view sample.xtrekrc @ 3:5a977ccbc7a9 default tip

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author darius
date Sat, 06 Dec 1997 05:41:29 +0000
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# Sample .xtrekrc
#
# Specify this file with:
#   netrek -r defaults
#
# If you do not specify a file, then .paradiserc from your home directory
#   is used.  If .paradiserc does not exist then .xtrekrc is used.
#
# Documentation for all options is available at
# http://www.pnetrek.org/
#
# You can have defaults from other files included using '#include <file>'.
# This lets you put all your public settings into one file, .xtrekrc for
# example and all your private stuff into another file. You can use ~ in
# the file name to signify your $HOME directory. In your private
# file you can have passwords in the form of 'password: passwd' for a
# general password, or 'password.player: passwd' for passwd's associated
# with your player name, or 'password.server: passwd' for server specific
# passwords.

name: 			guest

# changes to the basic colors:
#color.white:   	white
#color.black:  		black
#color.red:		paleVioletRed1
#color.green: 		green
#color.yellow: 		yellow
#color.cyan:            cyan
#color.cyan:		dodgerblue
color.cyan:		DeepSkyBlue
#color.light grey:   	light grey

#miscellaneous toggles
# 0=none, 1=time of day, 2=time on server, 3=time in ship, 4=user set time
timerType:		3
#shipBitmapPath:         /home/smpatel/netrek/bitmaps/
#soundPath:              /home/smpatel/netrek/sounds
#soundDev:               /dev/dsp
# put enemy on left with sorted playerlist
robsort:		on
# show dead players in playerlist
showDead:		on
# sort outfitting ('--') players to bottom
sortOutfitting:		on
# show pre-login players
showPreLogins:		on
# replace 0.00 with "     " when acceptable (paradise servers)
hideNoKills:		on
warpStreaks:		on
# use rainbow dashboard in paradise
# 0=old dashboard, 1=new dashboard, 2=color dashboard, 3=rainbow dashboard
Dashboard:		3
# clear my keymap each time, ie ignore the server's copy 
clearMap:		on
# use hull warning dots
warnHull:		on
# replace ?? cloaker symbol with ><
cloakChars:		><
showShields:		on
#showStats:		on
reportKills:		on
showMySpeed:		on
# vary color of shields with damage
varyShields:		on
keepPeace:		on
galacticFrequent:       on
showTractor:		on
showTractorPressor:     on
showPlanetNames:	on
showPlanetOwner:	off
sortPlayers:	   	on
warp:			on
defaultShip: 		CA
logging: 		on
logMessage:		on
logfile:                /home/smpatel/paradise.log
# galactic map stuff: 0=ownership  1=resources  2=nothing
showGalactic:    	1
showLocal:		1
# lock :  0=don't show 1=galactic only  2=tactical only  3=both
showLock:		3
netStats:  		off
tryUDP:			on
# udpClientSend: 0=TCP only 1=simple UDP  2=enforced UDP (state only)  
# 3=enforced UDP (state & weap)
udpClientSend:          3
# udpClientReceive:  0=TCP only  1=simple UDP 2=fat UDP 3=double UDP
udpClientReceive:       2
udpSequenceCheck:       on
# udpDebug: 0 = OFF   1 = ON (conect msgs only)  2 = ON (verbose output)
udpDebug:               0
udpUpdates:		5
# I'd turn this on, but there's no 'fat S_P' - I can manually enable if lag
# is bad
tryShort:		off
WaitMotd.mapped: 	on
# show tractor/pressor of everyone in tactical
showAllTractorPressor:  on
# show # per team and messages
infoIcon:               on
updateSpeed:            0
# set time for autoquit
autoQuit:               199
# show blinking lights on console for packets
packetLights:           on
# show box on galactic map representing tactical window
viewBox:                on
# number sectors in galactic map
sectorNums:             on
# display a line from you to target of lock
lockLine:               on
# use new sorting for planet list
mapSort:		on
# automaticly set war dec's according the scheme:
# 1) set war with nonzero player teams, peace w/ 0 player teams
# 2) set war with largest enemy team,  peace w/ everyone else
autoSetWar:           1
# extra info on resources of local planets; add the values of what you want
# displayed: 1 = army count; 2 = repair; 4 = fuel; 8 = agri; 16 = shipyard
# paradise option only
tacPlanetInfo:                9
# cycle phaser hits through all colors
jubileePhasers:		on
# send request for full update ('=') each time you enter
askforupdate: 		on
# allow a lower case t to send messages to team
lowercaset:		on
#use the flight recorder?
#recordGame: on
#recordFile: /tmp/netrek.record
#set maximum record file size in bytes:
maxRecord: 1000000
# Playback (also, -F <filename> from command line)
#playback: on
#playFile: /tmp/netrek.record
#A minimum of x/10's of a second between redraws:
redrawDelay: 0
#Draw an X over independant planets: (good for b&w)
showIND: off
#some very silly stuff to draw ship status on local window.
# Either needs work, or needs to be tossed ;)
#(part of an effort to get rid of the dashboard on my small display)
#stats that can be shown:
#'D'amage, 'S'hields, 'F'uel, 'A'rmies, s'P'eed, 'W'temp, 'E'temp
#a lower case letter reverses the line for that stat.
statString: dASF
localShipStats: on
localStatsX: 25
localStatsY: 450
statHeight:  80
#only with short packets: remove "GOD->ALL" from the front of kill msgs.
godToAllOnKills: off
#don't beep when you try to scroll too far:
scrollBeep: off
# Also in scrolling windows: ^p scrolls one line back, ^n one line forward,
# left button one page pack, right button page forward, middle button to end,
# ^e clears the window(but not the scrollback)
  
