Custom map symbols (historic)

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Most of the content of this page is historic. As of NetHack 3.6.0, only BOULDER and WARNINGS are still accepted. See Custom map symbols for equivalent features in 3.6.0.

The NetHack 3.4.3 configuration file (.nethackrc on Unix, defaults.nh on MS-DOS and Windows including Windows CE, NetHack Defaults on Mac and BeOS, and NetHack.cnf on Amiga, Atari, OS/2 and VMS) provides several options to set custom map symbols.

The options

The options take the form VARIABLE = number number number.... They are shown here in the form that gives the default IBMgraphics symbols when code page 437 is set.

BOULDER

This option takes one number, to set the symbol for a boulder:

BOULDER = 039

The default appearance is `. This can also be set using OPTIONS=boulder:`.

GRAPHICS (historic)

This option takes 92 numbers, to set the symbols for all fixed parts of the dungeon and certain special effects; that is, all symbols except for monsters and objects:

GRAPHICS = 032 179 196 218 191 192 217 197 193 194 \
           180 195 250 254 254 043 043 240 241 250 \
           176 177 060 062 060 062 095 124 092 035 \
           244 247 250 247 250 250 035 035 032 035 \
           247 094 094 094 094 094 094 094 094 094 \
           094 094 094 094 094 094 094 094 034 094 \
           094 094 094 179 196 092 047 042 033 041 \
           040 048 035 064 042 047 045 092 179 179 \
           092 045 047 047 045 092 179 032 179 092 \
           045 047

If you set GRAPHICS, you do not need to set DUNGEON, TRAPS, or EFFECTS.

The order of the symbols is as follows:

Symbol Number Appearance
dark part of a room 032 (blank)
vertical wall 179
horizontal wall 196
top left corner 218
top right corner 191
bottom left corner 192
bottom right corner 217
cross wall 197
T up wall 193
T down wall 194
T left wall 180
T right wall 195
doorway 250 ·
vertical open door 254
horizontal open door 254
vertical closed door 043 +
horizontal closed door 043 +
iron bars 240
tree 241 ±
floor of room 250 ·
dark corridor 176
lit corridor 177
staircase up 060 <
staircase down 062 >
ladder up 060 <
ladder down 062 >
altar 095 _
grave 124 |
throne 092 \
sink 035 #
fountain 244
pool 247
ice 250 ·
lava 247
vertical open drawbridge 250 ·
horizontal open drawbridge 250 ·
vertical closed drawbridge 035 #
horizontal closed drawbridge 035 #
air 032 (blank)
cloud 035 #
water 247
arrow trap 094 ^
dart trap 094 ^
falling rock trap 094 ^
squeaky board 094 ^
bear trap 094 ^
land mine 094 ^
rolling boulder trap 094 ^
sleeping gas trap 094 ^
rust trap 094 ^
fire trap 094 ^
pit 094 ^
spiked pit 094 ^
hole 094 ^
trap door 094 ^
teleportation trap 094 ^
level teleporter 094 ^
magic portal 094 ^
web 034 "
statue trap 094 ^
magic trap 094 ^
anti-magic field 094 ^
polymorph trap 094 ^
vertical beam 179
horizontal beam 196
left-slanting beam 092 \
right-slanting beam 047 /
digging beam 042 *
camera flash beam 033 !
boomerang left 041 )
boomerang right 040 (
shield effect 1 048 0
shield effect 2 035 #
shield effect 3 064 @
shield effect 4 042 *
swallow top left 047 /
swallow top center 045 -
swallow top right 092 \
swallow middle left 179
swallow middle right 179
swallow bottom left 092 \
swallow bottom center 045 -
swallow bottom right 047 /
explosion top left 047 /
explosion top center 045 -
explosion top right 092 \
explosion center left 179
explosion center 032 (blank)
explosion center right 179
explosion bottom left 092 \
explosion bottom center 045 -
explosion bottom right 047 /

DUNGEON (historic)

This option takes 41 numbers, to set the symbols for all fixed parts of the dungeon except for traps:

DUNGEON = 032 179 196 218 191 192 217 197 193 194 \
          180 195 250 254 254 043 043 240 241 250 \
          176 177 060 062 060 062 095 124 092 035 \
          244 247 250 247 250 250 035 035 032 035 \
          247

These are the same as the first 41 numbers in GRAPHICS; consequently, if you set GRAPHICS, you do not need to set DUNGEON.

