Macroses (customize.txt)

Customising the game
====================

PWMAngband supports multiple customizations. These can vary from alternative
methods for selecting objects, keymaps for different commands, changing the
visuals (using graphical tiles), creating subwindows, and saving
customizations for use on future characters.

Ignore settings
================

PWMAngband allows you to ignore specific items that you don't want to see
anymore. These items are marked 'ignored' and any similar items are hidden
from view. The easiest way to ignore an item is with the 'k' (or '^D')
command; the object is dropped and then hidden from view. When ignoring an
object, you will be given a choice of ignoring just that object, or all
objects like it in some way.

The entire ignoring system can also be accessed from the options menu ('=')
by choosing "i) Item ignoring setup". This allows ignore settings for
non-wearable items, and quality and ego ignore settings (described below)
for wearable items, to be viewed or changed.

There is a quality setting for each wearable item type. Ignoring a wearable
item will prompt you with a question about whether you wish to ignore all of
that type of item with a certain quality setting, or of an ego type, or both.

The quality settings are:

worthless
Weapon/armor with negative AC, to-hit or to-dam, or item with zero base cost.

average
Weapon/armor with no pluses no minuses, or any other non-magical item.

good
Weapon/armor with positive AC, to-hit or to-dam, but without any special
abilities, brands, slays, stat-boosts, resistances, or magical items.

non-artifact
This setting only leaves artifacts unignored.

Using Inscriptions
==================

Inscriptions are notes you can mark on objects using the '{' command. You can
use this to give the game commands about the object, which are listed below.

Inscribing an item with '=g':
This marks an item as 'always pick up'. This is sometimes useful for
picking up ammunition after a shootout.

Inscribing an item with '!' followed by a command letter or '*':
This means "prevent me from using this item". '!w' means 'prevent me from
wielding', '!d' means 'prevent me from dropping', and so on. If you
inscribe an item with '!*' then the game will prevent any use of the item.

Say you inscribed your potion of Speed with '!q'. This would prevent
you from drinking it to be sure you really meant to.

Similarly, using !v!k!d makes it very hard for you to accidentally
throw, ignore or put down the item it is inscribed on.

Some adventurers use this for Scrolls of Word of Recall so they don't
accidentally return to the dungeon too soon.

Inscribing an item with '@', followed by a command latter, followed by 0-9:
Normally when you select an item from your inventory you must enter the
letter that corresponds to the item. Since the order of your inventory
changes as items get added and removed, this can get annoying. You
can instead assign certain items numbers when using a command so that
wherever they are in your backpack, you can use the same keypresses.
If you have multiple items inscribed with the same thing, the game will
use the first one.

For example, if you inscribe a staff of Cure Light Wounds with '@u1',
you can refer to it by pressing 1 when 'u'sing it. You could also
inscribe a wand of Wonder with '@a1', and when using 'a', 1 would select
that wand.

Spellcasters should inscribe their books, so that if they lose them they
do not cast the wrong spell. If you are mage and the beginner's spellbook
is the first in your inventory, casting 'maa' will cast magic missile. But
if you lose your spellbook, casting 'maa' will cast the first spell in
whatever new book is in the top of your inventory. This can be a waste in
the best case scenario and exceedingly dangerous in the worst! By
inscribing your spellbooks with '@m1', '@m2', etc., if you lose your first
spellbook and attempt to cast magic missile by using 'm1a', you cannot
accidentally select the wrong spellbook.

Inscribing an item with '^', followed by a command letter:
When you inscribe an item with '^', the game prevents you from doing that
action. You might inscribe '^>' on an item if you want to be reminded to
take it off before going down stairs.

Like with '!', you can use '*' for the command letter if you want the game
to prevent you from doing any action. This can get very annoying!

User Pref Files
===============

PWMAngband allows you to change various aspects of the game to suit your
tastes. You may define keymaps (changing the way PWMAngband maps your
keypresses to underlying commands), modify the visuals (allowing you to change
the appearance of monsters, objects, or terrain features), change the colors
(allowing you to make a given color brighter, darker, or even completely
different), or set options (turning them off or on).

