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Appendix B: Customizing ADOM

It is possible to set certain default values for ADOM with the standard configuration file. The name of the file and its location depends on the system you are playing ADOM on. The system-related readme file (readme.linux, readme.dos or readme.amiga) accompanying this distribution will give you more details about this. The configuration file can contain certain variables which control parts of ADOM's behaviour. This file is a plain ASCII file.

Generally a line in the configuration file can start with or without a '#'. If the line starts with a '#' it is considered to be a comment and will be ignored. Otherwise ADOM expects to find something that looks like this:

        <variable> = <value>
For example a line might contain the following text:

        Name = Big Bang
        Recovery = 400
ADOM recognizes a certain number of variables which have a specific meanings. Each variable must have a value of a certain type. Allowed types are strings, numbers (only whole integers) and Boolean values ('true' and 'false'). Strings which contain whitespace must be enclosed by ' (see above).

ADOM variables also can be set during the game with the ': =' command which requires the user to enter a line in the format explained above. Invalid variables will be highlighted in red color.

The following variables are currently recognized:


true, false: defaults to 'false' and allows you to determine whether the default names provided by ADOM for you will be used or not if you press ENTER when asked to input a name


true, false: will ask automatically whether you want to unlock a locked door (if you have the appropriate key)


true, false: ADOM will automatically ask you whether you'd like to lock a door while closing it, if you have an appropriate key. By default this variable is set to 'true'.


true, false: if set to true, the targeting code (used for missile weapons and a few spells) will automatically use the nearest monster as the new target, if no monster was locked before.


string containing the symbols of items chosen from the following categories, which are to be picked up whenever you move on a field containing items of that type:
          [  Armor, shields, cloaks, boots, girdles, gauntlets and helmets
          *  Gems
          o  Rocks
          ]  Tools
          '  Necklaces
          (  Melee weapons
          }  Missile weapons
          /  Missiles
          =  Rings
          \  Wands
          !  Potions
          ?  Scrolls
          ~  Bracers
          %  Food
          $  Gold
          {  Instruments
          "  Books


true, false: if set to false, ADOM won't try to determine the appropriate door in the vicinity of your PC when you try to open or close a door. The default value is true.


number: determines the number of hundreds of a second ADOM delays actions (like two steps for a fireball, etc.). The default value is 10. To prevent input errors ADOM only accept values in the range of 0 to 100.


true, false: if set to 'true' you will be asked if you want to wield an item other than a pick axe, a torch or a melee weapon


any of the available classes


string consisting of characters chosen from the following list:
        a - Fighter
        b - Paladin
        c - Ranger
        d - Thief
        e - Assassin
        f - Wizard
        g - Priest
        h - Bard
        i - Monk
        j - Healer
        k - Weaponsmith
        l - Archer
        m - Merchant
        n - Farmer
        o - Mindcrafter
        p - Barbarian
        q - Druid
        r - Necromancer
        s - Elementalist
        t - Beastfighter
If you choose to randomly select your class (with the 'F'ate option during character creation) the classes in 'Class_Mask' won't be selected. Thus you can cross out certain classes you do not like.


true, false: if set to 'false' you won't have to endure the colored menus (and yes, there probably will be configurable colors for the menus at some point in the future although it's pretty low priority for me).


true, false: if set to 'false' the player icon '@' will be displayed in white -- otherwise the color is dependent on your class.


true, false: if set to 'true' the final kill list will be compacted by printing more than just one killed monster type per line.


true, false: if set to 'true' you will see the keys you pressed during a multi-key command


true, false: will prompt you whether you want to add a (heap of) missiles to your missile slot when the missile slot is empty


true, false: if set to 'true' any key will be accepted when the '(more)' prompt is displayed. Setting this variable to 'true' is equivalent to pressing 'C-k' once at the start of the game.


true, false: if set to true, ADOM will select the gender for your character


One of the following constants:
          light gray
          dark gray
          light blue
          light green
          light cyan
          light red
          light magenta
This definition determines the color of inventory entries that have been succesfully identified. The traditional setting is 'light gray'.


true, false: if set to true ADOM will beep (or flash the screen if beeping is impossible but flashing is possible on your system) if the hitpoints of your character fall below 20% (or 15 -- whichever is lower).