#----[ fonts
#italicfont:	6x10i
#font:          -*-clean-medium-r-normal--10-100-75-75-c-60-*
#boldfont:      -*-clean-bold-r-normal--10-100-75-75-c-60-*
#italicfont:     -*-clean-italic-r-normal--10-100-75-75-c-60-*
#italicfont:     -schumacher-clean-bold-r-normal--10-100-75-75-c-60-iso8859-1
# italic=normal
italicfont:     -*-clean-medium-r-normal--10-100-75-75-c-60-*
#bigfont:       -*-fixed-medium-r-normal--24-*-100-100-c-120-*-*

# Here I start messing around with window placement.
# For *all* of the windows listed, you can specify if you want them mapped,
#   their geometry, and their parent.
# When specifying geometry for text (and scrolling) windows, specify
#   in terms of characters wide and high.  Specify size of a menu only
#   at your own risk (there is no real benefit to doing this).

netrek.geometry:        1000x800+0+1	# The main window
netrek_icon.geometry:   +1031+0      	# The icon
#stats.geometry:		+512+576
#player.geometry:        82x24+0+576	# The player list
player.geometry:        82x24+0+550	# The player list
player.mapped:          on
player.parent:		netrek
#review.geometry:        82x24+512+576	# Main message window 
review.geometry:        82x24+500+548	# Main message window 
review.mapped:		on
review.parent:		netrek

