- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
#include <assert.h>
|
|
|
|
#include <ctype.h>
|
|
|
|
#include <math.h>
|
|
|
|
#include <stdio.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.h>
|
|
|
|
#include "ai.h"
|
|
|
|
#include "attack.h"
|
|
|
|
#include "defs.h"
|
|
|
|
#include "flag.h"
|
|
|
|
#include "god.h"
|
|
|
|
#include "io.h"
|
|
|
|
#include "lf.h"
|
|
|
|
#include "map.h"
|
|
|
|
#include "move.h"
|
|
|
|
#include "nexus.h"
|
|
|
|
#include "objects.h"
|
|
|
|
#include "spell.h"
|
|
|
|
#include "text.h"
|
|
|
|
|
2012-01-25 20:20:15 +11:00
|
|
|
extern int statdirty;
|
|
|
|
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
extern WINDOW *mainwin;
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
extern map_t *firstmap;
|
|
|
|
extern map_t *heaven;
|
|
|
|
extern race_t *firstrace, *lastrace;
|
|
|
|
extern raceclass_t *firstraceclass, *lastraceclass;
|
|
|
|
extern job_t *firstjob, *lastjob;
|
|
|
|
extern skill_t *firstskill, *lastskill;
|
|
|
|
extern objecttype_t *objecttype;
|
|
|
|
extern lifeform_t *player;
|
|
|
|
|
|
|
|
lifeform_t *godlf[MAXGODS];
|
|
|
|
int ngodlfs = 0;
|
|
|
|
|
2011-10-21 04:15:24 +11:00
|
|
|
void angergod(enum RACE rid, int amt, enum GODANGERREASON why) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *god;
|
|
|
|
int piety;
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
char buf[BUFLEN];
|
2012-02-02 15:33:24 +11:00
|
|
|
enum PIETYLEV plev;
|
2011-10-25 03:46:19 +11:00
|
|
|
int dosay = B_FALSE;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
if (lfhasflag(player, F_WINNER)) return;
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
god = findgod(rid);
|
|
|
|
|
|
|
|
modpiety(rid, -amt);
|
|
|
|
piety = getpiety(rid);
|
2012-02-02 15:33:24 +11:00
|
|
|
plev = getpietylev(rid, NULL, NULL);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
|
|
|
// if you have never prayed to this god before, finish now.
|
|
|
|
if (!lfhasflag(god, F_PIETY)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if you HAVE prayed to this god before, something bad will probably happen.
|
|
|
|
|
2011-10-21 04:15:24 +11:00
|
|
|
switch (why) {
|
|
|
|
case GA_ATTACKALLY:
|
2011-10-25 03:46:19 +11:00
|
|
|
godsay(rid, B_TRUE, "How dare you attack an ally!"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_ATTACKHELPLESS:
|
2011-10-25 03:46:19 +11:00
|
|
|
godsay(rid, B_TRUE, "You would attack one who is helpless?"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_ATTACKOBJECT:
|
|
|
|
if (rid == R_GODTHIEVES) {
|
2011-10-25 03:46:19 +11:00
|
|
|
godsay(rid, B_TRUE, "What are you, a common thug?"); break;
|
2012-02-01 12:31:36 +11:00
|
|
|
} else if (rid == R_GODNATURE) {
|
|
|
|
godsay(rid, B_TRUE, "You dare destroy my creations?"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
} else {
|
2012-02-05 10:26:16 +11:00
|
|
|
godsay(rid, B_TRUE, "You dare desecrate my symbols?"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
}
|
|
|
|
case GA_ASSAULT:
|
2012-02-05 10:26:16 +11:00
|
|
|
if (rid == R_GODDEATH) {
|
|
|
|
godsay(rid, B_TRUE, "You dare attack one of my servants?"); break;
|
|
|
|
} else {
|
|
|
|
godsay(rid, B_TRUE, "You dare attack an innocent?"); break;
|
|
|
|
}
|
2012-01-25 20:20:15 +11:00
|
|
|
case GA_COWARD:
|
|
|
|
godsay(rid, B_TRUE, "Coward!"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_EAT:
|
2011-10-25 03:46:19 +11:00
|
|
|
godsay(rid, B_TRUE, "That is NOT acceptable for consumption!"); break;
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
case GA_GODSTONE:
|
|
|
|
switch (god->race->id) {
|
|
|
|
case R_GODPURITY: sprintf(buf, "That is not yours to touch, mortal!"); break;
|
|
|
|
case R_GODTHIEVES: sprintf(buf, "You dare to steal MY property?"); break;
|
|
|
|
case R_GODDEATH: sprintf(buf, "A fleshling thinks they can challenge the lord of death?"); break;
|
|
|
|
case R_GODFIRE: sprintf(buf, "THIIIEEEFFF!"); break;
|
|
|
|
case R_GODLIFE: sprintf(buf, "NO! You have stolen the very essense of life!"); break;
|
|
|
|
case R_GODMERCY: sprintf(buf, "NO!"); break;
|
|
|
|
case R_GODNATURE: sprintf(buf, "You threaten the destruction of everything!"); break;
|
|
|
|
case R_GODBATTLE: sprintf(buf, "Knave! Your theft constitutes a declaration of war!"); break;
|
|
|
|
case R_GODMAGIC: sprintf(buf, "One does not comprehend the danger of One's find!"); break;
|
|
|
|
default: break;
|
|
|
|
}
|
|
|
|
godsay(rid, B_TRUE, buf);
|
|
|
|
break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_HERESY:
|
2012-02-05 10:26:16 +11:00
|
|
|
if (rid == R_GODFIRE) {
|
2012-02-15 06:11:33 +11:00
|
|
|
godsay(rid, B_TRUE, "HERESY!");
|
2012-02-05 10:26:16 +11:00
|
|
|
} else if (rid == R_GODMAGIC) {
|
2012-02-15 06:11:33 +11:00
|
|
|
godsay(rid, B_TRUE, "One's mundanity is offensive!");
|
2012-02-05 10:26:16 +11:00
|
|
|
} else {
|
2012-02-15 06:11:33 +11:00
|
|
|
godsay(rid, B_TRUE, "Heresy!");
|
2012-02-05 10:26:16 +11:00
|
|
|
}
|
2012-02-15 06:11:33 +11:00
|
|
|
break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_MERCY:
|
2012-02-05 10:26:16 +11:00
|
|
|
godsay(rid, B_TRUE, "You allowed my sacrifice to escape!"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_MONEY:
|
2012-02-05 10:26:16 +11:00
|
|
|
godsay(rid, B_TRUE, "Where is your sense of greed?!"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_MURDER:
|
2011-10-25 03:46:19 +11:00
|
|
|
godsay(rid, B_TRUE, "You have taken a life!"); break;
|
|
|
|
case GA_PRAY: dosay = B_TRUE; break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_POISON:
|
2011-10-25 03:46:19 +11:00
|
|
|
godsay(rid, B_TRUE, "I do not condone the use of poison!"); break;
|
2012-02-01 12:31:36 +11:00
|
|
|
case GA_RACE:
|
|
|
|
godsay(rid, B_TRUE, "Your form offends me!"); break;
|
2011-10-21 04:15:24 +11:00
|
|
|
case GA_SPELL:
|
2012-02-05 10:26:16 +11:00
|
|
|
if (rid == R_GODBATTLE) {
|
|
|
|
godsay(rid, B_TRUE, "A true warrior does not resort to magic!"); break;
|
|
|
|
} else if (rid == R_GODFIRE) {
|
|
|
|
godsay(rid, B_TRUE, "NO COLD MAGIC!"); break;
|
|
|
|
} else if (rid == R_GODDEATH) {
|
|
|
|
godsay(rid, B_TRUE, "The stink of your vile magic offends me!"); break;
|
|
|
|
} else if (rid == R_GODLIFE) {
|
|
|
|
godsay(rid, B_TRUE, "I will not tolerate such evil magics!"); break;
|
|
|
|
} else {
|
|
|
|
godsay(rid, B_TRUE, "Your magic offends me!"); break;
|
|
|
|
}
|
2011-10-21 04:15:24 +11:00
|
|
|
}
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// announce
|
2012-02-05 10:26:16 +11:00
|
|
|
switch (plev) {
|
|
|
|
case PL_ENRAGED:
|
|
|
|
godsay(rid,dosay, "Witness the wrath of a god!");
|
|
|
|
break;
|
|
|
|
case PL_FURIOUS:
|
|
|
|
godsay(rid,dosay, "You go too far, mortal!");
|
|
|
|
break;
|
|
|
|
case PL_ANGRY:
|
|
|
|
godsay(rid,dosay, "You have angered me, mortal!");
|
|
|
|
break;
|
|
|
|
case PL_INDIFFERENT: // ie. not angry yet...
|
|
|
|
godsay(rid, dosay, "You are testing my patience, mortal!");
|
|
|
|
break;
|
|
|
|
default: // ie. still happy
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
// bad stuff
|
|
|
|
if (piety <= 0) {
|
|
|
|
void *poss[MAXCANDIDATES];
|
|
|
|
object_t *o;
|
|
|
|
flag_t *f;
|
|
|
|
int isflag[MAXCANDIDATES];
|
|
|
|
int nposs = 0;
|
|
|
|
enum ATTRIB a;
|
|
|
|
// lose at least one god gift
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if (hasflagval(o->flags, F_GODGIFT, rid, NA, NA, NULL)) {
|
|
|
|
poss[nposs] = o;
|
|
|
|
isflag[nposs] = B_FALSE;
|
|
|
|
nposs++;
|
|
|
|
}
|
|
|
|
}
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
for (f = player->flags->first ; f ; f = f->next) {
|
|
|
|
if ((f->lifetime == FROMGODGIFT) && (f->obfrom == god->race->id)) {
|
|
|
|
poss[nposs] = f;
|
|
|
|
isflag[nposs] = B_TRUE;
|
|
|
|
nposs++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nposs) {
|
|
|
|
int sel;
|
|
|
|
msg("\"You are unworthy of my gifts, mortal!\"");
|
|
|
|
sel = rnd(0,nposs-1);
|
|
|
|
if (isflag[sel]) {
|
|
|
|
killflag((flag_t *)poss[sel]);
|
|
|
|
} else {
|
|
|
|
obdie((object_t *)poss[sel]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// then...
|
2012-02-02 15:33:24 +11:00
|
|
|
if (plev == PL_ANGRY) {
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
int i,n;
|
2012-01-25 20:20:15 +11:00
|
|
|
flag_t *retflag[MAXCANDIDATES];
|
|
|
|
int nretflags;
|
2011-08-18 06:57:43 +10:00
|
|
|
lifeform_t *l;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// minor bad stuff
|
|
|
|
switch (rid) {
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODBATTLE:
|
|
|
|
// rust your armour
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if (isarmour(o) && (o->type->material->id == MT_METAL)) {
|
|
|
|
poss[nposs++] = o;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nposs) {
|
|
|
|
o = poss[rnd(0,nposs-1)];
|
|
|
|
msg("\"Let your armour reflect your actions!\"");
|
|
|
|
makewet(o, R_TRUSTY);
|
|
|
|
} else {
|
|
|
|
o = getweapon(player);
|
|
|
|
if (o) {
|
|
|
|
msg("\"Let your weapon reflect your actions!\"");
|
|
|
|
makeduller(o, 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
case R_GODDEATH:
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
castspell(god, OT_S_PAIN, player, NULL, player->cell, NULL, NULL);
|
|
|
|
castspell(god, OT_S_DRAINLIFE, player, NULL, player->cell, NULL, NULL);
|
2011-08-18 06:57:43 +10:00
|
|
|
// all undead in sight become hostile
|
|
|
|
for (l = player->cell->map->lf ; l ; l = l->next) {
|
|
|
|
if (!isplayer(l) && isundead(l) && cansee(l, player)) {
|
|
|
|
if (getallegiance(l) != AL_HOSTILE) {
|
|
|
|
aiattack(l, player, PERMENANT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODFIRE:
|
|
|
|
msg("\"Fire will burn away your sins!\"");
|
|
|
|
dospelleffects(NULL, OT_S_FLAMEPILLAR, 4, NULL, NULL, player->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
msg("\"Your body shall be slow to recover from wounds...\"");
|
|
|
|
// life spells will fail
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODMAGIC:
|
|
|
|
msg("\"You can live without my gifts for a while...\"");
|
|
|
|
losemp(player, player->mp);
|
|
|
|
// get random spell
|
|
|
|
getflags(player->flags, retflag, &nretflags, F_CANCAST, F_NONE);
|
|
|
|
nposs = 0;
|
|
|
|
for (i = 0; i < nretflags; i++) {
|
|
|
|
if (retflag[i]->lifetime != FROMJOB) {
|
|
|
|
poss[nposs++] = retflag[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nposs) {
|
|
|
|
f = poss[rnd(0,nposs-1)];
|
|
|
|
killflag(f);
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
break;
|
2012-02-01 12:31:36 +11:00
|
|
|
case R_GODNATURE:
|
|
|
|
msg("\"You have transgressed against nature!\"");
|
|
|
|
dospelleffects(NULL, OT_S_ENTANGLE, 10, NULL, NULL, player->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
// note: you will also rot food on touch until god is appeased.
|
|
|
|
// see touch().
