The option defaults to on, which is the old-style behaviour.
Turning the option off will never omit the "uncursed" -status
from inventory lines. This is pretty much required if users
want to use menucolors based on the BUC state.
null allow nulls to be sent to your terminal [TRUE]
try turning this option off (forcing NetHack to use its own
delay code) if moving objects seem to teleport across rooms
+omit_buc omit "uncursed" from inventory, if possible [TRUE]
perm_invent keep inventory in a permanent window [FALSE]
pickup_thrown override pickup_types for thrown objects [TRUE]
pushweapon when wielding a new weapon, put your previously
When moving by numbers, to enter a count prefix for those commands
which accept one (such as ``12s'' to search twelve times), precede it
with the letter `n' (``n12s'').
+.lp omit_buc
+Omit "uncursed" from inventory lists, if possible (default on).
.lp packorder
Specify the order to list object types in (default ``")[%?+!=/(*`0_'').
The value of this option should be a string containing the
which accept one (such as ``{\tt 12s}'' to search twelve times), precede it
with the letter `{\tt n}' (``{\tt n12s}'').
%.lp
+\item[\ib{omit\_buc}]
+Omit ``uncursed'' from inventory lists, if possible (default on).
+%.lp
\item[\ib{packorder}]
Specify the order to list object types in (default
``\verb&")[%?+!=/(*`0_&''). The value of this option should be a string
the chest in the Castle containing the wishing wand can never be trapped
the vibrating square is now a trap
mimics wouldn't take on the form of "strange object"
+add an option to prevent omitting the uncursed status from inventory
Platform- and/or Interface-Specific Fixes
boolean deferred_X; /* deferred entry into explore mode */
boolean num_pad; /* use numbers for movement commands */
boolean news; /* print news */
+ boolean omit_buc; /* omit "uncursed" status in inventory lists */
boolean mention_walls; /* give feedback when bumping walls */
boolean menu_tab_sep; /* Use tabs to separate option menu fields */
boolean menu_head_objsym; /* Show obj symbol in menu headings */
Strcat(prefix, "cursed ");
else if (obj->blessed)
Strcat(prefix, "blessed ");
- else if ((!known || !objects[obj->otyp].oc_charged
+ else if (!iflags.omit_buc || (!known || !objects[obj->otyp].oc_charged
|| (obj->oclass == ARMOR_CLASS
|| obj->oclass == RING_CLASS))
/* For most items with charges or +/-, if you know how many
#endif
{ "nudist", &u.uroleplay.nudist, FALSE, DISP_IN_GAME },
{ "null", &flags.null, TRUE, SET_IN_GAME },
+ { "omit_buc", &iflags.omit_buc, TRUE, SET_IN_GAME },
#if defined(SYSFLAGS) && defined(MAC)
{ "page_wait", &sysflags.page_wait, TRUE, SET_IN_GAME },
#else