The configuration file has a commented-out version of DUNGEON that is claimed to set the default IBMgraphics; in fact, it differs from the above in that it sets stairs to 243 and 242, appearing as ≤ and ≥.

The order of the symbols is as follows:

Symbol Number Appearance
dark part of a room 032 (blank)
vertical wall 179
horizontal wall 196
top left corner 218
top right corner 191
bottom left corner 192
bottom right corner 217
cross wall 197
T up wall 193
T down wall 194
T left wall 180
T right wall 195
doorway 250 ·
vertical open door 254
horizontal open door 254
vertical closed door 043 +
horizontal closed door 043 +
iron bars 240
tree 241 ±
floor of room 250 ·
dark corridor 176
lit corridor 177
staircase up 060 <
staircase down 062 >
ladder up 060 <
ladder down 062 >
altar 095 _
grave 124 |
throne 092 \
sink 035 #
fountain 244
pool 247
ice 250 ·
lava 247
vertical open drawbridge 250 ·
horizontal open drawbridge 250 ·
vertical closed drawbridge 035 #
horizontal closed drawbridge 035 #
air 032 (blank)
cloud 035 #
water 247

TRAPS (historic)

This option takes 22 numbers, to set the symbols for all traps:

TRAPS = 094 094 094 094 094 094 094 094 094 094 \
        094 094 094 094 094 094 094 034 094 094 \
        094 094

These are the same as the 42nd through 63rd numbers in GRAPHICS; consequently, if you set GRAPHICS, you do not need to set TRAPS.

The order of the symbols is as follows:

Symbol Number Appearance
arrow trap 094 ^
dart trap 094 ^
falling rock trap 094 ^
squeaky board 094 ^
bear trap 094 ^
land mine 094 ^
rolling boulder trap 094 ^
sleeping gas trap 094 ^
rust trap 094 ^
fire trap 094 ^
pit 094 ^
spiked pit 094 ^
hole 094 ^
trap door 094 ^
teleportation trap 094 ^
level teleporter 094 ^
magic portal 094 ^
web 034 "
statue trap 094 ^
magic trap 094 ^
anti-magic field 094 ^
polymorph trap 094 ^

EFFECTS (historic)

This option takes 29 numbers, to set the symbols for special effects:

EFFECTS = 179 196 092 047 042 033 041 040 048 035 \
          064 042 047 045 092 179 179 092 045 047 \
          047 045 092 179 032 179 092 045 047

These are the same as the 64th through 92nd numbers in GRAPHICS; consequently, if you set GRAPHICS, you do not need to set EFFECTS.

The order of the symbols is as follows:

Symbol Number Appearance
vertical beam 179
horizontal beam 196
left-slanting beam 092 \
right-slanting beam 047 /
digging beam 042 *
camera flash beam 033 !
boomerang left 041 )
boomerang right 040 (
shield effect 1 048 0
shield effect 2 035 #
shield effect 3 064 @
shield effect 4 042 *
swallow top left 047 /
swallow top center 045 -
swallow top right 092 \
swallow middle left 179
swallow middle right 179
swallow bottom left 092 \
swallow bottom center 045 -
swallow bottom right 047 /
explosion top left 047 /
explosion top center 045 -
explosion top right 092 \
explosion center left 179
explosion center 032 (blank)
explosion center right 179
explosion bottom left 092 \
explosion bottom center 045 -
explosion bottom right 047 /

OBJECTS (historic)

This option takes 17 numbers, to set the symbols for objects:

OBJECTS = 093 041 091 061 034 040 037 033 063 043 \
          047 036 042 096 048 095 046

The order of the symbols is as follows:

Symbol Number Appearance
Invalid object 093 ]
Weapon 041 )
Armor 091 [
Ring 061 =
Amulet 034 "
Tool 040 (
Food 037 %
Potion 033 !
Scroll 063 ?
Spellbook 043 +
Wand 047 /
Gold 036 $
Gem 042 *
Boulder 096 `
Ball 048 0
Chain 095 _
Venom 046 .