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
case R_GODMERCY:
|
|
|
|
// lower one attribute
|
|
|
|
msg("\"Be glad that I am feeling merciful, mortal!\"");
|
|
|
|
a = rnd(0,MAXATTS-1);
|
|
|
|
modattr(player, a, -1);
|
|
|
|
break;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
case R_GODPURITY:
|
|
|
|
// remove blessings
|
|
|
|
nposs = 0;
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if (isblessed(o)) {
|
|
|
|
poss[nposs++] = o;
|
|
|
|
}
|
|
|
|
}
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
if (nposs) {
|
|
|
|
msg("\"Your actions do not befit the bearer of blessed objects!\"");
|
|
|
|
n = rnd(1,3);
|
|
|
|
if (nposs < n) n = nposs;
|
|
|
|
for (i = 0; i < n; i++) {
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
o = (object_t *)poss[rnd(0,nposs-1)];
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
while (!isblessed(o)) {
|
|
|
|
// pick again...
|
|
|
|
o = (object_t *)poss[rnd(0,nposs-1)];
|
|
|
|
}
|
|
|
|
curseob(o);
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
} else {
|
|
|
|
// don't have any blessed objects.
|
|
|
|
msg("\"Perhaps you need some time without material wealth...\"");
|
|
|
|
dospelleffects(NULL, OT_S_GUSTOFWIND, 10, NULL, NULL, player->cell, B_UNCURSED, NULL, B_TRUE);
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODTHIEVES:
|
|
|
|
// take a random object
|
|
|
|
msg("\"Yoink!\"");
|
|
|
|
castspell(god, OT_S_CONFISCATE, player, NULL, player->cell, NULL, NULL);
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
2012-02-02 15:33:24 +11:00
|
|
|
} else if (plev == PL_FURIOUS) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
object_t *o;
|
2011-08-18 06:57:43 +10:00
|
|
|
lifeform_t *l;
|
2012-02-02 15:33:24 +11:00
|
|
|
int n,i,nretcells;
|
|
|
|
cell_t *retcell[MAXRETCELLS];
|
2012-01-25 20:20:15 +11:00
|
|
|
int rollagain = B_TRUE;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// major bad stuff
|
|
|
|
switch (god->race->id) {
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODBATTLE:
|
|
|
|
switch (rnd(1,3)) {
|
|
|
|
case 1: // bad weapon
|
|
|
|
msg("\"A fool deserves a fool's weapon!\"");
|
|
|
|
// forcibly drop player's weapon
|
|
|
|
o = getweapon(player);
|
|
|
|
if (o) {
|
|
|
|
killflagsofid(o->flags, F_EQUIPPED);
|
|
|
|
drop(o, o->amt);
|
|
|
|
}
|
|
|
|
o = addob(player->pack, "cursed -1 stick");
|
|
|
|
if (o) {
|
|
|
|
identify(o);
|
|
|
|
weild(player, o);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // bad armour
|
|
|
|
msg("\"A fool deserves a fool's armour!\"");
|
|
|
|
// remove all player's armour
|
|
|
|
dospelleffects(god, OT_S_INSTANTDISROBE, 10, NULL, NULL, player->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
// give them cursed armour
|
|
|
|
o = addob(player->pack, "cursed -5 cotton shirt");
|
|
|
|
if (o) {
|
|
|
|
resizeobject(o, getlfsize(player));
|
|
|
|
identify(o);
|
|
|
|
wear(player, o);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: // summon monsters
|
|
|
|
msg("\"Fight for your life, knave!\"");
|
|
|
|
summonlfs(player, player->cell, R_NONE, RC_HUMANOID, SZ_HUMAN, AL_NONE, 8, PERMENANT, B_FALSE);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
case R_GODDEATH:
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
castspell(god, OT_S_PAIN, player, NULL, player->cell, NULL, NULL);
|
|
|
|
castspell(god, OT_S_DRAINLIFE, player, NULL, player->cell, NULL, NULL);
|
2011-08-18 06:57:43 +10:00
|
|
|
// all undead in sight become hostile
|
|
|
|
for (l = player->cell->map->lf ; l ; l = l->next) {
|
|
|
|
if (!isplayer(l) && isundead(l) && cansee(l, player)) {
|
|
|
|
if (getallegiance(l) != AL_HOSTILE) {
|
|
|
|
aiattack(l, player, PERMENANT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
switch (rnd(1,2)) {
|
|
|
|
case 1:
|
|
|
|
msg("\"This will teach you some humility, mortal!\"");
|
|
|
|
if (getattr(player, A_IQ) > getattr(player, A_STR)) {
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
castspell(god, OT_S_FEEBLEMIND, player, NULL, player->cell, NULL, NULL);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
} else {
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
castspell(god, OT_S_WEAKEN, player, NULL, player->cell, NULL, NULL);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
// summon undead
|
|
|
|
msg("\"Destroy him, my pets!\"");
|
- [+] ob1() macros
- [+] healing potions should heal even "permenant" injuries
- [+] potions/spells
- [+] summon decoy (chicken horde) spell - "friends!"
- [+] potion of spider climb (arachnid adhesion)
- [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
this already.
- [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
- [+] HP:[ 11 / 11 ]
- [+] makebar(window,min,max, loss,barcol, losscol)
- [+] print the prefix: "HP:["
- [+] construct the bar string to fit into 10 chars: " 11 /
11 "
- [+] print it one char at a time, setting bg as follows:
- [+] background:
- [+] 0 - min is barcol
- [+] min+1 - min+loss is losscol
- [+] rest is black
- [+] print the suffix: "] "
- [+] remember last dam amount for hp.
- [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug: "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar: show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc < C
- [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
|
|
|
summonlfs(god, player->cell, R_NONE, RC_UNDEAD, SZ_ANY, AL_EVIL, 3, PERMENANT, B_FALSE);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODFIRE:
|
|
|
|
msg("\"Burn, infidel!\"");
|
|
|
|
dospelleffects(NULL, OT_S_FLAMEPILLAR, 10, NULL, NULL, player->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
getradiuscells(player->cell, 1, DT_COMPASS, B_FALSE, LOF_WALLSTOP, B_FALSE, retcell, &nretcells, 0);
|
|
|
|
for (i = 0; i < nretcells; i++) {
|
|
|
|
if (!retcell[i]->type->solid) {
|
|
|
|
addobfast(retcell[i]->obpile, OT_FIRELARGE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
msg("\"I withdraw my gifts from you!\"");
|
|
|
|
// lower max hp by 10
|
|
|
|
player->maxhp -= 10;
|
|
|
|
limit(&(player->maxhp), 1, NA);
|
|
|
|
if (player->hp > player->maxhp) player->hp = player->maxhp;
|
|
|
|
statdirty = B_TRUE;
|
|
|
|
// player can now never heal
|
|
|
|
break;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
case R_GODTHIEVES:
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
o = getweapon(player);
|
|
|
|
msg("\"Allow me to lighten your load a little...\"");
|
|
|
|
if (o) { // take player's weapon
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
castspell(god, OT_S_CONFISCATE, player, o, player->cell, NULL, NULL);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
} else { // take 3 objects
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < 3; i++) {
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
castspell(god, OT_S_CONFISCATE, player, NULL, player->cell, NULL, NULL);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODMAGIC:
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
while (rollagain) {
|
|
|
|
flag_t *retflag[MAXCANDIDATES];
|
|
|
|
int nretflags;
|
|
|
|
rollagain = B_FALSE;
|
|
|
|
switch (rnd(1,3)) {
|
|
|
|
case 1: // lose all spells
|
|
|
|
msg("\"I forbid you my gifts!\"");
|
|
|
|
nposs = 0;
|
|
|
|
getflags(player->flags, retflag, &nretflags, F_CANCAST, F_NONE);
|
|
|
|
nposs = 0;
|
|
|
|
for (i = 0; i < nretflags; i++) {
|
|
|
|
if (retflag[i]->lifetime != FROMJOB) {
|
|
|
|
killflag(retflag[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // spells usually fail
|
|
|
|
msg("\"You will find my gifts far less reliable in future!\"");
|
|
|
|
addtempflag(player->flags, F_MISCASTCHANCE, 85, NA, NA, NULL, 200);
|
|
|
|
break;
|
|
|
|
case 3: // become a newt
|
|
|
|
if (ispolymorphed(player)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
msg("\"Maybe this will teach you some humility!\"");
|
|
|
|
setrace(player, R_NEWT, B_TRUE); // ie. don't set origrace!
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} // end while rollagain
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
case R_GODMERCY:
|
|
|
|
msg("\"Even my mercy has its limits!\"");
|
|
|
|
// age
|
|
|
|
age(player, 15);
|
|
|
|
// lower every attribute by one
|
|
|
|
for (a = 0; a < MAXATTS; a++) {
|
|
|
|
modattr(player, a, -1);
|
|
|
|
}
|
|
|
|
|
2012-02-01 12:31:36 +11:00
|
|
|
break;
|
|
|
|
case R_GODNATURE:
|
|
|
|
msg("\"You have violated the cardinal laws of nature!\"");
|
|
|
|
dospelleffects(NULL, OT_S_ENTANGLE, 10, NULL, NULL, player->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
switch (rnd(1,3)) {
|
|
|
|
case 1:
|
|
|
|
dospelleffects(NULL, OT_S_CLOUDKILL, 10, NULL, NULL, player->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
dospelleffects(NULL, OT_S_HAILSTORM, 10, NULL, NULL, player->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
msg("\"Destroy him, my pets!\"");
|
|
|
|
summonlfs(god, player->cell, R_SAWGRASS, RC_ANY, SZ_ANY, AL_GOOD, 8, PERMENANT, B_FALSE);
|
|
|
|
break;
|
|
|
|
}
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
break;
|
|
|
|
case R_GODPURITY:
|
|
|
|
switch (rnd(1,2)) {
|
|
|
|
case 1:
|
|
|
|
// break objects
|
|
|
|
msg("\"Time for a lesson in materialism!\"");
|
|
|
|
nposs = 0;
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if (hasflag(o->flags, F_DAMAGABLE) && !hasflag(o->flags, F_DEAD)) {
|
|
|
|
poss[nposs++] = o;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
n = rnd(1,3);
|
|
|
|
if (nposs < n) n = nposs;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
|
|
char obname[BUFLEN];
|
|
|
|
o = (object_t *)poss[rnd(0,nposs-1)];
|
|
|
|
// damage it
|
|
|
|
getobname(o, obname, o->amt);
|
- [+] ob1() macros
- [+] healing potions should heal even "permenant" injuries
- [+] potions/spells
- [+] summon decoy (chicken horde) spell - "friends!"
- [+] potion of spider climb (arachnid adhesion)
- [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
this already.
