# hjkl ftw OPTIONS=number_pad:0 OPTIONS=pickup_burden:stressed # pets are for noobs OPTIONS=pettype:none OPTIONS=fruit:ball of keyboard gunk OPTIONS=catname:void with murdermittens OPTIONS=dogname:fido2 OPTIONS=showscore OPTIONS=!implicit_uncursed #OPTIONS=!use_darkgray OPTIONS=menucolors MENUCOLOR=" blessed .*"=green MENUCOLOR=" holy .*"=green MENUCOLOR=" cursed .*"=red MENUCOLOR=" unholy .*"=red MENUCOLOR=" uncursed .*"=white MENUCOLOR=" blessed .* \(being worn\)"=lightgreen MENUCOLOR=" blessed .* \(weapon in (hand|foreclaw)\)"=lightgreen MENUCOLOR=" blessed .* \(weapon in hands|foreclaws\)"=lightgreen MENUCOLOR=" cursed .* \(being worn\)"=orange MENUCOLOR=" cursed .* \(weapon in (hand|foreclaw)\)"=orange MENUCOLOR=" cursed .* \(weapon in hands|foreclaws\)"=orange MENUCOLOR=" blessed .* \(on (left|right) hand\)"=lightgreen MENUCOLOR=" blessed .* \(on (left|right) foreclaw\)"=lightgreen MENUCOLOR=" blessed .* \(at the ready\)"=lightgreen MENUCOLOR=" cursed .* \(on (left|right) hand\)"=orange MENUCOLOR=" cursed .* \(on (left|right) foreclaw\)"=orange MENUCOLOR=" cursed .* \(at the ready\)"=orange MENUCOLOR=" blessed .* \(alternate weapon; not wielded\)"=lightgreen MENUCOLOR=" blessed .* \(wielded in other (hand|foreclaw)\)"=lightgreen MENUCOLOR=" cursed .* \(alternate weapon; not wielded\)"=orange MENUCOLOR=" cursed .* \(wielded in other (hand|foreclaw)\)"=orange MENUCOLOR=" gold piece"=yellow MENUCOLOR=" Amulet of Yendor"=lightmagenta MENUCOLOR=" wand .*[^!]canc"=yellow MENUCOLOR=" [1-7] .*[^!]gone"=black MENUCOLOR=" [1-7] .*[^!]-(1|2|3|4|5|6|7|8|9|10)%"=orange # hilite_status - allowed colors are black, red, green, brown, blue, magenta, cyan, gray, orange, lightgreen, yellow, lightblue, lightmagenta, lightcyan, and white. OPTIONS=statushilites OPTIONS=hitpointbar # Str, Con, Dex, Int, Wis, Cha OPTIONS=hilite_status:characteristics/up/green/down/red # gold OPTIONS=hilite_status: gold/up/yellow/down/brown OPTIONS=hilite_status: hitpoints-max/green&normal OPTIONS=hilite_status: hitpoints/100%/green&normal OPTIONS=hilite_status: hitpoints/<100%/lightgreen&normal OPTIONS=hilite_status: hitpoints/<76%/yellow&normal OPTIONS=hilite_status: hitpoints/<51%/orange&normal OPTIONS=hilite_status: hitpoints/<26%/red&blink OPTIONS=hilite_status: hitpoints/<11%/black&blink OPTIONS=hilite_status: power-max/green&normal OPTIONS=hilite_status: power/100%/green&normal OPTIONS=hilite_status: power/<100%/lightgreen&normal OPTIONS=hilite_status: power/<76%/yellow&normal OPTIONS=hilite_status: power/<51%/orange&normal OPTIONS=hilite_status: power/<26%/red&normal OPTIONS=hilite_status: power/<11%/black&normal OPTIONS=hilite_status: hunger/satiated/brown&normal OPTIONS=hilite_status: hunger/hungry/orange&normal OPTIONS=hilite_status: hunger/weak/red&normal OPTIONS=hilite_status: hunger/fainting/black&inverse OPTIONS=hilite_status: hunger/fainted/black&inverse OPTIONS=hilite_status: condition/conf/orange&normal OPTIONS=hilite_status: condition/stun/red&normal OPTIONS=hilite_status: condition/blind/black&normal OPTIONS=hilite_status: condition/deaf/cyan&normal OPTIONS=hilite_status: condition/foodpois/lightgreen&blink OPTIONS=hilite_status: condition/termill/lightgreen&blink OPTIONS=hilite_status: condition/slime/lightgreen&blink OPTIONS=hilite_status: condition/hallu/magenta&normal OPTIONS=hilite_status: condition/strngl/red&blink OPTIONS=hilite_status: condition/stone/brown&bold&blink OPTIONS=hilite_status: condition/movement/lightblue&normal OPTIONS=hilite_status: carrying-capacity/burdened/yellow&normal OPTIONS=hilite_status: carrying-capacity/stressed/orange&normal OPTIONS=hilite_status: carrying-capacity/strained/red&normal OPTIONS=hilite_status: carrying-capacity/overtaxed/red&normal OPTIONS=hilite_status: carrying-capacity/overloaded/black&normal MSGTYPE=hide "You swap places with