MONSTERS (historic)

This option takes 60 numbers, to set the symbols for monsters:

MONSTERS = 097 098 099 100 101 102 103 104 105 106 \
           107 108 109 110 111 112 113 114 115 116 \
           117 118 119 120 121 122 065 066 067 068 \
           069 070 071 072 000 074 075 076 077 078 \
           079 080 081 082 083 084 085 086 087 088 \
           089 090 064 032 039 038 059 058 126 093

The order of the symbols is as follows:

Symbol Number Appearance
ant 097 a
blob 098 b
cockatrice 099 c
dog 100 d
eye 101 e
feline 102 f
gremlin 103 g
humanoid 104 h
imp 105 i
jelly 106 j
kobold 107 k
leprechaun 108 l
mimic 109 m
nymph 110 n
orc 111 o
piercer 112 p
quadruped 113 q
rodent 114 r
spider 115 s
trapper 116 t
unicorn 117 u
vortex 118 v
worm 119 w
xan 120 x
light 121 y
zruty 122 z
angel 065 A
bat 066 B
centaur 067 C
dragon 068 D
elemental 069 E
fungus 070 F
gnome 071 G
giant 072 H
(unused)    
jabberwock 074 J
Kop 075 K
lich 076 L
mummy 077 M
naga 078 N
ogre 079 O
pudding 080 P
quantum mechanic 081 Q
rust monster 082 R
snake 083 S
troll 084 T
umber hulk 085 U
vampire 086 V
wraith 087 W
xorn 088 X
yeti 089 Y
zombie 090 Z
human 064 @
ghost 032 (blank)
golem 039 '
demon 038 &
eel 059 ;
lizard 058 :
worm tail 126 ~
mimic 093 ]

WARNINGS

This option takes six numbers, to set the symbols for warnings:

WARNINGS = 048 049 050 051 052 053

The order of the symbols is as follows:

Symbol Number Appearance
Level 0 warning 048 0
Level 1 warning 049 1
Level 2 warning 050 2
Level 3 warning 051 3
Level 4 warning 052 4
Level 5 warning 053 5

Numbers and their appearances

To use these options, it is necessary to know which number will appear as which symbol.

Printable ASCII (032-126)

The printable ASCII symbols will appear the same on nearly all platforms.

Code Appearance
032 (blank)
033 !
034 "
035 #
036 $
037 %
038 &
039 '
040 (
041 )
042 *
043 +
044 ,
045 -
046 .
047 /
048 0
049 1
050 2
051 3
052 4
053 5
054 6
055 7
056 8
057 9
058 :
059 ;
060 <
061 =
062 >
063 ?
064 @
065 A
066 B
067 C
068 D
069 E
070 F
071 G
072 H
073 I
074 J
075 K
076 L
077 M
078 N
079 O
080 P
081 Q
082 R
083 S
084 T
085 U
086 V
087 W
088 X
089 Y
090 Z
091 [
092 \
093 ]
094 ^
095 _
096 `
097 a
098 b
099 c
100 d
101 e
102 f
103 g
104 h
105 i
106 j
107 k
108 l
109 m
110 n
111 o
112 p
113 q
114 r
115 s
116 t
117 u
118 v
119 w
120 x
121 y
122 z
123 {
124 |
125 }
126 ~

001 through 031 and 127

The table given here is correct for most MS-DOS, Windows, and OS/2 users. It may also work on the Linux console, depending on the configured font. Some of these may display incorrectly because they are interpreted as control codes; in particular, 008, 009, 010, 013, and 027 will frequently give strange results instead of the symbols shown here.

The Rogue level uses a few of these symbols when IBMgraphics is in effect (and is not configurable); these are indicated in boldface.