#
# This is my keymap help file followed by keymap:
# comments to Bill.Dyess@eng.auburn.edu (Thought)
#
# Key        Default Function                       New Function           Key
#------------------------------------------------------------------------------
#| a | ?                               | afterburners (`)                 | a |
#| b | bomb planet                     |                                  | b |
#| c | cloaking                        |                                  | c |
#| d | detonate other torpedoes        | detonate own torps (D)           | d |
#| e | docking permission toggle       | max warp (%)                     | e |
#| f | launch plasma torpedoes         |                                  | f |
#| g | -                               | fire phasers (p)                 | g |
#| h | help window toggle              | whatever 'a' was (a)             | h |
#| i | info on player / planet         |                                  | i |
#| j | -                               | war window toggle (w)            | j |
#| k | set course                      |                                  | k |
#| l | lock onto player / planet       |                                  | l |
#| n | -                               | change ship types (r)            | n |
#| o | orbit (dock at starbase)        |                                  | o |
#| p | fire phaser                     |                                  | p |
#| q | quick quit                      | warp 3 (3)                       | q |
#| r | change ship type                | pressor beam on (^)              | r |
#| s | shields toggle                  |                                  | s |
#| t | launch torpedoes                | tractor beam off (_)             | t |
#| u | shields toggle                  |                                  | u |
#| v | -                               | info on player / planet (i)      | v |
#| w | war window toggle               | warp 5 (5)                       | w |
#| x | beam down armies                | Macro mode (X)                   | x |
#| y | pressor beam toggle             | tractor/pressor off ($)          | y |
#| z | beam up armies                  | Coup/Change weapons (C)          | z |
#| ' | start message to team           |                                  | ' |
#| A | -                               | army call (F)                    | A |
#| B | show galactic info (two levels) |                                  | B |
#| C | coup a planet / change weapons  | show local info (two levels) (V) | C |
#| D | detonate my torpedoes           | ludicrous speed (-)              | D |
#| E | emergency distress call         |                                  | E |
#| F | army call                       | lock onto player / planet (l)    | F |
#| G | -                               | lock onto planet (;)             | G |
#| I | extended info on player         |                                  | I |
#| L | list players                    |                                  | L |
#| O | options window                  |                                  | O |
#| M | map updates toggle              |                                  | M |
#| N | name mode toggle                |                                  | N |
#| P | list planets                    |                                  | P |
#| Q | self destruct                   | quick quit (q)                   | Q |
#| R | repair mode                     |                                  | R |
#| S | toggle status graph             |                                  | S |
#| T | toggle tractor beam             | transwarp (*)                    | T |
#| U | list ranks                      |                                  | U |
#| V | show local info (two levels)    | extended info on player (I)      | V |
#| W | -                               | toggle war window                | W |
#| X | macro mode                      | beam down armies (x)             | X |
#| Z | -                               | beam up armies (z)               | Z |
#| ? | message window toggle           | help window toggle (h)           | ? |
#| _ | turn on tractor beam            |                                  | _ |
#| ^ | turn on pressor beam            |                                  | ^ |
#| $ | turn off tractor/pressor        |                                  | $ |
#| ; | lock onto planet                |                                  | ; |
#| * | bring in practice robot         |                                  | * |
#| [ | shield down                     |                                  | [ |
#| ] | shield up                       |                                  | ] |
#| * | practice robot / transwarp      | torps (t)                        | * |
#| & | re-read .xtrekrc                |                                  | & |
#| ` | afterburners                    | warp 0 (0)                       | ` |
#|0-9| warp 0-9                        |                                  |0-9|
#| ) | warp 10                         |                                  | ) |
#| ! | warp 11                         |                                  | ! |
#| @ | warp 12                         |                                  | @ |
#| % | max warp                        |                                  | % |
#| # | half warp                       |                                  | # |
#|Spc| clear all windows               | det other torpedoes (d)          |Spc|
#| / | -                               | docking permission toggle (e)    | / |
#| - | ludicrous speed                 |                                  | - |
#------------------------------------------------------------------------------
#buttonmap uses the remapped keys (annoying)
#buttonmap: 	1*2p3k4*5p6k7*8p9ka*bpck
#
#This is the default keymap
#keymap: aabbccddeeffhhiikklloopprrssttuuwwxxyyzz  BBCCDDEEIILLOOMMNNPPRRSSTTUUVV??[[]]**00112233445566778899((!!@@%%##
#
keymap:  a`bbccdDe%ffgphaiijjkkllmmnrooppq3sst_uuviw5xXy$zC dAFBBCVD-EEFlG;HHIIJJKKLLMMNNOOPPQqRRSST*UUVIWwXxYYZz?h[[]]*t`01133/er^
#        ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
#ckeymap: ^q^1^w^2^e^3^r^4^xX
#        ^   ^   ^   ^   ^ 
#keymap:  a`dDe%ffgphajwnrq3rytTviw5xXylzCAFCVD-FlGeT*QQVIWwXxZz?h d/e`01133*t
# 
#Messages : put cursor in lower thin window, type: 0-9a-j for player, t 
#for team, A for all, F/R/K/O for races.  Hit Esc to cancel a message.  
#
#New keymap graphically:
#
#   (q)         (w)         (e)        (r)       (t)       (y)
#  warp3       warp5       maxwarp    pressor   tractor   lockon
#
#    (a)         (s)         (d)        (f)       (g)       (h)
#   aftrbrnrs   shields     detmyown   phaser    plasma    whatever-a
#
#     (z)         (x)         (c)        (v)       (b)       (n)
#   weapchange   macromode   cloak      viewinfo  bomb      newship
#
#Shifted:
#
#   (Q)         (W)         (E)        (R)       (T)
#   quit       warwindow   emermesg   repair    transwarp
#
#    (A)         (S)         (D)        (F)       (G)
#   army call   status      ludicrous  lockon    dockingtoggle
#
#     (Z)         (X)         (C)        (V)       (B)
#    beamup      beamdown    localinfo2 xtrainfo  galacinfo 
#
###############################################################################
# this sets the default server and port (and verification scheme)
server:			fod.pnetrek.org
server.arctica:		netrek.cis.ufl.edu
server.eden:		eelpout.micro.umn.edu
port.arctica		2592
useRSA.arctica		on

