I’ve been playing dcss for a while, but I still have no idea how the rc even works!
All help appreciated.
Put one of many options in the rcfile and that option will be there.
For example, put:
autofight_stop = 75
To disallow autofight (Tab and Shift-Tab) from working below 75% HP.
Each distinct option needs a new line, though you can do something like:
autopickup_exceptions ^= <immolation, <lignification, <noise, <net, >amnesia
In one row, to allow {immolation, lignification, noise, net} and disallow {amensia}.
You can use LUA script for a lot of customization, but don’t ask me how that works.
Feel free to take a look at my RC file. I’ve compiled it over the years with my own stuff and things made from other people!
Here is my RC as it stands. I’m developing on it pretty heavily at the moment.
Something I’ve had for a while is a few interlocking functions that will stop me for roaming into a bad situation when I’m manually exploring. I overwrite the numpad with macros that redirect to these functions. It is really nice, but it does introduce a tiny noticeable lag (which I got used to very quickly).
Recently I added functions to automatically open the scroll reading window when I hit D:4. That is when I always start reading scrolls. And I was forgetting because I get into the flow.
I also have something that clears out all the default skill training. I also then have defaults set for skilling the combos I’ve been playing. I found these on this very website a week or so ago (Thanks whoever started that thread, this has been great)
And, finally, I tend to play pretty fast when I’m in a flow state and I have, on occasion, stumbled into V5 without meaning to. So I always add an annotation when I enter the vaults. So I’m currently working on developing a thing that auto annotates V5. This isn’t working yet. This actually got me killed just a few minutes ago with an incredibly promising DgHu who had +6 dex on both hands, and a +6 dex + reflection amulet, and an early longbow.
But I just inlined the code in the ready function without any conditional checks… that wasn’t smart and it just had me wait until a vault guard murdered me. First time my RC has ever killed me. Not going to do that again :).
What do you think about equip_bar = true
? Is this more useful than the noise meter? I do find myself sometimes checking what I’m equipped with, but there’s keys to check that and the noise meter doesn’t appear anywhere else. Also I can’t figure out what’s different with animate_equip_bar = true
set, and I don’t know how the colors in the equipment bar are chosen.
EDIT: I’m also testing messages_at_top = true
and seeing absolutely no difference.
animate_equip_bar might only apply to unrand artifacts.
Wow, this is a really big RC file!
I’ll try it