Code Appearance
001
002
003
004
005
006
007
008
009
010
011
012
013
014
015
016
017
018
019
020
021 §
022
023
024
025
026
027
028
029
030
031
127

Symbols common to PC code pages

These symbols are present in most PC code pages and can be used with consistent results regardless of the locale. Again, this works for MS-DOS, Windows and OS/2 users, and possibly players using the Linux console.

In particular, code pages 437, 737, 775, 850, 852, 855, 857, 860, 861, 862, 863, 865, 866, and 869 all share these symbols.

Symbols used in IBMgraphics are in boldface.

Code Appearance
176
177
178
179
180
185
186
187
188
191
192
193
194
195
196
197
200
201
202
203
204
205
206
217
218
219
220
223
254
255 (blank)

Symbols that vary among PC code pages

These symbols may be used, but may vary in appearance depending on the computer's locale settings.

Again, this table is for MS-DOS, Windows, and OS/2, and for the Linux console if an appropriate font is set.

Symbols used in IBMgraphics are in boldface.

Code 437 737 775 850 852 855 857 860 861 862 863 865 866 869
128 Ç Α Ć Ç Ç ђ Ç Ç Ç א Ç Ç А  
129 ü Β ü ü ü Ђ ü ü ü ב ü ü Б  
130 é Γ é é é ѓ é é é ג é é В  
131 â Δ ā â â Ѓ â â â ד â â Г  
132 ä Ε ä ä ä ё ä ã ä ה Â ä Д  
133 à Ζ ģ à ů Ё à à à ו à à Е  
134 å Η å å ć є å Á å ז å Ж Ά
135 ç Θ ć ç ç Є ç ç ç ח ç ç З  
136 ê Ι ł ê ł ѕ ê ê ê ט ê ê И ·
137 ë Κ ē ë ë Ѕ ë Ê ë י ë ë Й ¬
138 è Λ Ŗ è Ő і è è è ך è è К ¦
139 ï Μ ŗ ï ő І ï Í Ð כ ï ï Л
140 î Ν ī î î ї î Ô ð ל î î М
141 ì Ξ Ź ì Ź Ї ı ì Þ ם ì Н Έ
142 Ä Ο Ä Ä Ä ј Ä Ã Ä מ À Ä О
143 Å Π Å Å Ć Ј Å Â Å ן § Å П Ή
144 É Ρ É É É љ É É É נ É É Р Ί
145 æ Σ æ æ Ĺ Љ æ À æ ס È æ С Ϊ
146 Æ Τ Æ Æ ĺ њ Æ È Æ ע Ê Æ Т Ό
147 ô Υ ō ô ô Њ ô ô ô ף ô ô У  
148 ö Φ ö ö ö ћ ö õ ö פ Ë ö Ф  
149 ò Χ Ģ ò Ľ Ћ ò ò þ ץ Ï ò Х Ύ
150 û Ψ ¢ û ľ ќ û Ú û צ û û Ц Ϋ
151 ù Ω Ś ù Ś Ќ ù ù Ý ק ù ù Ч ©