- [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
- [+] HP:[ 11 / 11 ]
- [+] makebar(window,min,max, loss,barcol, losscol)
- [+] print the prefix: "HP:["
- [+] construct the bar string to fit into 10 chars: " 11 /
11 "
- [+] print it one char at a time, setting bg as follows:
- [+] background:
- [+] 0 - min is barcol
- [+] min+1 - min+loss is losscol
- [+] rest is black
- [+] print the suffix: "] "
- [+] remember last dam amount for hp.
- [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug: "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar: show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc < C
- [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
|
|
|
msg("Your %s %s struck by divine force!", OB1(o, "is", "are"), noprefix(obname));
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
takedamage(o, roll("2d4"), DT_DIRECT);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
// summon holy creautes
|
|
|
|
msg("\"Destroy him, my pets!\"");
|
- [+] ob1() macros
- [+] healing potions should heal even "permenant" injuries
- [+] potions/spells
- [+] summon decoy (chicken horde) spell - "friends!"
- [+] potion of spider climb (arachnid adhesion)
- [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
this already.
- [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
- [+] HP:[ 11 / 11 ]
- [+] makebar(window,min,max, loss,barcol, losscol)
- [+] print the prefix: "HP:["
- [+] construct the bar string to fit into 10 chars: " 11 /
11 "
- [+] print it one char at a time, setting bg as follows:
- [+] background:
- [+] 0 - min is barcol
- [+] min+1 - min+loss is losscol
- [+] rest is black
- [+] print the suffix: "] "
- [+] remember last dam amount for hp.
- [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug: "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar: show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc < C
- [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
|
|
|
summonlfs(god, player->cell, R_NONE, RC_ANY, SZ_ANY, AL_GOOD, 3, PERMENANT, B_FALSE);
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
break;
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
2012-02-02 15:33:24 +11:00
|
|
|
} else if (plev == PL_ENRAGED) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// god attacks!
|
|
|
|
godappears(god->race->id, NULL);
|
|
|
|
aiattack(god, player, PERMENANT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// anger the god if you are worshippin them.
|
2011-10-21 04:15:24 +11:00
|
|
|
void angergodmaybe(enum RACE rid, int amt, enum GODANGERREASON why) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *god;
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
|
|
|
|
if (lfhasflag(player, F_WINNER)) return;
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
god = findgod(rid);
|
|
|
|
if (lfhasflag(god, F_PRAYEDTO)) {
|
2011-10-21 04:15:24 +11:00
|
|
|
angergod(rid, amt, why);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-09-15 11:40:26 +10:00
|
|
|
void dooffer(void) {
|
|
|
|
object_t *o, *nexto;
|
|
|
|
lifeform_t *god;
|
|
|
|
flag_t *retflag[MAXCANDIDATES];
|
|
|
|
int nretflags,pietyplus = 0;
|
2012-01-25 20:20:15 +11:00
|
|
|
char splatterob[BUFLEN];
|
|
|
|
strcpy(splatterob, "");
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
|
|
|
|
if (lfhasflag(player, F_RAGE)) {
|
|
|
|
msg("You are too enraged to offer a sacrifice!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2011-09-15 11:40:26 +10:00
|
|
|
// which god?
|
2011-10-19 10:08:14 +11:00
|
|
|
god = askgod("To whom will you sacrifice?", B_TRUE);
|
2011-09-15 11:40:26 +10:00
|
|
|
if (!god) {
|
|
|
|
msg("Cancelled.");
|
|
|
|
return;
|
|
|
|
}
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
getflags(god->flags, retflag, &nretflags, F_SACRIFICEOB, F_SACRIFICEOBCLASS, F_SACRIFICEOBWITHFLAG, F_SACRIFICEOBBLESSED, F_NONE);
|
2011-09-15 11:40:26 +10:00
|
|
|
if (nretflags == 0) {
|
|
|
|
msg("%s does not accept sacrifices.", god->race->name);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// anything here to offer?
|
|
|
|
for (o = player->cell->obpile->first ; o ; o = nexto) {
|
2012-01-19 14:42:10 +11:00
|
|
|
int i;
|
2011-09-15 11:40:26 +10:00
|
|
|
nexto = o->next;
|
|
|
|
// does the god want this?
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
getflags(god->flags, retflag, &nretflags, F_SACRIFICEOB, F_SACRIFICEOBCLASS, F_SACRIFICEOBWITHFLAG, F_SACRIFICEOBBLESSED, F_NONE);
|
2011-09-15 11:40:26 +10:00
|
|
|
for (i = 0; i < nretflags; i++) {
|
|
|
|
int ok = B_FALSE;
|
|
|
|
int thispiety = 0;
|
|
|
|
flag_t *f;
|
|
|
|
f = retflag[i];
|
|
|
|
if ((f->id == F_SACRIFICEOB) && (f->val[0] == o->type->id)) {
|
2012-02-01 12:31:36 +11:00
|
|
|
int validcorpse = B_FALSE;
|
|
|
|
if (f->val[1] == NA) {
|
|
|
|
validcorpse = B_TRUE;
|
|
|
|
} else {
|
|
|
|
flag_t *ff;
|
|
|
|
ff = hasflag(o->flags, F_CORPSEOF);
|
|
|
|
if (ff) {
|
|
|
|
race_t *r;
|
|
|
|
r = findrace(ff->val[0]);
|
|
|
|
if (r->raceclass->id == f->val[1]) {
|
|
|
|
validcorpse = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-02-02 07:56:07 +11:00
|
|
|
|
|
|
|
// special case - amberon only accepts evil corpses
|
|
|
|
if (validcorpse && (god->race->id == R_GODPURITY) && (o->type->id == OT_CORPSE)) {
|
|
|
|
flag_t *ff;
|
|
|
|
ff = hasflag(o->flags, F_ALIGNMENT);
|
|
|
|
if (!ff || (ff->val[0] != AL_EVIL)) {
|
|
|
|
validcorpse = B_FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-02-01 12:31:36 +11:00
|
|
|
if (validcorpse) {
|
|
|
|
ok = B_TRUE;
|
|
|
|
thispiety = f->val[2];
|
|
|
|
}
|
2011-09-15 11:40:26 +10:00
|
|
|
} else if ((f->id == F_SACRIFICEOBCLASS) && (f->val[0] == o->type->obclass->id)) {
|
|
|
|
ok = B_TRUE;
|
|
|
|
thispiety = f->val[2];
|
|
|
|
} else if ((f->id == F_SACRIFICEOBWITHFLAG) && hasflag(o->flags, f->val[0])) {
|
|
|
|
ok = B_TRUE;
|
|
|
|
thispiety = f->val[2];
|
- [+] replace causesvomit with vomitob
- [+] monsters shouldn't weild lit torches
- [+] maybe reduce the damage that they do?
- [+] change allomancy to work like psionics
- [+] change colour of carpetted floor? to what though? red.
- [+] amberon should only accept sacrifice of KNOWN cursed objects!
- [+] infinite loop when going into a sewer. fix_reachability keeps
failing.
- [+] in linkexit()
- [+] startdir getitng set to DC_E! should be orthog only!
- [+] because forcedir is DC_E!
- [+] Mummy? made of paper (ie flammable). rotting touch. curse.
corpsetype = sand or ash, and blank paper.
* [+] inflicts rotting disease "mummy's curse"
- [+] can cast cause fear (but not very often, 50 turns or so)
- [+] vuln to fire (1-8)
- [+] vuln to holy (2-8)
- [+] greater mummy
- [+] more hd
- [+] lots more damage
- [+] stronger fear spell
- [+] no vuln to anything
- [+] magic resistance
- [+] priest spells. - death disease evil revenge, guardianship.
some new ones:
- [+] rot:
- [+] instead of losing hp, lose str+fit and just no healing ?
- [+] wyvern
- [+] wyrm without breath weapon
- [+] ice demon
- [+] shardshot, power 3 (ie 3d6)
- [+] snow troll
- [+] implement
- [+] - frostbite, range 1 "exhales a freezing wind"
- [+] griddler, small demon, fire dam attack, heat metal ability,
carries a permenantly red-hot weapon
- [+] curse (curses equipped objects)
- [+] applys a curse to 1-power equipped objects.
- [+] applies a -1 penalty too, if it's a weapon/armour/can have
bonuses.
- [+] protection from good.
- [+] repel the next "power" attacks from good-aligned lfs
- [+] casttoattack xxx
- [+] this needs the player to have an alignment!!! (base it on the
job)
FROM PREVIOUS COMMITS:
- [+] if you polymorph into something with nopack, MELD your pack ?
- [+] move all from lf->pack to lf->meldpack
- [+] have to SAVE meldpack too.
- [+] monsters which attack if you get too close
- [+] eg. wolf
- [+] do they attack other monsters in range too? or just players?
2012-02-10 08:00:10 +11:00
|
|
|
} else if ((f->id == F_SACRIFICEOBBLESSED) && (f->val[0] == o->blessed) && (o->blessknown == B_TRUE)) {
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
ok = B_TRUE;
|
|
|
|
thispiety = f->val[2];
|
2011-09-15 11:40:26 +10:00
|
|
|
}
|
|
|
|
if (ok) {
|
|
|
|
char *p;
|
|
|
|
char obname[BUFLEN];
|
2012-01-19 14:42:10 +11:00
|
|
|
|
|
|
|
// override piety sometimes
|
|
|
|
if (god->race->id == R_GODTHIEVES) {
|
|
|
|
// 100 value = 1 piety.
|
|
|
|
// NOTE: this could be exploited by constantly sacrificing
|
|
|
|
// 1 gold at a time!
|
|
|
|
if ((o->type->id == OT_GOLD) || hasflag(o->flags, F_GEM)) {
|
|
|
|
thispiety = (getobvalue(o) / 100) + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-09-15 11:40:26 +10:00
|
|
|
if (haslos(player, player->cell)) {
|
|
|
|
getobname(o, obname, ALL);
|
|
|
|
p = strdup(f->text);
|
|
|
|
p = strrep(p, "OB", obname, NULL);
|
|
|
|
if (o->amt == 1) {
|
|
|
|
p = strrep(p, "IS", "is", NULL);
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
p = strrep(p, "#S", "s", NULL);
|
2011-09-15 11:40:26 +10:00
|
|
|
} else {
|
|
|
|
p = strrep(p, "IS", "are", NULL);
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
p = strrep(p, "#S", "", NULL);
|
2011-09-15 11:40:26 +10:00
|
|
|
}
|
|
|
|
msg("%s", p);
|
|
|
|
free(p);
|
|
|
|
}
|
|
|
|
removeob(o, ALL);
|
|
|
|
pietyplus += thispiety;
|
2012-01-25 20:20:15 +11:00
|
|
|
// special effect
|
|
|
|
if (god->race->id == R_GODBATTLE) {
|
|
|
|
strcpy(splatterob, "splash of blood");
|
|
|
|
}
|
2012-01-19 14:42:10 +11:00
|
|
|
break;
|
2011-09-15 11:40:26 +10:00
|
|
|
}
|
2012-01-19 14:42:10 +11:00
|
|
|
} // end for each f_sacrificexxx flag
|
|
|
|
} // end foreach ob
|
2011-09-15 11:40:26 +10:00
|
|
|
|
2012-01-25 20:20:15 +11:00
|
|
|
|
2011-09-15 11:40:26 +10:00
|
|
|
if (pietyplus) {
|
|
|
|
pleasegod(god->race->id, pietyplus);
|
2012-01-25 20:20:15 +11:00
|
|
|
if (strlen(splatterob)) {
|
|
|
|
addob(player->cell->obpile, splatterob);
|
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!!
- [+] air spells:
- [+] create whirlwind - make a single whirlwind
- [+] implement
- [+] ethereal steed - move very fast and levitate
- [+] f_autocreateob whirlwind behind you
- [+] whirlwind object throws any lfs/objects around randomly
- [+] tornado - creates a single tornado at a given location (more
powerful). it moves around randomly, kills adjacent walls.
- [+] F_OBMOVESRANDOMLY
- [+] find an adjacent cell (walls ok)
- [+] kill any walls there
- [+] move there
- [+] hurricane - creates a cross cloud of whirlwinds (very
powerful!). these move around randomly and kills adjacent
walls.
- [+] implement
- [+] make them all move TOGETHER.
- [+] djinni / genie
- [+] invisibility
- [+] gaseous form
- [+] illusion? mirror image ?
- [+] permenant ethereal steed effects
- [+] airblast
- [+] gust of wind
- [+] efreeti
- [+] wall of fire (new spell)
- [+] gas form
- [+] enlarge
- [+] flame pillar
- [+] when summoning a monster with a lifeob, place it under them?
- [+] druid should learn canwill plantwalk at some point... level 7
- [+] allow f_cancast to have a timer too, like canwill. (so that
monsters only cast certain spells sometimes)
- [+] is ai plantwalk working?
- [+] seems to...
- [+] but then i get "something casts a spell at you!"
- [+] aigetspelltarget is setting targlf to player. FIXED.
- [+] ai keeps on casting plantwalk after doing it once.
- [+] ai needs to sto fleeing after casting plantwalk successfully!
- [+] this is because after stealing, we are fleeing for a time
limit, rather than PERMENANT
- [+] once this is fixed, add spellcasttext plantwalk = null for
dryad.
- [+] NEw code: if you teleport, and you were fleeing, and you can no
longer have LOF to the one uou're fleeing from, STOP.
- [+] The dryad vanishes! A dryad moves out of view.--More--
- [+] don't say both!
- [+] change CHARMEDBY code for player:
- [+] walk towards charmer, then give them your stuff!
- [+] dryad brown 'T' (tree creature)
- [+] knife
- [+] must stay near oak tree
- [+] can "plantwalk" between oak trees (or other plants).
- [+] cast spell at cell with plant, warps you to a random one
- [+] for player: reveal all cells with trees, then ask
you which one.
- [+] range 1
- [+] maxpower 1
- [+] ai casting: must be a plant in range.
- [+] emergency code: if not within lifeob range, move back!
- [+] can cast sleep
- [+] wants gold/gems/weapons
- [+] home oak tree contains gems
- [+] steal
- [+] stayinroom
- [+] charm
- [+] AI shouldn't ever walk away from life ob!
- [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
|
|
|
addobsinradius(player->cell, 1, DT_COMPASS, splatterob, B_TRUE, NULL);
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
2012-02-02 15:33:24 +11:00
|
|
|
if (god->race->id == R_GODFIRE) {
|
|
|
|
dospelleffects(player, OT_S_FLAMEBURST, 1, NULL, NULL, player->cell, B_UNCURSED, NULL, B_FALSE);
|
|
|
|
}
|
2011-09-15 11:40:26 +10:00
|
|
|
} else {
|
|
|
|
nothinghappens();
|
|
|
|
}
|
|
|
|
taketime(player, getactspeed(player));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *findgod(enum RACE rid) {
|
|
|
|
lifeform_t *lf;
|
|
|
|
// search heaven first
|
|
|
|
for (lf = heaven->lf ; lf ; lf = lf->next) {
|
|
|
|
if (lf->race->id == rid) return lf;
|
|
|
|
}
|
|
|
|
// now search other maps
|
|
|
|
lf = findlfunique(rid);
|
|
|
|
return lf;
|
|
|
|
}
|
|
|
|
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
enum RACE getopposinggod(enum RACE rid) {
|
|
|
|
switch (rid) {
|
2012-02-02 15:33:24 +11:00
|
|
|
//case R_GODPURITY: return R_GODCHAOS;
|
|
|
|
//case R_GODCHAOS: return R_GODPURITY;
|
|
|
|
case R_GODDEATH: return R_GODLIFE;
|
|
|
|
case R_GODLIFE: return R_GODDEATH;
|
|
|
|
|
|
|
|
case R_GODMERCY: return R_GODTHIEVES;
|
|
|
|
case R_GODTHIEVES: return R_GODMERCY;
|
|
|
|
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODBATTLE: return R_GODMAGIC;
|
|
|
|
case R_GODMAGIC: return R_GODBATTLE;
|
2012-02-02 15:33:24 +11:00
|
|
|
|
|
|
|
case R_GODNATURE: return R_GODFIRE;
|
|
|
|
case R_GODFIRE: return R_GODNATURE;
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
default: break;
|
|
|
|
}
|
|
|
|
return R_NONE;
|
|
|
|
}
|
|
|
|
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
enum OBTYPE getopposinggodstone(enum RACE rid) {
|
|
|
|
objecttype_t *ot;
|
|
|
|
for (ot = objecttype ; ot ; ot = ot->next) {
|
|
|
|
if (ot->obclass->id != OC_GODSTONE) continue;
|
|
|
|
if (hasflagval(ot->flags, F_LINKGOD, getopposinggod(rid), NA, NA, NULL)) return ot->id;
|
|
|
|
}
|
|
|
|
return OT_NONE;
|
|
|
|
}
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
int getpiety(enum RACE rid) {
|
|
|
|
lifeform_t *god;
|
|
|
|
flag_t *f;
|
|
|
|
god = findgod(rid);
|
|
|
|
f = lfhasflag(god, F_PIETY);
|
|
|
|
if (f) {
|
|
|
|
return f->val[0];
|
|
|
|
} else {
|
|
|
|
// ie. haven't prayed to them before.
|
|
|
|
return 100;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
// return the highest piety value which will result in the given level.
|
|
|
|
int getpietycutoff(enum PIETYLEV pl) {
|
|
|
|
switch (pl) {
|
|
|
|
case PL_ENRAGED: return -200;
|
|
|
|
case PL_FURIOUS: return -100;
|
|
|
|
case PL_ANGRY: return -1;
|
|
|
|
case PL_TOLERATED: return 99;
|
|
|
|
case PL_INDIFFERENT: return 199;
|
|
|
|
case PL_PLEASED: return 299;
|
|
|
|
case PL_DELIGHTED: return 399;
|
|
|
|
case PL_ECSTATIC: return 1000;
|
|
|
|
}
|
|
|
|
// default
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
enum PIETYLEV getpietylev(enum RACE rid, enum COLOUR *col, char *happiness) {
|
|
|
|
int piety;
|
|
|
|
/// figure out piety bracket
|
|
|
|
// min = -200
|
|
|
|
// max = 400
|
|
|
|
// range = 600
|
|
|
|
piety = getpiety(rid);
|
|
|
|
if (piety <= -200) { // -200 - -100
|
|
|
|
if (col) *col = C_ORANGE;
|
|
|
|
if (happiness) strcpy(happiness, "Enraged");
|
|
|
|
return PL_ENRAGED;
|
|
|
|
} else if (piety <= -100) { // -199 - -100
|
|
|
|
if (col) *col = C_RED;
|
|
|
|
if (happiness) strcpy(happiness, "Furious");
|
|
|
|
return PL_FURIOUS;
|
|
|
|
} else if (piety < 0) { // -99 - 0
|
|
|
|
if (col) *col = C_YELLOW;
|
|
|
|
if (happiness) strcpy(happiness, "Angry");
|
|
|
|
return PL_ANGRY;
|
|
|
|
} else if (piety <= 99) { // 0 - 99
|
|
|
|
if (col) *col = C_BROWN;
|
|
|
|
if (happiness) strcpy(happiness, "Tolerated");
|
|
|
|
return PL_TOLERATED;
|
|
|
|
} else if (piety <= 199) { // 100 - 199
|
|
|
|
if (col) *col = C_GREY;
|
2012-03-06 21:47:26 +11:00
|
|
|
if (happiness) strcpy(happiness, "Neutral");
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
return PL_INDIFFERENT;
|
|
|
|
} else if (piety <= 299) { // 200 - 299
|
|
|
|
if (col) *col = C_GREEN;
|
|
|
|
if (happiness) strcpy(happiness, "Pleased");
|
|
|
|
return PL_PLEASED;
|
|
|
|
} else if (piety <= 399) { // 300 - 399
|
|
|
|
if (col) *col = C_BOLDGREEN;
|
|
|
|
if (happiness) strcpy(happiness, "Delighted");
|
|
|
|
return PL_DELIGHTED;
|
|
|
|
} else { // 400+
|
|
|
|
if (col) *col = C_BOLDCYAN;
|
|
|
|
if (happiness) strcpy(happiness, "Ecstatic");
|
|
|
|
return PL_ECSTATIC;
|
|
|
|
}
|
|
|
|
return PL_INDIFFERENT;
|
|
|
|
}
|
|
|
|
|
2012-01-30 09:47:43 +11:00
|
|
|
int getprayedgods(lifeform_t **retgod, int *nretgods) {
|
|
|
|
int i;
|
|
|
|
*nretgods = 0;
|
|
|
|
for (i = 0; i < ngodlfs; i++) {
|
|
|
|
if (lfhasflag(godlf[i], F_PRAYEDTO)) {
|
|
|
|
retgod[*nretgods] = godlf[i];
|
|
|
|
(*nretgods)++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return *nretgods;
|
|
|
|
}
|
|
|
|
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
lifeform_t *getrandomgod(void) {
|
|
|
|
if (ngodlfs == 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return godlf[rnd(0,ngodlfs-1)];
|
|
|
|
}
|
|
|
|
|
- [+] when throwin gn aobject, warn if you have no LOF (just like
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
arrow traps)
- [+] simplify monster spellcasting
- [+] don't use any mp
- [+] select power based on monster hit dice only
- [+] monsters should cast spells less often - use f_castchance,
default of 15% chance
- [+] TEST
- [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
- [+] The cockatrice loses consciousness. The cockatrice falls
asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.
- [+] in getchoicestr:
- [+] if !showall, and if it shows a longdesc, then you hit
backspace, longdesc should be cleared.
- [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
cell->room->id == thatid!!
- [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks
- [+] bug: sometimes we have no player start position.
- [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo: ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
- [+] sword of mercy (at <1hp, ko)
- [+] tranq dart
- [+] add sleeptypes
- [+] change all refernces to f_asleep->val[1] (now an enum)
- [+] change "stirs in its slumber" if unconscious
- [+] change all 'fallasleep' calls
- [+] attacking a ko'd enemy with merciful weapon should do nothing.
- [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
killing?
- [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
- [+] implement F_BPNAME, v0=enum bodypart, text = name
- [+] getbodypartname() needs a lf argument.
- [+] once i add this, also make animals have "front legs" instead
of "arms", "paws" rather than "hands" etc.
- [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
- [+] can't wear most armour?
- [+] need f_noarmouron - we HAVE this bp, but can't put armour
on it.
- [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
- [+] f_knownbad
- [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
|
|
|
// get a random god which player has prayed to
|
|
|
|
lifeform_t *getrandomprayedgod(void) {
|
2012-02-02 07:56:07 +11:00
|
|
|
int nposs;
|
|
|
|
lifeform_t *poss[MAXGODS];
|
|
|
|
|
|
|
|
getprayedgods(poss, &nposs);
|
- [+] when throwin gn aobject, warn if you have no LOF (just like
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
arrow traps)
- [+] simplify monster spellcasting
- [+] don't use any mp
- [+] select power based on monster hit dice only
- [+] monsters should cast spells less often - use f_castchance,
default of 15% chance
- [+] TEST
- [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
- [+] The cockatrice loses consciousness. The cockatrice falls
asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.
- [+] in getchoicestr:
- [+] if !showall, and if it shows a longdesc, then you hit
backspace, longdesc should be cleared.
- [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
cell->room->id == thatid!!
- [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks
- [+] bug: sometimes we have no player start position.
- [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo: ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
- [+] sword of mercy (at <1hp, ko)
- [+] tranq dart
- [+] add sleeptypes
- [+] change all refernces to f_asleep->val[1] (now an enum)
- [+] change "stirs in its slumber" if unconscious
- [+] change all 'fallasleep' calls
- [+] attacking a ko'd enemy with merciful weapon should do nothing.
- [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
killing?
- [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
- [+] implement F_BPNAME, v0=enum bodypart, text = name
- [+] getbodypartname() needs a lf argument.
- [+] once i add this, also make animals have "front legs" instead
of "arms", "paws" rather than "hands" etc.
- [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
- [+] can't wear most armour?
- [+] need f_noarmouron - we HAVE this bp, but can't put armour
on it.
- [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
- [+] f_knownbad
- [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
|
|
|
if (nposs == 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return poss[rnd(0,nposs-1)];
|
|
|
|
}
|
|
|
|
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
enum OBTYPE getrelatedgodstone(enum RACE rid) {
|
|
|
|
objecttype_t *ot;
|
|
|
|
for (ot = objecttype ; ot ; ot = ot->next) {
|
|
|
|
if (ot->obclass->id != OC_GODSTONE) continue;
|
|
|
|
if (hasflagval(ot->flags, F_LINKGOD, rid, NA, NA, NULL)) return ot->id;
|
|
|
|
}
|
|
|
|
return OT_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *godappears(enum RACE rid, cell_t *where) {
|
|
|
|
lifeform_t *god;
|
|
|
|
char killedname[BUFLEN],godname[BUFLEN];
|
|
|
|
god = findgod(rid);
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
real_getlfname(god, godname, B_FALSE, B_FALSE);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
strcpy(killedname, "");
|
|
|
|
if (!where) {
|
|
|
|
// somewhere next to the player.
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
where = real_getrandomadjcell(player->cell, WE_WALKABLE, B_ALLOWEXPAND, LOF_WALLSTOP, NULL, player);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
if (!where) {
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
where = getrandomadjcell(player->cell, B_FALSE, B_NOEXPAND);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// now see if anyone is there.
|
|
|
|
if (where->lf) {
|
|
|
|
// kill them.
|
|
|
|
getlfname(where->lf, killedname);
|
|
|
|
killlf(where->lf);
|
|
|
|
if (where->type->solid) {
|
|
|
|
setcelltype(where, where->habitat->emptycelltype);
|
|
|
|
}
|
|
|
|
teleportto(god, where, B_TRUE);
|
|
|
|
if (haslos(player, where) && strlen(killedname)) {
|
|
|
|
msg("%s transforms into %s!", killedname, godname);
|
|
|
|
}
|
|
|
|
|
|
|
|
} else {
|
|
|
|
teleportto(god, where, B_TRUE);
|
|
|
|
}
|
|
|
|
|
|
|
|
return god;
|
|
|
|
}
|
|
|
|
|
2012-02-01 12:31:36 +11:00
|
|
|
void god_usepoison_response(void) {
|
|
|
|
int i;
|
|
|
|
flag_t *f;
|
|
|
|
for (i = 0; i < ngodlfs; i++) {
|
|
|
|
if (godlf[i]) {
|
|
|
|
f = lfhasflag(godlf[i], F_GODPOISON);
|
|
|
|
if (f) {
|
|
|
|
if (f->val[0]) {
|
|
|
|
pleasegodmaybe(godlf[i]->race->id, f->val[1]);
|
|
|
|
} else {
|
|
|
|
angergodmaybe(godlf[i]->race->id, f->val[1], GA_POISON);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
int godblocked(enum RACE rid) {
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
lifeform_t *opposegod,*god;
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
enum RACE opposeid;
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
god = findgod(rid);
|
|
|
|
// forcibly blocked?
|
|
|
|
if (lfhasflag(god, F_GODBLOCKED)) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
// already prayed to the opposing god?
|
|
|
|
opposeid = getopposinggod(rid);
|
|
|
|
opposegod = findgod(opposeid);
|
|
|
|
if (opposegod && lfhasflag(opposegod, F_PRAYEDTO)) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// maybe get a gift
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
int godgiftmaybe(enum RACE rid, int fromtemple) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *god;
|
|
|
|
int piety,gotgift = B_FALSE;
|
2012-02-02 16:26:14 +11:00
|
|
|
enum PIETYLEV plev;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
int chance;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
god = findgod(rid);
|
|
|
|
piety = getpiety(rid);
|
2012-02-02 16:26:14 +11:00
|
|
|
plev = getpietylev(rid, NULL, NULL);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
if (fromtemple) {
|
|
|
|
chance = 100;
|
2012-02-02 16:26:14 +11:00
|
|
|
} else if (plev >= PL_PLEASED) { // ie. >= 200
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
// ie. 200 -> 4%
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// ie. 500 -> 10%
|
2011-08-06 07:34:35 +10:00
|
|
|
chance = piety / 50;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
} else {
|
|
|
|
chance = 0;
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
if (pctchance(chance)) { // if this is true, you get a gift.
|
|
|
|
char obtogive[BUFLEN];
|
|
|
|
int rollagain = B_TRUE;
|
2012-01-25 20:20:15 +11:00
|
|
|
enum SPELLSCHOOL school;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
gotgift = B_TRUE;
|
|
|
|
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
killflagsofid(player->flags, F_ASLEEP);
|
|
|
|
|
2012-02-05 10:26:16 +11:00
|
|
|
|
|
|
|
switch (god->race->id) {
|
|
|
|
case R_GODPURITY:
|
|
|
|
godsay(god->race->id, B_TRUE, "I bestow a gift upon you, mortal!");
|
|
|
|
break;
|
|
|
|
case R_GODTHIEVES:
|
|
|
|
godsay(god->race->id, B_TRUE, "Loyalty has its rewards...");
|
|
|
|
break;
|
|
|
|
case R_GODDEATH:
|
|
|
|
godsay(god->race->id, B_TRUE, "Your service has impressed me...");
|
|
|
|
break;
|
|
|
|
case R_GODFIRE:
|
|
|
|
godsay(god->race->id, B_TRUE, "DESTROY IN MY NAME!");
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
godsay(god->race->id, B_TRUE, "Use this gift to spread the joy of life!");
|
|
|
|
break;
|
|
|
|
case R_GODMERCY:
|
|
|
|
godsay(god->race->id, B_TRUE, "As you have shown mercy, so shall you receive it!");
|
|
|
|
break;
|
|
|
|
case R_GODNATURE:
|
|
|
|
godsay(god->race->id, B_TRUE, "Harvest nature's bounty!");
|
|
|
|
break;
|
|
|
|
case R_GODBATTLE:
|
|
|
|
godsay(god->race->id, B_TRUE, "Gather up the spoils of battle!");
|
|
|
|
break;
|
|
|
|
case R_GODMAGIC:
|
|
|
|
godsay(god->race->id, B_TRUE, "One has earned a reward!");
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
strcpy(obtogive, "");
|
|
|
|
switch (god->race->id) {
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODBATTLE:
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
while (rollagain) {
|
|
|
|
rollagain = B_FALSE;
|
2012-01-25 20:20:15 +11:00
|
|
|
switch (rnd(1,2)) {
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
case 1:
|
2012-01-30 09:47:43 +11:00
|
|
|
snprintf(obtogive, BUFLEN, "excellent appropriate branded weapon");
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
break;
|
|
|
|
case 2:
|
2012-01-30 09:47:43 +11:00
|
|
|
snprintf(obtogive, BUFLEN, "excellent appropriate branded armour");
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
break;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case R_GODDEATH:
|
|
|
|
while (rollagain) {
|
|
|
|
flag_t *f;
|
|
|
|
object_t *wep;
|
|
|
|
rollagain = B_FALSE;
|
|
|
|
switch (rnd(1,6)) {
|
|
|
|
case 1:
|
|
|
|
if (lfhasflag(player, F_SEEINDARK)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
msg("\"Henceforth the night shall be your ally!\"");
|
|
|
|
f = addtempflag(player->flags, F_SEEINDARK, 4, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
snprintf(obtogive, BUFLEN, "cursed branded weapon");
|
|
|
|
break;
|
2012-01-25 07:38:59 +11:00
|
|
|
case 3: // poison your weapon
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
wep = getweapon(player);
|
|
|
|
if (wep && canbepoisoned(wep->type->id)) {
|
|
|
|
applyobmod(wep, findobmod(OM_POISONED));
|
|
|
|
msg("A layer of venom covers your weapon!");
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
2012-01-25 07:38:59 +11:00
|
|
|
case 4: // resistant/immune to necrotic
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
if (lfhasflagval(player, F_DTRESIST, DT_NECROTIC, NA, NA, NULL)) {
|
|
|
|
if (lfhasflagval(player, F_DTIMMUNE, DT_NECROTIC, NA, NA, NULL)) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_DTIMMUNE, DT_NECROTIC, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
} else {
|
2012-02-02 15:33:24 +11:00
|
|
|
f = addtempflag(player->flags, F_DTRESIST, DT_NECROTIC, NA, NA, NULL, FROMGODGIFT);
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
2012-01-25 07:38:59 +11:00
|
|
|
case 5: // become a vampire
|
2012-01-08 09:47:06 +11:00
|
|
|
if (player->race->id == R_VAMPIRE) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
2012-02-27 19:27:55 +11:00
|
|
|
int orighp;
|
|
|
|
int origatt[MAXATTS];
|
|
|
|
enum ATTRIB a;
|
2012-01-08 09:47:06 +11:00
|
|
|
msg("\"Go forth and kill in my name!\"");
|
2012-02-15 06:11:33 +11:00
|
|
|
msg("You transform into a vampire!");
|
2012-02-27 19:27:55 +11:00
|
|
|
// special polymorph - we won't change some stats.
|
|
|
|
orighp = player->maxhp;
|
|
|
|
for (a = 0; a < MAXATTS; a++) {
|
|
|
|
origatt[a] = player->att[a];
|
|
|
|
}
|
|
|
|
|
|
|
|
// change the race.
|
2012-01-25 20:20:15 +11:00
|
|
|
setrace(player, R_VAMPIRE, B_FALSE); // ie. don't set origrace!
|
2012-02-27 19:27:55 +11:00
|
|
|
|
|
|
|
// restore stats
|
|
|
|
player->maxhp = orighp;
|
|
|
|
player->hp = orighp;
|
|
|
|
for (a = 0; a < MAXATTS; a++) {
|
|
|
|
player->att[a] = origatt[a];
|
|
|
|
}
|
|
|
|
statdirty = B_TRUE;
|
|
|
|
drawscreen();
|
2012-01-08 09:47:06 +11:00
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
break;
|
2012-01-25 07:38:59 +11:00
|
|
|
case 6: // necromancy spells
|
2012-01-25 20:20:15 +11:00
|
|
|
if (!getskill(player, SK_SS_DEATH)) {
|
|
|
|
giveskill(player, SK_SS_DEATH);
|
2012-01-25 07:38:59 +11:00
|
|
|
} else {
|
|
|
|
snprintf(obtogive, BUFLEN, "spellbook of necromancy");
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
}
|
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODFIRE:
|
|
|
|
while (rollagain) {
|
|
|
|
object_t *wep;
|
|
|
|
wep = getweapon(player);
|
|
|
|
rollagain = B_FALSE;
|
|
|
|
switch (rnd(1,3)) {
|
|
|
|
case 1: // weapon gains burning
|
|
|
|
if (wep) {
|
|
|
|
if (!hasobmod(wep, findobmod(OM_FLAMING))) {
|
|
|
|
applyobmod(wep, findobmod(OM_FLAMING));
|
|
|
|
} else if (!hasflag(wep->flags, F_HASBRAND)) {
|
|
|
|
char obname[BUFLEN];
|
|
|
|
// already burning. gains pyromania
|
|
|
|
addflag(wep->flags, F_FLAMESTRIKE, B_TRUE, NA, NA, NULL);
|
|
|
|
getobname(wep, obname, 1);
|
|
|
|
msg("Your %s glows with a brilliant heat!", noprefix(obname));
|
|
|
|
} else { // already has pyromania.
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // fire resist/immune
|
|
|
|
if (lfhasflagval(player, F_DTRESIST, DT_FIRE, NA, NA, NULL)) {
|
|
|
|
if (lfhasflagval(player, F_DTIMMUNE, DT_FIRE, NA, NA, NULL)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
flag_t *f;
|
|
|
|
f = addtempflag(player->flags, F_DTIMMUNE, DT_FIRE, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
flag_t *f;
|
|
|
|
f = addtempflag(player->flags, F_DTRESIST, DT_FIRE, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: // fire-related spellbook, or fire magic skill
|
|
|
|
if (getskill(player, SK_SS_FIRE)) {
|
|
|
|
snprintf(obtogive, BUFLEN, "spellbook of Fire Magic");
|
|
|
|
} else {
|
|
|
|
flag_t *f;
|
|
|
|
f = giveskill(player, SK_SS_FIRE);
|
|
|
|
if (f) {
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
while (rollagain) {
|
|
|
|
object_t *wep;
|
|
|
|
flag_t *f;
|
|
|
|
wep = getweapon(player);
|
|
|
|
rollagain = B_FALSE;
|
|
|
|
switch (rnd(1,4)) {
|
|
|
|
case 1: // regeneration
|
|
|
|
if (lfhasflag(player, F_REGENERATES)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_REGENERATES, 1, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // learn first aid skill
|
|
|
|
f = giveskill(player, SK_FIRSTAID);
|
|
|
|
if (f) {
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: // life-related spellbook, or life magic skill
|
|
|
|
if (getskill(player, SK_SS_LIFE)) {
|
|
|
|
snprintf(obtogive, BUFLEN, "spellbook of Life Magic");
|
|
|
|
} else {
|
|
|
|
flag_t *f;
|
|
|
|
f = giveskill(player, SK_SS_LIFE);
|
|
|
|
if (f) {
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 4: // increase max hp
|
|
|
|
player->maxhp += rollhitdice(player, B_TRUE);
|
|
|
|
statdirty = B_TRUE;
|
|
|
|
msg("\"I have increased your tolerance to injury!\"");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODMAGIC:
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
while (rollagain) {
|
|
|
|
rollagain = B_FALSE;
|
2012-01-25 20:20:15 +11:00
|
|
|
switch (rnd(1,3)) {
|
|
|
|
case 1: // spellbook for a known school
|
|
|
|
school = getrandomspellschool(player, B_TRUE);
|
|
|
|
if (school == SS_NONE) {
|
|
|
|
rollagain = B_TRUE;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
} else {
|
2012-01-25 20:20:15 +11:00
|
|
|
snprintf(obtogive, BUFLEN, "spellbook of %s", getschoolname(school));
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
}
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case 2: // manual for an unknown spell school
|
|
|
|
school = getrandomspellschool(player, B_FALSE);
|
|
|
|
if (school == SS_NONE) {
|
|
|
|
rollagain = B_TRUE;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
} else {
|
2012-01-25 20:20:15 +11:00
|
|
|
enum SKILL skid;
|
|
|
|
skill_t *sk;
|
|
|
|
skid = getschoolskill(school);
|
|
|
|
sk = findskill(skid);
|
|
|
|
snprintf(obtogive, BUFLEN, "manual of %s", sk->name);
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
2012-01-25 20:20:15 +11:00
|
|
|
msg("\"I grant you additional magical reserves!\"");
|
|
|
|
player->maxmp += rnd(2,4);
|
|
|
|
statdirty = B_TRUE;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
break;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case R_GODMERCY:
|
|
|
|
while (rollagain) {
|
|
|
|
flag_t *f;
|
|
|
|
rollagain = B_FALSE;
|
2012-02-02 15:33:24 +11:00
|
|
|
switch (rnd(1,3)) {
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
case 1:
|
2012-02-02 15:33:24 +11:00
|
|
|
snprintf(obtogive, BUFLEN, "3-4 potions of restoration");
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
break;
|
|
|
|
case 2:
|
2012-02-02 15:33:24 +11:00
|
|
|
if (hasob(player->pack, OT_RING_MIRACLES)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
snprintf(obtogive, BUFLEN, "ring of miracles");
|
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case 3: // sixth sense
|
|
|
|
if (lfhasflag(player, F_SIXTHSENSE)) {
|
|
|
|
rollagain = B_TRUE;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
} else {
|
2012-02-02 15:33:24 +11:00
|
|
|
f = addtempflag(player->flags, F_SIXTHSENSE, B_TRUE, NA, NA, NULL, FROMGODGIFT);
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
break;
|
2012-02-01 12:31:36 +11:00
|
|
|
case R_GODNATURE:
|
|
|
|
while (rollagain) {
|
|
|
|
flag_t *f;
|
|
|
|
object_t *o;
|
|
|
|
objecttype_t *ot;
|
|
|
|
rollagain = B_FALSE;
|
|
|
|
switch (rnd(1,6)) {
|
|
|
|
case 1: // resist/immune poison
|
|
|
|
if (lfhasflag(player, F_DISEASEIMMUNE)) {
|
|
|
|
if (lfhasflagval(player, F_DTIMMUNE, DT_POISON, NA, NA, NULL)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_DTIMMUNE, DT_POISON, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_DISEASEIMMUNE, B_TRUE, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // resist/immune cold
|
|
|
|
if (lfhasflagval(player, F_DTRESIST, DT_COLD, NA, NA, NULL)) {
|
|
|
|
if (lfhasflagval(player, F_DTIMMUNE, DT_COLD, NA, NA, NULL)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_DTIMMUNE, DT_COLD, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_DTRESIST, DT_COLD, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
// good ranged weapon
|
|
|
|
if (getskill(player, SK_RANGED)) {
|
|
|
|
char obname[BUFLEN];
|
|
|
|
if (real_getrandomob(NULL, obname, 25, NA, getlfsize(player),
|
|
|
|
SK_RANGED, B_TRUE, OC_WEAPON, OC_NONE, DT_NONE)) {
|
|
|
|
snprintf(obtogive, BUFLEN, "excellent %s", obname);
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 4: // ammo
|
|
|
|
o = getfirearm(player);
|
|
|
|
if (o) {
|
|
|
|
ot = getrandomammofor(o);
|
|
|
|
snprintf(obtogive, BUFLEN, "%d excellent %s", rnd(20,30), ot->name);
|
|
|
|
} else {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 5: // calm animals ability
|
|
|
|
if (lfhasflagval(player, F_CANWILL, OT_S_CALMANIMALS, NA, NA, NULL)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_CANWILL, OT_S_CALMANIMALS, NA, NA, "pw:10;", FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
if (lfhasflagval(player, F_CANWILL, OT_S_SHAPESHIFT, NA, NA, "pw:1;race:hawk;")) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_CANWILL, OT_S_SHAPESHIFT, 50, 50, "pw:1;race:hawk;", FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODPURITY:
|
2012-02-02 15:33:24 +11:00
|
|
|
if (!hasob(player->pack, OT_POT_RESTORATION)) {
|
|
|
|
snprintf(obtogive, BUFLEN, "2-3 blessed potions of restoration");
|
|
|
|
} else {
|
|
|
|
while (rollagain) {
|
|
|
|
flag_t *f;
|
|
|
|
rollagain = B_FALSE;
|
|
|
|
switch (rnd(1,3)) {
|
|
|
|
case 1:
|
|
|
|
snprintf(obtogive, BUFLEN, "2-3 blessed potions of water");
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
snprintf(obtogive, BUFLEN, "wand of turn undead");
|
|
|
|
break;
|
|
|
|
case 3: // holy aura
|
|
|
|
if (lfhasflag(player, F_HOLYAURA)) {
|
|
|
|
rollagain = B_TRUE;
|
|
|
|
} else {
|
|
|
|
f = addtempflag(player->flags, F_PRODUCESLIGHT, 3, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
f = addtempflag(player->flags, F_HOLYAURA, NA, NA, NA, NULL, FROMGODGIFT);
|
|
|
|
f->obfrom = god->race->id;
|
|
|
|
}
|
|
|
|
break;
|
2012-02-02 07:56:07 +11:00
|
|
|
|
2012-02-02 15:33:24 +11:00
|
|
|
}
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case R_GODTHIEVES:
|
|
|
|
while (rollagain) {
|
2012-02-02 15:33:24 +11:00
|
|
|
object_t *wep;
|
2012-01-25 20:20:15 +11:00
|
|
|
rollagain = B_FALSE;
|
2012-02-02 15:33:24 +11:00
|
|
|
wep = getweapon(player);
|
|
|
|
if (wep && !hasflag(wep->flags, F_HASBRAND)) {
|
|
|
|
char obname[BUFLEN];
|
|
|
|
getobname(wep,obname,1);
|
|
|
|
// announce
|
|
|
|
msg("Your %s vibrates, and you suddenly thirst for vengeance!", noprefix(obname));
|
|
|
|
addflag(wep->flags, F_REVENGE, B_TRUE, NA, NA, NULL);
|
|
|
|
} else {
|
|
|
|
switch (rnd(1,7)) {
|
|
|
|
case 1:
|
|
|
|
if (getskill(player, SK_TECHUSAGE) >= gettechlevel(OT_LOCKHACKER)) {
|
|
|
|
snprintf(obtogive, BUFLEN, "lock hacker");
|
|
|
|
} else {
|
|
|
|
snprintf(obtogive, BUFLEN, "3-6 blessed lockpicks");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
if (onein(6)) {
|
|
|
|
snprintf(obtogive, BUFLEN, "large bag of holding");
|
|
|
|
} else {
|
|
|
|
snprintf(obtogive, BUFLEN, "bag of holding");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
snprintf(obtogive, BUFLEN, "safebox");
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
snprintf(obtogive, BUFLEN, "wand of opening");
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
snprintf(obtogive, BUFLEN, "wand of invisibility");
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
snprintf(obtogive, BUFLEN, "3-6 potions of invisibility");
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
snprintf(obtogive, BUFLEN, "leather boots of stealth");
|
|
|
|
break;
|
|
|
|
}
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
} // end switch
|
|
|
|
|
|
|
|
if (strlen(obtogive)) {
|
|
|
|
object_t *o;
|
|
|
|
o = addob(player->cell->obpile, obtogive);
|
|
|
|
if (o) {
|
|
|
|
char buf[BUFLEN];
|
|
|
|
addflag(o->flags, F_GODGIFT, god->race->id, NA, NA, NULL);
|
|
|
|
if (haslos(player, player->cell)) {
|
|
|
|
getobname(o, buf, o->amt);
|
- [+] ob1() macros
- [+] healing potions should heal even "permenant" injuries
- [+] potions/spells
- [+] summon decoy (chicken horde) spell - "friends!"
- [+] potion of spider climb (arachnid adhesion)
- [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
this already.
- [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
- [+] HP:[ 11 / 11 ]
- [+] makebar(window,min,max, loss,barcol, losscol)
- [+] print the prefix: "HP:["
- [+] construct the bar string to fit into 10 chars: " 11 /
11 "
- [+] print it one char at a time, setting bg as follows:
- [+] background:
- [+] 0 - min is barcol
- [+] min+1 - min+loss is losscol
- [+] rest is black
- [+] print the suffix: "] "
- [+] remember last dam amount for hp.
- [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug: "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar: show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc < C
- [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
|
|
|
msg("%s appear%s!", buf, OBS1(o));
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
} else {
|
|
|
|
msg("You hear something hitting the ground.");
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
// since you got a gift, lower piety a little.
|
|
|
|
//setpiety(rid, 101);
|
|
|
|
if (!fromtemple) {
|
2011-08-06 07:34:35 +10:00
|
|
|
modpiety(rid, -50);
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
}
|
|
|
|
} // end if (pctchance enough to get a gift)
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
return gotgift;
|
|
|
|
}
|
|
|
|
|
|
|
|
int godisangry(enum RACE rid) {
|
|
|
|
if (getpiety(rid) < 0) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
2012-02-01 12:31:36 +11:00
|
|
|
int godprayedto(enum RACE rid) {
|
|
|
|
lifeform_t *god;
|
|
|
|
god = findgod(rid);
|
|
|
|
if (hasflag(god->flags, F_PRAYEDTO)) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
2011-10-25 03:46:19 +11:00
|
|
|
void godsay(enum RACE rid, int says, char *format, ...) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *god;
|
|
|
|
char godname[BUFLEN], buf[BUFLEN];
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
char voiceverb[BUFLEN];
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
va_list args;
|
|
|
|
|
|
|
|
va_start(args, format);
|
2011-09-01 03:33:35 +10:00
|
|
|
vsnprintf( buf, BUFLEN, format, args );
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
va_end(args);
|
|
|
|
|
|
|
|
god = findgod(rid);
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
real_getlfname(god, godname, B_FALSE, B_FALSE);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
switch (rid) {
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODBATTLE:
|
|
|
|
strcpy(voiceverb, "rings out from the heavens");
|
|
|
|
break;
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
case R_GODDEATH:
|
|
|
|
strcpy(voiceverb, "grates against your mind");
|
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODFIRE:
|
|
|
|
strcpy(voiceverb, "burns into your mind");
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
strcpy(voiceverb, "chimes out from the heavens");
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODMAGIC:
|
|
|
|
strcpy(voiceverb, "enters your thoughts");
|
|
|
|
break;
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
case R_GODMERCY:
|
|
|
|
strcpy(voiceverb, "washes over you");
|
|
|
|
break;
|
2012-02-01 12:31:36 +11:00
|
|
|
case R_GODNATURE:
|
|
|
|
if (godisangry(rid)) {
|
|
|
|
strcpy(voiceverb, "arrives with a buffeting wind");
|
|
|
|
} else {
|
|
|
|
strcpy(voiceverb, "arrives with a gentle breeze");
|
|
|
|
}
|
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODTHIEVES:
|
|
|
|
strcpy(voiceverb, "whispers in your ear");
|
|
|
|
break;
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
case R_GODPURITY:
|
|
|
|
default:
|
|
|
|
strcpy(voiceverb, "booms out from the heavens");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2011-10-25 03:46:19 +11:00
|
|
|
if (says) {
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
msg("%s%s voice %s:", godname, getpossessive(godname), voiceverb); more();
|
2011-10-25 03:46:19 +11:00
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
msg("\"%s\"", buf);
|
|
|
|
}
|
|
|
|
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
void godstone_pickup_effects(lifeform_t *god, lifeform_t *opposegod, object_t *o) {
|
|
|
|
int x,y;
|
|
|
|
// opposing god appears
|
|
|
|
godappears(opposegod->race->id, NULL);
|
|
|
|
|
|
|
|
msg("%s says:", opposegod->race->name); more();
|
|
|
|
|
|
|
|
cls();
|
|
|
|
wmove(mainwin, 0, 0);
|
|
|
|
// tells you you can become the new god of xxx
|
|
|
|
// or give the stone to them, for a reward
|
|
|
|
//tells you about the portal on the surface
|
|
|
|
switch (opposegod->race->id) {
|
|
|
|
case R_GODBATTLE:
|
|
|
|
wprintw(mainwin, "\"Soldier. What you have just appropriated is the legendary\n");
|
|
|
|
wprintw(mainwin, "Godstone of Magic. As you well know, the existence of magic\n");
|
|
|
|
wprintw(mainwin, "has unfairly changed the outcome of many a battle. It causes\n");
|
|
|
|
wprintw(mainwin, "even the most hardened veteran to tremble in the face of the\n");
|
|
|
|
wprintw(mainwin, "weak and infirm. This goes against everything that is proper.\n");
|
|
|
|
wprintw(mainwin, "Now that the Godstone has been captured, there is a singular\n");
|
|
|
|
wprintw(mainwin, "opportunity to end this travesty.\n\n");
|
|
|
|
wprintw(mainwin, "Claim the stone in the name of armies everywhere, stand before\n");
|
|
|
|
wprintw(mainwin, "the Goddess of Magic, and issue your challenge. Strike her down,\n");
|
|
|
|
wprintw(mainwin, "and with her strike down the imbalances of magic itself!\n\n");
|
|
|
|
wprintw(mainwin, "Do not take any chances. If for any reason the success of your\n");
|
|
|
|
wprintw(mainwin, "primary mission should become uncertain, your contingency plan is\n");
|
|
|
|
wprintw(mainwin, "to immediately escort the stone safely to me. Such a dangerous\n");
|
|
|
|
wprintw(mainwin, "weapon must not fall into the hands of enemies, and only in\n");
|
|
|
|
wprintw(mainwin, "my possession can we be sure of its safety.\n\n");
|
|
|
|
wprintw(mainwin, "Your first waypoint is the portal atop the dungeon. This will\n");
|
|
|
|
wprintw(mainwin, "to the Realm of Gods, where both of your objectives can be\n");
|
2012-02-22 06:45:01 +11:00
|
|
|
wprintw(mainwin, "achieved.\"\n");
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
break;
|
|
|
|
case R_GODDEATH:
|
|
|
|
wprintw(mainwin, "\"Heh, heh, heh.\n\n");
|
|
|
|
wprintw(mainwin, "You, mortal, have just found the Godstone of Life.\n");
|
|
|
|
wprintw(mainwin, "It is the source of all Glorana's power... and could also be used to murder\n");
|
|
|
|
wprintw(mainwin, "her and take that power... if one had sufficient courage.\n\n");
|
|
|
|
wprintw(mainwin, "As you are a mere fleshling however, I will offer you a deal. Simply\n");
|
|
|
|
wprintw(mainwin, "deliver the Godstone to me, and in return I will forgo my claim on your\n");
|
|
|
|
wprintw(mainwin, "life. Your flesh will never wither. Your strength will never fade.\n");
|
|
|
|
wprintw(mainwin, "Death will never claim you.\n\n");
|
|
|
|
wprintw(mainwin, "Whatever your choice, travel to the surface and you will find a portal\n");
|
|
|
|
wprintw(mainwin, "to the Realm of Gods. Enter through, and claim your prize!\"\n\n");
|
|
|
|
break;
|
|
|
|
case R_GODFIRE:
|
|
|
|
wprintw(mainwin, "\"NATURE STONE!!!!\n\n");
|
|
|
|
wprintw(mainwin, "YOU WILL BRING IT! YOU WILL BRING IT AND KLIKIRAK WILL DESTROY!\n");
|
|
|
|
wprintw(mainwin, "OR... STONE KILL EKRUB. YES! YOU WILL USE. YOU FIND\n");
|
|
|
|
wprintw(mainwin, "HER. YOU USE STONE. STONE HELP BURN NATURE GODDESS!\n\n");
|
|
|
|
wprintw(mainwin, "YOU GO UPWARD. UPWARD GOES TO FOREST. PORTAL IN FOREST.\n");
|
|
|
|
wprintw(mainwin, "PORTAL TO TREE WOMAN. YOU KILL TREE WOMAN. OR YOU FIND KLIKIRAK,");
|
|
|
|
wprintw(mainwin, "YOU GIVE STONE TO KLIKIRAK.\n\n");
|
|
|
|
wprintw(mainwin, "YES. YES. YYYEESSS!!\"\n");
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
wprintw(mainwin, "\"BEWARE, CHILD! That is the Godstone of Death!\n\n");
|
|
|
|
wprintw(mainwin, "But wait... you seem unaffected by its power. Common wisdom\n");
|
|
|
|
wprintw(mainwin, "holds that the stone destroys all who touch it. Since this is\n");
|
|
|
|
wprintw(mainwin, "clearly untrue however... could it be that Hecta has fooled us\n");
|
|
|
|
wprintw(mainwin, "all? That the God of Death does indeed possess a weakness?\"\n\n");
|
|
|
|
wprintw(mainwin, "Lumara's pulsating form wavers for a moment, seemingly unsure.\n\n");
|
|
|
|
wprintw(mainwin, "\"It must be. And if this stone is truly the source of Hecta's\n");
|
|
|
|
wprintw(mainwin, "power, then destroying it... that would mean and end to death!\n");
|
|
|
|
wprintw(mainwin, "Life could last forever - all could be immortal, rathern just\n");
|
|
|
|
wprintw(mainwin, "a select few! It must be done - if you can bring me the\n");
|
|
|
|
wprintw(mainwin, "Godstone it will take but a few moments and the meaning of life\n");
|
|
|
|
wprintw(mainwin, "will be forever altered. Hecta will likely try to stop you.\n");
|
|
|
|
wprintw(mainwin, "Avoid him if you can... but should that not prove possible, the\n");
|
|
|
|
wprintw(mainwin, "the stone should at least grant you a slim chance of survival.\n");
|
|
|
|
wprintw(mainwin, "It might even be powerful enough for you to triumph...\n\n");
|
|
|
|
wprintw(mainwin, "But let us not dwell on that. Find the portal to my realm on\n");
|
2012-02-22 06:45:01 +11:00
|
|
|
wprintw(mainwin, "the surface, and take the first step towards eternal life!\"\n");
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
break;
|
|
|
|
case R_GODMAGIC:
|
|
|
|
wprintw(mainwin, "\"One has made a monumental discovery!\n\n");
|
|
|
|
wprintw(mainwin, "One my now comprehend, but the level of magic within the cosmos\n");
|
|
|
|
wprintw(mainwin, "has been waning. One's find is the source of this - an artifact\n");
|
|
|
|
wprintw(mainwin, "so imbued with the essense of physical conflict that its very\n");
|
|
|
|
wprintw(mainwin, "existence has disrupted the energies of imagination so vital to magic.\n");
|
|
|
|
wprintw(mainwin, "While One's path is of course One's own to decide, I would counsel you\n");
|
|
|
|
wprintw(mainwin, "to consider two alternative courses of action.\n\n");
|
|
|
|
wprintw(mainwin, "If you are able to bring the stone before me, the universe could be\n");
|
|
|
|
wprintw(mainwin, "forever enlightened. I could unlock infinite magical potential within\n");
|
|
|
|
wprintw(mainwin, "every living being, from the tiniest insect to the very stars themselves.\n\n");
|
|
|
|
wprintw(mainwin, "If One craves danger and adventure, One could also use the stone to confront\n");
|
|
|
|
wprintw(mainwin, "the God of Battle himself. Its power may just be sufficient to best the\n");
|
|
|
|
wprintw(mainwin, "Battlelord, and doing so would open the doors for One's own ascension.\n\n");
|
|
|
|
wprintw(mainwin, "One should consider these words wisely, and make One's choice.\"\n");
|
|
|
|
break;
|
|
|
|
case R_GODMERCY:
|
|
|
|
wprintw(mainwin, "\"HALT! By touching the Godstone of Vengeance, you have commited a\n");
|
|
|
|
wprintw(mainwin, "unspeakable sin! By rights your action should condemn you for\n");
|
2012-02-22 06:45:01 +11:00
|
|
|
wprintw(mainwin, "eternity. However...\"\n\n");
|
|
|
|
wprintw(mainwin, "Yumi's grave expression softens.\n\n");
|
|
|
|
wprintw(mainwin, "\"I embody mercy, and all sins can be forgiven. In this case, the road\n");
|
|
|
|
wprintw(mainwin, "to your redemption is tied with the deed itself. Bring the stone to me.\n");
|
|
|
|
wprintw(mainwin, "Perform this penance and not only will you be forgiven, but you will ensure\n");
|
|
|
|
wprintw(mainwin, "that your mistake is never again repeated for all eternity. The God of\n");
|
|
|
|
wprintw(mainwin, "Revenge will be neutralised, his influence ended.\n\n");
|
|
|
|
wprintw(mainwin, "Mercy however, extends even to the divine. I would not doom Felix to a\n");
|
|
|
|
wprintw(mainwin, "life of misery, his very essence ripped away. Should you possess the\n");
|
|
|
|
wprintw(mainwin, "power, the Godstone could be used to grant Felix the peaceful sleep\n");
|
|
|
|
wprintw(mainwin, "of death. For a tormented soul such as his, this would truly be a mercy.\n\n");
|
|
|
|
wprintw(mainwin, "Either way, your atonement begins now. Travel up to the surface, and enter\n");
|
|
|
|
wprintw(mainwin, "the magic portal. Complete your task in the Realm of Gods and all will be\n");
|
|
|
|
wprintw(mainwin, "forgiven.\"\n");
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