# phaser window
# 0 = don't show    1 = show on kill window   2 = show on phaser window
# 3 = show on total review window only
showPhaser:   		2
review_phaser.mapped:   on
review_phaser.parent:   netrek
review_phaser.geometry: 81x3+501+500
#review_phaser.geometry: 81x4+501+543 # pre-newdash

###############################################################################
# from: jjudy@argon.berkeley.edu (Jack W. Judy)
# Heh! This makes it almost impossible to screw-up and *accidently* choose
# the *wrong* team!  Got this idea from an old post.
fed.parent:		local			#fed - Fed selection window
fed.geometry:		100x100+0+400
rom.parent:		local			#rom - Romulan selection window
rom.geometry:		100x100+0+0
kli.parent:		local			#kli - Klingon selection window
kli.geometry:		100x100+400+0
ori.parent:		local			#ori - Orion selection window
ori.geometry:		100x100+400+400
quit.parent:		local			#quit
quit.geometry:		100x100+200+0

###############################################################################
#      Macro stuff
###############################################################################
#Standard:
#
#%a      armies carried by sender
#%d      sender damage percentage
#%s      sender shield percentage
#%f      sender fuel percentage
#%w      sender wtemp percentage
#%e      sender etemp percentage
#%t      team id character of target planet
#%T      team id character of sender team
#%c      sender id character
#%n      armies on target planet
#%E      1 if etemped, 0 if not
#%W      1 if wtemped, 0 if not
#%S      sender two character ship type
#%p      id character of target player
#%g	id char of target friendly player
#%h	id char of target enemy player
#%P      id character of player nearest sender
#%G	id char of friendly player nearest sender
#%H	id char of enemy player nearest sender
#%l      three character name of target planet
#%i	sender full player name (16 character max)
#%u	full name of target player (16 character max)
#%z	3 letter team id of target planet
#%b      sender nearest planet
#%*	abort macro immediately, sending nothing
#% 	<space> sends nothing - allows macros to start with spaces
#%2	1 if on a paradise server, 0 otherwise
#
#FULLY CAPITALIZED:
#%L	three character name of target planet
#%I	sender full player name (16 character max)
#%U	full name of target player (16 character max)
#%Z	3 letter team id of target planet
#%B      sender nearest planet
#
#Ping stats: (may differ slightly from server '!' ping stats)
#%v    average ping stat round trip time 
#%V    ping stat round trip standard deviation
#%y    percent total packet loss as calculated by server formula
#
#Miscellanous:
#%m      the last message you sent
#%M	the last message you sent in all caps
#
#As a further extension to NEWMACRO, a macro may now be sent
#to any of the following destinations:
#
#%i %I %c	send message to self
#%u %U %p	send message to player nearest mouse
#%t %z %Z	send message to team of player nearest mouse
#%g		send message to nearest friendly player to my ship