A number, which describes the size of the message buffer in lines. The value is required to be between 50 and 10000.


true, false; if set to true, your height and weight will be printed according to metric measuring


the default name for your PC


true, false: if set to true the stuff list will display cursed items in red and blessed items in green.


true, false: If set to true you no longer will be prompted about whether to learn a spell from a book or cast it from the book.


a numeric value; determines the number of steps that will pass when you use the 'walk mode' to search in one place (see -> Continuous search via 'w s'); the default value is 20


true, false: determines whether the player will be allowed to determine the PC attributes by answering questions. The default value is 'true'.


true, false: if set to 'true' all games in which you quit will also be recorded in the highscore


any of the allowed races -- don't forget the ' for races like High Elf


a string consisting of one or more of the following characters:
        a - Human
        b - Troll
        c - High Elf
        d - Gray Elf
        e - Dark Elf
        f - Dwarf
        g - Gnome
        h - Hurthling
        i - Orc
        j - Drakeling
If you choose to randomly select your race (with the 'F'ate option during character creation) the races in 'Race_Mask' won't be selected. Thus you can cross out certain races you do not like.


true, false; determines whether a randomly rolled character will be used each time you start ADOM


a numeric value; determines the number of steps that will pass when you use the 'walk mode' to wait in one place; the default value is 50


true, false: if set to true, ADOM will query you, whether you want to equip another missile once you run out of ammunition.


true, false: determines the order in which the messages are displayed in the message buffer; true means that the latest messages will be displayed at the bottom, false means that the latest messages will be displayed at the top; 'true' is the default value


male, female


string: the string is used by ADOM to create a log file. The string contains one character for each set of information to be included in the log file. The following options can be used:
        a: Achievements (attribute changes, ...)
        b: Background of the PC
        c: Spells
        d: PC data (attributes, ...)
        e: Effects of corruption
        i: Items in the inventory
        k: Kill list of the PC
        l: Skills
        m: Items in the backpack
        s: Screenshot
        w: Weapon skills
The default is: "dbim".


true, false: if set to 'true' ADOM will display all experience points the PC gains


true, false: if set to 'true' the skill list will be ordered alphabetically


true, false: if set to 'true', ADOM will beep if you are in danger of starving.


string: some people don't seem to like the word 'uncursed' ADOM uses to describe an item that is neither cursed nor blessed. You can define an alternative by using this environment variable. Be careful about what you do since ADOM does not check your definition and using 'cursed' or 'blessed' is possible, too. Moral: he who confuses himself gets what he deserves.


true, false: defaults to 'false'; if set to 'true', level messages will be displayed whenever you enter a special level, otherwise only on the first time


string: This string has the same format as 'Short_Log_Format'. ADOM internally does not care about the format of the two strings (and which one is longer). The intention of these two environment variables simply is to allow the user to have two different means of creating a logfile. The default is: "sdbwcleimka".


true, false: if set to 'true' ADOM will abort from Walk-Mode as soon as you spot a non-tame monster.


true, false: if set to 'true' ADOM will ask whether to zap wands currently equipped in the left or right hand. Otherwise such equipped wands will be ignored.

If you initially do not have a configuration file, ADOM will create one for you.

APPENDIX C: Command Line Options

ADOM can be supplied with some command line options to make it do certain things. Up to now the following command line options are supported:

The syntax for calling ADOM with options is:

         adom [-b] [-c <file>] [-d] [-D] [-h] [--help] [-k] [-l <name>] [-m]
              [-n] [-o] [-r] [-s] [-S][-t<maxnum>] [-T<maxnum>] [-v]
Important note: If you have changed the default keymap, but would like to have a reference file of the original bindings, you need to call ADOM like this:

         adom -k -r
(It's important that the '-k' is set before the '-r'!)

APPENDIX D: Customizing the Keymap

ADOM allows you to customize the keybindings used during the game for invoking commands to a certain extent. When ADOM is started it searches for a file called 'adom.kbd' (or '.adom.kbd' on Linux systems) in your data directory (call 'adom -d' to determine your data directory). This file contains a description of its syntax, which should answer all questions. Customizing a keymap to a very specific system requires quite some work on your side if you want to use special keys and such stuff (you will need to know the ASCII codes your system generates when a special key is pressed).

Note that customization is possible only to a certain extent.

If you would like to have a printed reference of your own keymap bindings at hand, you can enter

         adom -r
at your command prompt. This will make ADOM to create a file called 'keyref.kbd', which contains the current bindings and can be printed on any line printer. Check it for the details about how to define new key bindings.