your *" # items on floor #MSGTYPE=norep "You see here *" #MSGTYPE=norep "You see here a *" #MSGTYPE=norep "You see here an *" # Miscellaneous MSGTYPE=hide "You descend the stairs" MSGTYPE=hide "You climb up the stairs" MSGTYPE=norep "Your sacrifice is consumed *" MSGTYPE=hide "You open the *" MSGTYPE=hide "You carefully open *" MSGTYPE=norep "A tower of flame erupts *" MSGTYPE=hide "You start digging." MSGTYPE=hide "You hit the rock with all your might." MSGTYPE=stop "This wall is too hard to dig into." #MSGTYPE=stop "This door is locked." MSGTYPE=hide "You displaced *" MSGTYPE=stop "You wrest one last charge from the worn-out wand" MSGTYPE=hide "Something is engraved here on the headstone." MSGTYPE=hide " tastes terrible!" MSGTYPE=hide " tastes okay." MSGTYPE=hide "The golden haze around you becomes less dense." MSGTYPE=norep "The Book of the Dead glows a strange dark red, but remains intact." MSGTYPE=hide "A mysterious force prevents the *" # emergencies MSGTYPE=alert "The (couatl|.*eel|kraken) swings itself around you!" MSGTYPE=alert "The python grabs you!" MSGTYPE=alert "You don't feel very well." MSGTYPE=alert "You are turning a little *" MSGTYPE=alert "Your limbs are getting oozy." MSGTYPE=alert "Your skin begins to peel away." MSGTYPE=alert "You are turning into a green slime." MSGTYPE=alert " hits you with the (cockatrice|chickatrice) corpse." MSGTYPE=alert "You are slowing down." MSGTYPE=alert "Your limbs are stiffening." MSGTYPE=alert "It constricts your throat!" MSGTYPE=alert "You find it hard to breathe." MSGTYPE=alert "You're gasping for air." MSGTYPE=alert "Your blood is having trouble reaching your brain." MSGTYPE=alert "You can no longer breathe." MSGTYPE=alert "You're turning blue." MSGTYPE=alert "Your consciousness is fading." MSGTYPE=alert "You feel deathly sick." MSGTYPE=alert "You feel much worse." MSGTYPE=alert "You feel even worse." MSGTYPE=alert " reaches out, and you feel fever and chills." MSGTYPE=alert " reaches out, and your body shrivels." MSGTYPE=alert " chuckles." MSGTYPE=alert "You slow down." MSGTYPE=alert "You feel yourself slowing down a bit." MSGTYPE=alert "Your quickness feels less natural." MSGTYPE=alert " steals *" MSGTYPE=alert " stole *" # vibrating square MSGTYPE=alert "You feel a strange vibration *" # enhance MSGTYPE=stop "You feel more confident *" # status effects MSGTYPE=stop "You feel hungry." MSGTYPE=stop "You are beginning to feel hungry." MSGTYPE=stop "You are getting the munchies." MSGTYPE=stop "You feel weak now." MSGTYPE=stop "You still have the munchies." MSGTYPE=stop "You feel weak." MSGTYPE=stop "You are beginning to feel weak." MSGTYPE=stop "The munchies are interfering with your motor capabilities." MSGTYPE=stop " needs food, badly!" MSGTYPE=stop "You only feel hungry now." MSGTYPE=stop "You now have a lesser case of the munchies." MSGTYPE=alert "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." MSGTYPE=stop "You die from your illness." MSGTYPE=alert "You feel feverish." # (potential) inventory cursing MSGTYPE=alert "You feel a malignant aura surround *" # near-death MSGTYPE=alert "You hear the howling of the CwnAnnwn..." MSGTYPE=alert ", your life force is running out" MSGTYPE=alert ", all your powers will be lost..." MSGTYPE=alert "You hear the wailing of the Banshee..." MSGTYPE=alert " is about to die." # hit messages (help stop deaths from riding movement keys) MSGTYPE=stop " bites!" MSGTYPE=stop " hits!" MSGTYPE=stop " kicks!" MSGTYPE=stop " butts!" MSGTYPE=stop " stings!" MSGTYPE=stop " touches *" MSGTYPE=stop " tentacles suck you!" MSGTYPE=stop "You are hit by *" # riding the search key MSGTYPE=stop "You find *" # Nurse MSGTYPE=norep " nurse touches you!" MSGTYPE=hide " nurse touches you! (I hope you don't mind.)" MSGTYPE=norep " nurse hits!" MSGTYPE=hide " nurse hits! (I hope you don't mind.)"