#%h		send message to nearest enemy player to my ship
#
#Further, tests may be done within the macro system, the syntax
#for these test is as follows.
#%?	introduces a test
#=	equivalence
#>	greater
#<	less
#
#Expressions are evaluated on a character by character basis until the
#test is resolved.  The text of the test is then replaced in the macro
#by 1 or 0.
#
#Test are then fed to a syntax I call conditional text.  The best way
#to demonstrate how this works is example.
#
#1%{included if true%!included if false%}
#
#This would print:
#included if true
#
#0%{included if true%!included if false%}
#included if false
#
# Paradise orthoganal macros (Robert Forsman)
#
#   start with a $
#
#   field 1:
#   (n)earest
#   (t)arget
#   (s)elf	(doesn't have fields 2 and 3)
#   (_) ego	(has no other fields)
#
#   field 2:
#   (a)ny
#   (t)eammate
#   (f)riendly
#   (h)ostile
#
#   field 3:
#   (a)ny
#   (u)ser
#   (p)lanet (includes asteroids)
#   (s)tar
#   (n)ebula
#   (b)lack hole
#   (^) non-planet
#   (*) any stellar object
#
#   field 4: (optional)		NYI
#   (U)ppercase
#   (C)apitalize
#   (L)owercase
#
#   field 5:
#   full (n)ame (Hammor, Thought)
#   (i)dentifier (e.g. R5, Ka, Can, Sco)
#   (#) number (0-9a-z for players, %d for planets)
#   (t)eam name (Romulan)
#   (s)hort team id (ROM)
#   (l)etter of team (R)
#   (a)rmies
#   (@) sector
#   (M) 0=not metal planet, 1=metal, 2=repair, 3=shipyard
#   (A) 0=not arable, 1=arable, 2=agri
#   (D) 0=not dilithium, 1=dilithium, 2=fuel
#
#   Any implementation of the paradise $ codes (subset or superset)
#   must implement and document the $_ code.      -- Robert Forsman
#start macros:

mac.a.T:	%?%n<0%{TOUCH %2%{$tasUi->%}%L!%!%2%{$tasLi->%}%l@%n%}
mac.b.T:        bomb %2%{$tasLi->%}%l%?%n>4%{ @ %n%} %2%{%?$tapD>1%{ FUEL%}%?$tapA=2%{ AGRI%}%?$tapM>1%{ REPAIR%}%?$tapM>2%{ SHIPYARD%}%}
mac.c:  	Carrying %?%a>0%{%a arm%?%a=1%{y.%!ies.%}%!no armies.%}
#mac.d.T:        %E%{%!%W%{%!I'm fine.%}%}%E%{ETEMPED!!!  %}%W%{WTEMPED!!!  %}Carrying %?%a>0%{%a armies!%!NO armies.%}
mac.d.T:	ogg %p
mac.e.T:  	Need ESCORT to %l%?%a>0%{, carrying %a arm%?%a=1%{y%!ies!%}%}
mac.f.T:	%2%{$tasi->%}%l @ %n
mac.g.T: 	going to %l%?%a>0%{, carrying %a arm%?%a=1%{y%!ies!%}%}
#mac.h.T:        %E%{ETEMPED!!!  %}%W%{WTEMPED!!!  %}Carrying %?%a>0%{%a armies!%!NO armies.%}
mac.m:		%m
mac.n:		no
mac.o:		ok
# pig call (5 spaces)
mac.p.A: 	%      
mac.q.%i:	queue
mac.r.%H:	resistance is futile
mac.s.T: 	We need a sc bomber.
mac.t.T: 	no t-mode :(
mac.t:		thanks
#mac.u.%i: 	test u macro to self
mac.v:		%T%c PING stats: Average: %v ms, Stdv: %V ms, Loss: %y%%
mac.x.T:	%L!
mac.y:		yes
mac.D.T:	%p++ near %l
#mac.E.T:	Ignore that last distress
mac.F:		resistance is not futile??
#mac.G.T:	Ogg %p!
#mac.G:		Go to %l
mac.I.%u:	%u: det when you escort!
mac.K.A:	KissMy%S
#mac.N.%i:	NEWGALAXY
mac.O.%u:	(%i) ogging
#mac.R.A:        I'm a %?%S=SB%{star base!%!twink!%}
#mac.S.%i:	START
#mac.T.%i:	%Z
mac.T.T: 	T-MODE!
#mac.W.%t:	SHUT UP, TWINKS!!
#mac.X.T:	EMERGENCY @ %L!!

# hacker note: I have no idea what the stuff in quotes means -RF
#** Giardia Froth's "Ich mochte einen Diebstahl melden." **

mac.1.A:	$nhuLn, %i taunts your uncle's monkey.
mac.2.A:	$nhuLn, %i taunts your ecelesiastical roadkill.
mac.3.A:	$nhuLn, %i taunts your upper left bicuspid.
mac.4.A:	$nhuLn, %i taunts your favorite obtuse angle.

mac.`.A:	%i wishes that he wasn't a twink like $nhuLn.


#whatever
macro.5.%i: %%v %v, %%V %V, %%y %y

# test macros.
macro.6.%i: %%a %a, %%d %d, %%s %s, %%f %f, %%w %w, %%e %e
macro.7.%i: %%E %E, %%W %w, %%i %i, %%o %o, %%T %T, %%c %c, %%S %S
#target
macro.8.%i: %%t %t, %%p %p, %%g %g, %%h %h, %%n %n
macro.9.%i: %%l %l, %%u %u, %%z %z, 

# nearest
macro.0.%i:  %%P %P, %%G %G, %%H %H, %%b %b

# new distresses
singleMacro:    EA
#mac.F.T:        %?%S=SB%{Your starbase (%i) is carrying %?%a=0%{NO%!%a%} %?%a=1%{army%!armies%}%!%T%c@%B: I have %?%a=0%{NO%!%a%} %?%a=1%{army%!armies%} on board, heading for %L%?%n<0%{ (untouched)%!@%n%}%}
mac.A.T:        %?%S=SB%{Your starbase (%i) is carrying %?%a=0%{NO%!%a%} %?%a=1%{army%!armies%}%!%T%c@%B: I have %?%a=0%{NO%!%a%} %?%a=1%{army%!armies%} on board%}
#mac.Z.T:        Going for %L NOW!!  DET for me!! (%?%a=0%{NO%!%a%} %?%a=1%{army%!armies%})
#mac.E.T:        HELP! %T%c@%B: %?%a=0%{NO%!%a%} %?%a=1%{army%!armies%}, %d%% dam, %s%% shlds, %?%S=SB%{%!%?%f<15%{NO%!%f%%%} gas%} %E%{ETMP!!%} %?%S=SB%{%W%{WTMP!!%!%w%% wtmp%}%}

# Multi line macros!  One regular macro for each line of the multi-macro:
mac.d.A:%  __    _    _ _   _
mac.d.A:% | _\  /_\  // \\ / \
mac.d.A:% || \\// \\//___\\\_/
mac.d.A:% ||_//\\_//\\---// _
mac.d.A:% |__/  \_/  \\ // {_}

# use the 'M' flag to specify where multi-macros are displayed:
# (they go to review and review_all by default)
review_all.allow: AM
review.allow: ATIM

# Receiver Configurable Distress
# each one defined with
#dist.key.name:   <format string>
#  key is the key you want to use to send that type, format string is how
# an RCD of that type should appear to YOU.  You cannot affect how an RCD
# looks to anyone else.  The key works just like a macro key, IE press 'X'
# first and then the key, unless that key is defined as a singleMacro, in
# which case you press just that key.
#
#  The format string uses the same format as regular macros...except that
# I haven't yet fixed it to use Paradise extensions.  That means especially
# that $ escapes do not work, as well as a couple of % escapes which do not
# exist in COW-lite (where I got the code)
#
# The types of RCD for the name field are:
# taking
# ogg
# bomb
# space_control
# save_planet
# base_ogg
# help1
# help2
# escorting
# ogging
# bombing
# controlling
# asw
# asbomb
# doing1
# doing2
# free_beer
# no_gas
# crippled
# pickup
# pop
# carrying
# other1
# other2
# help
#
# defaults are defined for all of them, look at the macro window ('X?')
# to see them.  Also, the macro window has 2 pages now, click a mouse
# button to flip between RCD's and regular macros.
# 
# The client will send an RCD for E and F by default if on a server that
# supports it. other types of rcd's have macro keys defined.
#
# Note:  If you have a macro and an RCD defined for the same key, the macro
# ALWAYS over-rides the RCD.  I'm not sure that's the right way to do it,
# but that's what it says in the docs for RCD, so that's how I programmed it...
#
# samples:  (these are some of what I use)
dist.E.help:            %T%c(%S) %B: HELP! %?%d>90%{HULL GONE! %!%?%d>20%{%d%% dam %}%}%?%s<10%{SHLDS OUT! %!%?%s<80%{%s%% shd %}%}%?%f<10%{NO %!%f%% %}fuel %?%S=SB%{%w%%wtmp%}%E%{ETEMP! %}%W%{WTEMP! %}%?%a>0%{%a %?%a=1%{ogre%!ogres%}%}
dist.F.carrying:        %T%c(%S) %B: (%?%S=SB%{%w%%wt%} %s%%sh %d%%dm %f%%fu) Carrying %a armies.
dist.+.pickup:          %i(%T%c): %p++ @ %l
dist.p.taking:          %T%c(%S) %B: Carrying %a to %l%?%n>-1%{ @ %n%}          

# Beep-lite!
#
# Read the normal beep-lite docs.  As an extension, you may specify
# the color for each lite by placing a letter for the color after a
# particular lite.  This is being disallowed by most servers, currently
# it only works on calvin.  The letters allowed are wrygce, case is not
# important.  (e is for grey, the rest should be obvious) example:

# hilite taker and target in red
lite.taking: /cr/lr

# To use beep-lite, you must have the next line, or set it from
# the options menu:
UseLite: on
# also, there are several built in lites defined that can be enabled
# by:
DefLite: on


###############################################################################
#
#  This is the list of windows I've been able to find.  Most you will
#  probably not want to screw around with, but these can be controlled
#  (at least it appears that way in the code...).
#
# I found these by greping for:
#   checkMapped
#   W_MakeWindow
#   W_MakeTextWindow
#   W_MakeScrollingWindow
#   W_MakeMenu
#
#Window list:
#
#planet          - Planet listing (P)
#rank	         - The rank window (U)
#help            - Help window (h)
#macro           - Macro Listing (X-?)
#MetaServer List - Metaserver stuff (not quite sure how to use it)
#review		 - The munged list of messages from all sources
#review_all      - Messages to all
#review_team     - Messages to your team
#review_your     - Messages to you
#review_kill     - Kill messages
#review_phaser	 - The phaser damage window
#netstat	 - Network statistics
#lagMeter	 - The Lag-o-Meter
#pingStats	 - Ping statistics window
#player		 - Player list
#tstat		 - Dashboard
#UDP		 - UDP controls
#network	  -
#local	         - Main fighting window
#map	         - Galactic map
#option	         - The options window
#wait		 -
#count		 -
#waitquit	 -
#waitmotd	 -
#info		 -
#netrek		 - The "main" window (parent)
#netrek_icon	 -
#warn		 - Warnings ("forgot your toothbrush",et al)
#message	 - Message sending window
#FED	         - Team windows on entry
#ROM	         - Team windows on entry
#KLI	         - Team windows on entry
#ORI	         - Team windows on entry
#quit		 - Quit box on entry
#stats		 -
#scanner	 -
#war		 - War delcarations
#
# This gives you:
#    name.mapped    (on/off for initial mapping)
#    name.parent    (which window you want this one to be in)
#    name.geometry  (size and location)
#
###############################################################################
#        THE END
###############################################################################