152 ÿ α ś ÿ ś ў İ Ì ý ר ¤ ÿ Ш Ώ
153 Ö β Ö Ö Ö Ў Ö Õ Ö ש Ô Ö Щ ²
154 Ü γ Ü Ü Ü џ Ü Ü Ü ת Ü Ü Ъ ³
155 ¢ δ ø ø Ť Џ ø ¢ ø ¢ ¢ ø Ы ά
156 £ ε £ £ ť ю £ £ £ £ £ £ Ь £
157 ¥ ζ Ø Ø Ł Ю Ø Ù Ø ¥ Ù Ø Э έ
158 η × × × ъ Ş Û Ю ή
159 ƒ θ ¤ ƒ č Ъ ş Ó ƒ ƒ ƒ ƒ Я ί
160 á ι Ā á á а á á á á ¦ á а ϊ
161 í κ Ī í í А í í í í ´ í б ΐ
162 ó λ ó ó ó б ó ó ó ó ó ó в ό
163 ú μ Ż ú ú Б ú ú ú ú ú ú г ύ
164 ñ ν ż ñ Ą ц ñ ñ Á ñ ¨ ñ д Α
165 Ñ ξ ź Ñ ą Ц Ñ Ñ Í Ñ ¸ Ñ е Β
166 ª ο ª Ž д Ğ ª Ó ª ³ ª ж Γ
167 º π ¦ º ž Д ğ º Ú º ¯ º з Δ
168 ¿ ρ © ¿ Ę е ¿ ¿ ¿ ¿ Î ¿ и Ε
169 σ ® ® ę Е ® Ò й Ζ
170 ¬ ς ¬ ¬ ¬ ф ¬ ¬ ¬ ¬ ¬ ¬ к Η
171 ½ τ ½ ½ ź Ф ½ ½ ½ ½ ½ ½ л ½
172 ¼ υ ¼ ¼ Č г ¼ ¼ ¼ ¼ ¼ ¼ м Θ
173 ¡ φ Ł ¡ ş Г ¡ ¡ ¡ ¡ ¾ ¡ н Ι
174 « χ « « « « « « « « « « о «
175 » ψ » » » » » » » » » ¤ п »
181 Ą Á Á х Á Κ
182 Č Â Â Х Â Λ
183 Ę À Ě и À Μ
184 Ė © Ş И © Ν
189 Į ¢ Ż й ¢ Ξ
190 Š ¥ ż Й ¥ Ο
198 Ų ã Ă к ã Π
199 Ū Ã ă К Ã Ρ
207 Ž ¤ ¤ ¤ ¤ Σ
208 ą ð đ л º Τ
209 č Ð Đ Л ª Υ
210 ę Ê Ď м Ê Φ
211 ė Ë Ë М Ë Χ
212 į È ď н È Ψ
213 š ı Ň Н   Ω
214 ų Í Í о Í α
215 ū Î Î О Î β
216 ž Ï ě п Ï γ
221 ¦ Ţ П ¦ δ
222 Ì Ů я Ì ε
224 α ω Ó Ó Ó Я Ó α α α α α р ζ
225 ß ά ß ß ß р ß ß ß ß ß ß с η
226 Γ έ Ō Ô Ô Р Ô Γ Γ Γ Γ Γ т θ
227 π ή Ń Ò Ń с Ò π π π π π у ι
228 Σ ϊ õ õ ń С õ Σ Σ Σ Σ Σ ф κ
229 σ ί Õ Õ ň т Õ σ σ σ σ σ х λ
230 µ ό µ µ Š Т µ µ µ µ µ µ ц μ
231 τ ύ ń þ š у   τ τ τ τ τ ч ν
232 Φ ϋ Ķ Þ Ŕ У × Φ Φ Φ Φ Φ ш ξ
233 Θ ώ ķ Ú Ú ж Ú Θ Θ Θ Θ Θ щ ο
234 Ω Ά Ļ Û ŕ Ж Û Ω Ω Ω Ω Ω ъ π
235 δ Έ ļ Ù Ű в Ù δ δ δ δ δ ы ρ
236 Ή ņ ý ý В ì ь σ
237 φ Ί Ē Ý Ý ь ÿ φ φ φ φ φ э ς
238 ε Ό Ņ ¯ ţ Ь ¯ ε ε ε ε ε ю τ
239 Ύ ´ ´ ´ я ΄
240 Ώ - - - - - Ё -
241 ± ± ± ± ˝ ы ± ± ± ± ± ± ё ±
242 ˛ Ы   Є υ
243 ¾ ¾ ˇ з ¾ є φ
244 Ϊ ˘ З Ї χ
245 Ϋ § § § ш § ї §
246 ÷ ÷ ÷ ÷ ÷ Ш ÷ ÷ ÷ ÷ ÷ ÷ Ў ψ
247 ¸ ¸ э ¸ ў ΅
248 ° ° ° ° ° Э ° ° ° ° ° ° ° °
249 ¨ ¨ щ ¨ ¨
250 · · · · ˙ Щ · · · · · · · ω
251 ¹ ¹ ű ч ¹ ϋ
252 ³ ³ Ř Ч ³ ΰ
253 ² ² ² ² ř § ² ² ² ² ² ² ¤ ώ