PWMAngband stores your preferences in files called "user pref files", which
contain comments and "user pref commands", which are simple strings describing
one aspect of the system about which the user has a preference. There are many
ways to load a user pref file, and in fact, some of these files are
automatically loaded for you by the game. All of the files are kept in the
"lib/user/" directory, though you may have to use one of the command line
arguments to redirect this directory, especially on multiuser systems. You may
also enter single user pref commands directly, using the special "Enter a user
pref command" command, activated by "double quote". You may have to use the
"redraw" command ('^R') after changing certain of the aspects of the game, to
allow PWMAngband to adapt to your changes.

When the game starts up, after you have loaded an old character, or created a
new character, some user pref files are loaded automatically. First, the
"pref.prf" file is loaded. This file contains some user pref commands which
will work on all platforms. Then one of 'font-xxx.prf' (for normal usage) or
'graf-xxx.prf' (for bitmap usage) is loaded. These files contain attr/char
changes to allow the monsters, objects, and/or terrain features to look
"better" on your system. Then the 'pref-xxx.prf' file is loaded. This file
contains pre-defined system specific stuff (keymaps, color definitions, etc).
Then, the 'user-xxx.prf' file is loaded. This file contains user-defined
system specific stuff. The 'user-xxx.prf' file is used as the "default" user
pref file in many places. The 'xxx' is the "system suffix" for your system,
taken from the 'main-xxx.c' file which was used to generate your executable.
Finally, the 'Race.prf', 'Class.prf', and 'Name.prf' files are loaded, where
'Race', 'Class', and 'Name' are replaced by the actual race, class, and name
of the current character.

Several options menu items allow you to load existing user pref files, create
new user pref files, append information to existing user pref files, and/or
interact with various of the user preferences.

Subwindows
==========

In addition to the main window, you can create additional window displays
that have other secondary information on them. You can access the subwindow
menu by using '=' then 'w'. You can select what windows to display. You
may then need to make the window visible using the "window" pull down menu
from the menu bar. There are a variety of subwindow choices and you should
experiment to see which ones are the most useful for you.

User Pref Files (Keymaps)
=========================

The "Interact with keymaps" menu allows you to set up keymaps. Keymaps map
a single keypress to a series of keypresses. For example you might map the
key F1 to "maa" (the keypresses to cast "Magic Missile" as a spellcaster).
This can speed up access to commonly-used features.

Keymaps have two parts: the trigger key and the action. These are written
where possible just as ordinary characters. However, if modifier keys
(shift, control, etc.) are used then they are encoded as special characters
within curly braces {}.

Possible modifiers are:

K = Keypad (for numbers)
M = Meta (Cmd-key on OS X, alt on most other platforms)
^ = Control
S = Shift

If the only modifier is the control key, the curly braces {} aren't included.
For example:

{^K}2 = Control-Keypad-2
^D = Control-D

Special keys, like F1, F2, or Tab, are all written within square brackets [].
For example:

^[F1] = Control-F1
{^S}[Tab] = Control-Shift-Tab

Special keys include [Escape].

The game will run keymaps in whatever keyset you use (original or roguelike).
So if you write keymaps for roguelike keys and switch to original keys, they
may not work as you expect! Keymap actions aren't recursive either, so if you
had a keymap whose trigger was F1, including F1 inside the action wouldn't run
the keymap action again.

Keymaps are written in pref files as:

A:
C::

The action must always come first, means 'keyset Type', which is either
0 for the original keyset or 1 for the roguelike keyset. For example:

A:maa
C:0:[F1]

PWMAngband uses a few built-in keymaps. These are for the movement keys (they
are mapped to ';' plus the number, e.g. '5' -> ';5'), amongst others. You
can see the full list in pref.prf but they shouldn't impact on you in any way.

To avoid triggering a keymap, you can use the backslash ('\\') command.

User Pref Files (Colors)
========================

The "Interact with colors" menu allows you to change the actual internal
values used to display various colors. This command may or may not have any
effect on your machine. Advanced machines may allow you to change the
actual RGB values used to represent each of the 16 colors used by PWMAngband,
and perhaps even allow you to define new colors which are not currently
used by PWMAngband.

Colors can be specified in user pref files as lines of the form
'V:::::'.

User Pref Files (Options)
=========================

The "Interact with options" command allows you to turn options on or off.
You may turn options off or on using the user pref commands of the form
'X: