Tangaria 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:
Weapon/armor with negative AC, to-hit or to-dam, or item with zero base cost.
Weapon/armor with no pluses no minuses, or any other non-magical item.
Weapon/armor with positive AC, to-hit or to-dam, but without any special abilities, brands, slays, stat-boosts, resistances, or magical items.
This setting only leaves artifacts unignored.
User Pref Files
Tangaria allows you to change various aspects of the game to suit your tastes. You may define keymaps (changing the way Tangaria 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).
Tangaria 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 Tangaria 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.
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 (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 Tangaria, and perhaps even allow you to define new colors which are not currently used by Tangaria.
Colors can be specified in user pref files as lines of the form
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:’ or ‘Y:’ respectively.
Options are accessible through the ‘=’ command, which provides an interface to the various sets of options available to the player.
In the descriptions below, each option is listed as the textual summary which is shown on the “options” screen, plus the internal name of the option in brackets, followed by a textual description of the option.
Note that the internal name of the option can be used in user pref files to force the option to a given setting, see “customize.txt” for more info.
Various concepts are mentioned in the descriptions below, including “disturb”, (cancel any running, resting, or repeated commands, which are in progress), “flush” (forget any keypresses waiting in the keypress queue), “fresh” (dump any pending output to the screen), and “sub-windows” (see below).
User interface Options
Rogue-like commands – selects the “roguelike” command set (see “command.txt” for info).
Use old target by default – forces all commands which normally ask for a “direction” to use the current “target” if there is one. Use of this option can be dangerous if you target locations on the ground, unless you clear them when done.
Always pickup items – automatically picks up items when you walk upon them, provided it is safe to do so.
Always pickup items matching inventory – like
pickup_always, but picks up an item only if it is a copy of an item that you already have in your inventory.
Notify on object recharge – this causes the game to print a message when any rechargeable object (i.e. a rod or activatable weapon or armour item) finishes recharging.
Show flavors in object descriptions – display “flavors” (color or variety) in object descriptions, even for objects whose type is known. This does not affect objects in stores.
Center map continuously – the map always centres on the player with this option on. With it off, it is divided into 25 sections, with coordinates (0,0) to (4,4), and will show one section at a time – the display will “flip” to the next section when the player nears the edge.
Disturb whenever viewable monster moves – disturb the player when any viewable monster moves, and also whenever any monster becomes viewable for the first time. This option ignores the existence of “telepathy” for the purpose of determining whether a monster is “viewable”.
Show damage player deals to monsters – shows the damage that the player deals to monsters for melee and ranged combat in the messages.
Use special colors for torch-lit grids – this option causes special colors to be used for “torch-lit” grids. Turning this option off will slightly improve game speed.
Animate multi-coloured monsters and items – certain powerful monsters and items will shimmer in real time, i.e. between keypresses.
Player color indicates low hit points – this option makes the player ‘@’ turn various shades of colour from white to red, depending on percentage of HP remaining.
Show unique monsters in a special colour – all “unique” monsters will be shown in a light purple colour, which is not used for any “normal” monsters – so you can tell at a glance that they are unique. If you like the idea but don’t like the colour, you can edit it via the “interact with colors” option.
Show walls as solid blocks – walls are solid blocks instead of # for granite and % for veins. Veins are coloured darker than granite for differentiation purposes.
Show walls with shaded background – walls appear as # and % symbols overlaid on a gray background block. This overrides
Use sound – turns on sound effects, if your system supports them.
Show effective speed as multiplier – instead of showing absolute speed modifier (e.g. ‘Slow (-2)’ or ‘Fast (+38)’), show the effective rate at which the character is moving (e.g. ‘Slow (x0.8)’ or ‘Fast (x4.1)’).
Use orange color for torch-lit grids – this option causes special “torch-lit” grids to be displayed in “orange”
instead of “yellow”.
Use special color for party leader – this option activates a special color scheme for party leaders, so that party members can quickly determine who’s the leader and follow that player in the dungeon easily.
Disturb whenever map panel changes – this option causes you to be disturbed by the screen “scrolling”, as it does when you get close to the “edge” of the screen.
Always say Yes to Yes/No prompts – allows to say “yes” to any “[y/n]” prompt without having to press a key.
Get out of icky screens when disturbed – this causes the game to leave “icky” screens when the character is disturbed, as if the ESC key was pressed. Very helpful to avoid being killed while consulting knowledge screens, setting options or creating keymaps.
Active auto-retaliator – if this option is on, a player is able to auto-attack any monster when there is only one monster around the player. If this option is off, or when there are more than one monster around the player, a player need to target a monster first in order to attack it repeatedly (by moving into that monster or using the target command).
Freeze screen after detecting monsters – this option causes detected monsters to stay displayed on the screen until the player presses a command. If the option is off, the screen will be automatically refreshed after one turn has passed.
Disturb whenever monsters bash down doors – disturb the player when any monster bashes a door on the level.
Activate fire-till-kill mode – this option enables repeat casting and shooting until there are no more enemies on the screen (or the player is disturbed).
Kick out when starving while at full hps – disconnect the player immediately if starving while at full hps. This will prevent people from starving while afk.
Risky casting – allow the player to cast spells while not having the required amount of mana at the risk of damaging constitution and getting paralyzed
Birth (difficulty) options
Force player descent – upwards staircases do not work. All downward staircases, including the one in town, transport the character one level below the previous maximum depth. Recalling from the dungeon works and brings the character to the town. However, recalling from town brings the character one level below the previous maximum depth. The character cannot recall from quest levels until the quest is complete, however you will be warned before descending into a quest level. Any status effects that sometimes teleports the character up and sometimes teleports them down will always choose down. When combined with the option for word of recall scrolls to have no effect, this recreates the previous “ironman” option.
Word of Recall has no effect – Word of Recall scrolls have no effect. When combined with the option to force player descent, this recreates the previous “ironman” option.
Restrict the creation of artifacts – no artifacts will be created. Ever.
Show level feelings – with this option turned on, the game will give you hints about what a new level has on it. With this option off, these hints will not be shown.
Increase gold drops but disable selling – shopkeepers will never pay you for items you sell, though they will still identify unknown items for you, and will still sell you their wares. To
balance out income in the game, gold found in the dungeon will be increased if this option is on.
Start with a kit of useful gear – start with items, a useful option for new players, or ones that wish to descend immediately into the dungeon. If turned off, the character will start with additional gold with which to purchase starting gear.
Restrict the use of stores/home – the stores are all closed. The home is someone else’s, and locked. You can keep nothing but what you carry with you, and get nothing but what you find in the dungeon. No selling items, or buying mushrooms of vigor… Not recommended for new players, or indeed for sane players.
Death is permanent – this option, not recommended for non-advanced players, prevents dead characters from turning into ghosts. Death is final, like in most single player roguelikes.
Play as a fruit bat – turns you into a fruit bat at birth, giving you +10 speed at the cost of 40% of your maximum HPs. This makes the early game a lot easier and the end game a lot harder. Not available if you play a Dragon, a Shapechanger or a Necromancer.
Some platforms support “sub-windows”, which are windows which can be used to display useful information generally available through other means. The best thing about these windows is that they are updated automatically (usually) to reflect the current state of the world. The “window options” can be used to specify what should be displayed in each window. The possible choices should be pretty obvious.
Display the player inventory (and sometimes the equipment).
Display the player equipment (and sometimes the inventory).
Display player (basic)
Display a brief description of the character, including a breakdown of the current player “skills” (including attacks/shots per round).
Display player (extra)
Display a special description of the character, including some of the “flags” which pertain to a character, and a breakdown of the contributions of each equipment item to various resistances and stats.
Display player (compact)
Display a brief description of the character (also available on the main window).
Display map view
Display an overhead view of the entire dungeon level.
Display the most recently generated “messages”.
Display monster recall
Display a description of the monster which has been most recently attacked, targeted, or examined in some way.
Display object recall
Display a description of the object which has been most recently examined.
Display monster list
Display a list of monsters you know about and their distance from you (also available via the ‘[‘ command).
Display the current status of the player, with permanent or temporary boosts, resistances and illnesses (also available on the main window).
Display item list
Display a list of items you know about and their distance from you.
Display chat messages
Display chat messages in a separate sub-window. This will only work when selecting “Term-4” (or “Chat Window”) as the chat window.
Display spell list
Display the list of all spells that have been learned by the player.
Display special info
Display special recall screens in a separate sub-window.
Left Over Information
The ‘hitpoint_warn’ value, if non-zero, is the percentage of maximal hitpoints at which the player is warned that he may die. It is also used as the cut-off for using the color red to display both hitpoints and mana, and as a trigger for the time bubble slowdown effect.
The ‘delay_factor’ value, if non-zero, will slow down the visual effects used for missile, bolt, beam, and ball attacks. The actual time delay is equal to ‘delay_factor’ squared, in milliseconds.
The ‘ignore_lvl’ value, if non-zero, is the quality level of items that are considered “junk items” by the player. It can range from 1 (worthless items) to 6 (all items except artifacts). This value can be set for nine different categories of items: jewelry, dragon scale mails, melee weapons, missiles that can be fired, missiles that can be thrown, other wearable items, books, junk items and other consumable items.
The ‘lazymove_delay’ value, if non-zero, is the maximum time delay allowed by the game to let two directional keystrokes pressed in short succession act like a single one (for example, pressing up and right quickly will allow the character to move diagonally; useful for players without numpads). The actual time delay is equal to ‘lazymove_delay’ times 100 milliseconds.