:Burninator,monkeyname:MONKE # Disable autopickup #OPTIONS=!autopickup # When autopickup is on, automatically pick up these types of objects OPTIONS=autopickup OPTIONS=pickup_types:$"=/!?+ OPTIONS=pickup_thrown AUTOPICKUP_EXCEPTION=">scroll .* scare monster" AUTOPICKUP_EXCEPTION=">:0)" AUTOPICKUP_EXCEPTION="> named empty" AUTOPICKUP_EXCEPTION="> nothing" AUTOPICKUP_EXCEPTION="<^the " AUTOPICKUP_EXCEPTION="> loadstone" AUTOPICKUP_EXCEPTION="" # # wresting wands MSGTYPE=stop "You wrest .*" # amulet of strangulation 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." MSGTYPE=stop "You suffocate." # 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 *!" MSGTYPE=stop "* is knocked out of your hand!" # dangerous items MSGTYPE=stop "*wields a chickatrice*" MSGTYPE=stop "*wields a cockatrice*" MSGTYPE=stop "*cockatrice egg*" MSGTYPE=stop "*cockatrice blood*" MSGTYPE=stop "*chickatrice blood*" # drowning attack MSGTYPE=stop "The * swings itself around you!" MSGTYPE=stop "The python grabs you!" # experience gain/loss #MSGTYPE=stop "You feel more experienced." #MSGTYPE=stop "Welcome to experience level *." MSGTYPE=stop "Goodbye level *." # default MSGTYPE=stop "Fare thee well level *." # knight MSGTYPE=stop "Sayonara level *." # samurai #MSGTYPE=stop "Aloha level *." # tourist MSGTYPE=stop "Farvel level *." # valkyrie # food poisoning MSGTYPE=stop "Ulch - that * was tainted*!" # 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." MSGTYPE=stop "You die from starvation." MSGTYPE=stop "You die from hunger and exhaustion." # illness 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!" MSGTYPE=stop "You die from your illness." # inventory cursing MSGTYPE=stop "You feel a malignant aura surround you." # 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." # skill training MSGTYPE=stop "You feel more confident in your *skills." # 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 # 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." # vibrating square MSGTYPE=stop "You feel a strange vibration beneath *." MSGTYPE=stop "You feel a strange vibration under your *." # 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." #-------------------------------------------------------------------------------------------------------- # # 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 OPTIONS=msg_window:full #Pour slash'em extended et slashthem OPTIONS=hitpointbar #OPTIONS=showdmg #OPTIONS=showweight #Permet que l'hitpointbar soit remplie OPTIONS=!use_inverse