break;
|
|
|
|
case R_GODNATURE:
|
|
|
|
wprintw(mainwin, "\"%s! You hold the Godstone of Rage!\n\n", toupper(player->race->name[0]), (player->race->name + 1));
|
|
|
|
wprintw(mainwin, "Long have I sought this ancient artifact - it is from this stone that the\n");
|
|
|
|
wprintw(mainwin, "insane God of Fire draws his destructive power.\n");
|
|
|
|
wprintw(mainwin, "If you can just deliver this stone to me, Klikirak's reign could be ended!\n\n");
|
|
|
|
wprintw(mainwin, "Or even better...\"\n\n");
|
|
|
|
wprintw(mainwin, "Ekrub pauses for a moment.\n\n");
|
|
|
|
wprintw(mainwin, "As a being of creation I cannot affect the Fire God directly, but with the");
|
|
|
|
wprintw(mainwin, "power of the stone, you could. If you can confront and defeat him, I vow");
|
|
|
|
wprintw(mainwin, "to support you.\n\n");
|
|
|
|
wprintw(mainwin, "Within my forest on the surface, there is a portal to the Realm of Gods.");
|
|
|
|
wprintw(mainwin, "Use it, and bring the Godstone!\"\n");
|
|
|
|
break;
|
|
|
|
case R_GODTHIEVES:
|
|
|
|
wprintw(mainwin, "\"Oho, what have you there? That stone, my friend, is none other than\n");
|
|
|
|
wprintw(mainwin, "the Godstone of Mercy itself! Oh sure, there are those rumours of\n");
|
|
|
|
wprintw(mainwin, "its protective powers, but what people don't know is that it's also\n");
|
|
|
|
wprintw(mainwin, "the direct source of power for Yumi, the Mercy Goddess.\n");
|
|
|
|
wprintw(mainwin, "Now, were someone to hold that stone... well, they'd be in prime\n");
|
|
|
|
wprintw(mainwin, "position to give the high and might lady of forgiveness a taste of\n");
|
|
|
|
wprintw(mainwin, "good old fashioned Revenge.\n\n");
|
|
|
|
wprintw(mainwin, "Of course you don't need to bother with all that. Just bring the stone\n");
|
|
|
|
wprintw(mainwin, "to me and I'll do the rest. There's a portal up on the surface, all\n");
|
|
|
|
wprintw(mainwin, "you need to do is step through, track me down, and hand over that little\n");
|
2012-02-22 06:45:01 +11:00
|
|
|
wprintw(mainwin, "trinket. Piece of cake!\"\n");
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
break;
|
|
|
|
case R_GODPURITY:
|
|
|
|
wprintw(mainwin, "\"Mortal! You hold an ancient artifact of immense power!\n");
|
|
|
|
wprintw(mainwin, "In your hands is the accursed Godstone of Chaos. For\n");
|
|
|
|
wprintw(mainwin, "centuries I have tracked this vile object, but somehow\n");
|
|
|
|
wprintw(mainwin, "the energies of the mortal world are keeping it from me.\n\n");
|
|
|
|
wprintw(mainwin, "This single stone is the source of all impurity in the universe.\n");
|
|
|
|
wprintw(mainwin, "Now all you need to do is deliver it to me, and it can be\n");
|
|
|
|
wprintw(mainwin, "unmade. In fact with the Godstone possessed by another,\n");
|
|
|
|
wprintw(mainwin, "the Chaos God's power may well have been waned far enough\n");
|
|
|
|
wprintw(mainwin, "for him to be confronted directly.\n\n");
|
|
|
|
wprintw(mainwin, "Travel to the Realm of Gods mortal, and come to me with the\n");
|
|
|
|
wprintw(mainwin, "stone. If you find and destroy the Chaos god on the way, all");
|
2012-02-22 06:45:01 +11:00
|
|
|
wprintw(mainwin, "the better. Chaos and impurity MUST be ended!\"\n");
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
getyx(mainwin, y, x);
|
|
|
|
centre(mainwin,C_WHITE, y, "[Press any key]");
|
|
|
|
getch();
|
|
|
|
|
|
|
|
restoregamewindows();
|
|
|
|
|
|
|
|
// identify the godstone
|
|
|
|
identify(o);
|
|
|
|
|
|
|
|
// make sure related god's anger will trigger one bad effect.
|
|
|
|
if (!godprayedto(god->race->id)) {
|
|
|
|
addflag(god->flags, F_PRAYEDTO, B_TRUE, NA, NA, NULL);
|
|
|
|
}
|
|
|
|
// related god screams and gets furios/enraged at you.
|
|
|
|
// (you lose prayedto if you have it?)
|
|
|
|
if (getpietylev(god->race->id, NULL, NULL) == PL_FURIOUS) {
|
|
|
|
// becomes enraged
|
|
|
|
setpiety(god->race->id, getpietycutoff(PL_ENRAGED));
|
|
|
|
} else {
|
|
|
|
// becomes furious
|
|
|
|
setpiety(god->race->id, getpietycutoff(PL_FURIOUS));
|
|
|
|
}
|
|
|
|
angergod(god->race->id, 0, GA_GODSTONE);
|
|
|
|
|
|
|
|
killflagsofid(god->flags, F_PRAYEDTO);
|
|
|
|
addflag(god->flags, F_GODBLOCKED, B_TRUE, NA, NA, NULL);
|
|
|
|
}
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
void modpiety(enum RACE rid, int amt) {
|
|
|
|
lifeform_t *god;
|
|
|
|
flag_t *f;
|
2012-01-25 07:38:59 +11:00
|
|
|
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
god = findgod(rid);
|
2012-01-25 07:38:59 +11:00
|
|
|
if (godblocked(god->race->id)) return;
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
f = lfhasflag(god, F_PIETY);
|
|
|
|
if (!f) return;
|
|
|
|
f->val[0] += amt;
|
|
|
|
|
|
|
|
limit(&f->val[0], PIETY_MIN, PIETY_MAX);
|
|
|
|
}
|
|
|
|
|
|
|
|
void pleasegod(enum RACE rid, int amt) {
|
|
|
|
lifeform_t *lf;
|
|
|
|
char lfname[BUFLEN];
|
|
|
|
lf = findgod(rid);
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
real_getlfname(lf, lfname, B_FALSE, B_FALSE);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
|
|
|
modpiety(rid, amt);
|
|
|
|
|
|
|
|
// announce
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
if (hasflag(lf->flags, F_PRAYEDTO)) {
|
2012-02-03 16:55:19 +11:00
|
|
|
if (!isasleep(player)) {
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
switch (rid) {
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODBATTLE:
|
|
|
|
msg("You feel triumphant.");
|
|
|
|
break;
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
case R_GODDEATH:
|
|
|
|
msg("You feel a thrill of unholy ecstasy.");
|
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODFIRE:
|
|
|
|
msg("A searing heat runs through your blood.");
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
if (isdeaf(player)) {
|
|
|
|
msg("You have a feeling of holiness.");
|
|
|
|
} else {
|
|
|
|
msg("You hear a distance choir singing.");
|
|
|
|
}
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODMAGIC:
|
|
|
|
msg("You feel Lumara's presense nearby.");
|
|
|
|
break;
|
2012-02-01 12:31:36 +11:00
|
|
|
case R_GODNATURE:
|
|
|
|
msg("You feel in tune with nature.");
|
|
|
|
break;
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
case R_GODMERCY:
|
2012-01-30 09:47:43 +11:00
|
|
|
msg("You feel a sense of serenity.");
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
break;
|
|
|
|
case R_GODPURITY:
|
2012-02-02 15:33:24 +11:00
|
|
|
msg("You feel righteous.");
|
- [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+] b - a silver shoddy bastard sword
- [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object'
- [+] dungeon light
- [+] lit shoudl be "illuminated" and be an enum
- [+] IL_FULLYLIT
- [+] IL_WELLLIT (dark, candelabras in every room and moss
every 4 steps)
- [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
- [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
steps)
- [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
light at all)
- [+] need more fixed light source objects:
- [+] moonmoss and sunmoss
- [+] if not fully lit, map illumination level determines how often
light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
- [+] insane monsters (attacks anything)
- [+] hunting for food (hungry, add covets food)
- [+] returning to lair with plunder (extra treasure)
- [+] timid (lower morale, maybe add f_timid or alwaysflees)
- [+] drugged (never flee)
- [+] drunk
- [+] diseased (start with a non-lethal disease. eating its corpse
infects you)
- [+] determined (will chase the player for longer)
- [+] lazy (chase for less time)
- [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
- [+] update: this seems to happen when a monster is killed by
another monster
- [+] The bear cub claws the dog. The dog wakes up.
- [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
should be based on hit dice.
- [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
- [+] but i didnt hav ehigh enough lore!
- [+] maybe real_getlfname needs "showall". check this istneda of
usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
- [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 14:40:43 +11:00
|
|
|
break;
|
|
|
|
case R_GODTHIEVES:
|
|
|
|
msg("You feel a guilty pleasure.");
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
msg("You feel like %s approves of your actions.", lfname);
|
|
|
|
break;
|
|
|
|
}
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
godgiftmaybe(rid, B_FALSE);
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
void pleasegodmaybe(enum RACE rid, int amt) {
|
|
|
|
enum PIETYLEV modplev;
|
|
|
|
int chance;
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
|
|
|
|
if (lfhasflag(player, F_WINNER)) return;
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
modplev = abs(getpietylev(rid, NULL, NULL));
|
|
|
|
|
|
|
|
// the angrier or more happy the god gets, the harder it
|
|
|
|
// is to please them.
|
|
|
|
// ie. INDIFFERENT = 1 in 1 (always)
|
|
|
|
// ie. PLEASED/TOLERATED = 1 in 2
|
|
|
|
// ie. DELIGHTED/ANGRY = 1 in 3
|
|
|
|
// ie. ECSTATIC/FURIOUS = 1 in 4
|
|
|
|
// ie. ENRAGED = 1 in 5
|
|
|
|
chance = modplev + 1;
|
|
|
|
if (onein(chance)) {
|
|
|
|
pleasegod(rid, amt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int prayto(lifeform_t *lf, lifeform_t *god) {
|
2012-02-02 15:33:24 +11:00
|
|
|
int piety,i,x,y;
|
2012-01-30 09:47:43 +11:00
|
|
|
char assisttext[BUFLEN];
|
2012-02-26 10:42:48 +11:00
|
|
|
enum PIETYLEV plev;
|
- [+] make zombies eat flesh.
- [+] warn before eating your own kind if it will anger your god, and
you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
MOVING.
- [+] bug: issue with skill display if you learn higher than your max
level by reading a book!
- [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
& thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
- [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
* [+] nouns
* [+] adjectives
- [+] flight (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
- [+] feather fall (dt_fall dmg = 0)
- [+] don't "slam into the ground", just "float gently to the
ground"
- [+] of amplification (boost listening skillchecks, allow you to
listen at stairs)
- [+] peaceful sleep (don't get woken up by sound, cursed)
- [+] chef's amulet(lower metabolism)
- [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
|
|
|
int newgod;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
|
|
|
taketime(lf, getactspeed(lf));
|
|
|
|
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
if (godblocked(god->race->id)) {
|
|
|
|
msg("%s ignores you.", god->race->name);
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
|
2012-02-01 12:31:36 +11:00
|
|
|
if (lfhasflagval(god, F_HATESRACECLASS, lf->race->raceclass->id, NA, NA, NULL) ||
|
|
|
|
lfhasflagval(god, F_HATESRACE, lf->race->id, NA, NA, NULL)) {
|
|
|
|
angergod(god->race->id, 50, GA_RACE);
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// this will return 100 if we haven't prayed to this
|
|
|
|
// god before
|
|
|
|
piety = getpiety(god->race->id);
|
|
|
|
|
|
|
|
// remember that we have now prayed to this god.
|
|
|
|
// ie. player is expected to follow the god's rules.
|
|
|
|
if (!hasflag(god->flags, F_PRAYEDTO)) {
|
|
|
|
addflag(god->flags, F_PRAYEDTO, B_TRUE, NA, NA, NULL);
|
- [+] make zombies eat flesh.
- [+] warn before eating your own kind if it will anger your god, and
you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
MOVING.
- [+] bug: issue with skill display if you learn higher than your max
level by reading a book!
- [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
& thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
- [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
* [+] nouns
* [+] adjectives
- [+] flight (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
- [+] feather fall (dt_fall dmg = 0)
- [+] don't "slam into the ground", just "float gently to the
ground"
- [+] of amplification (boost listening skillchecks, allow you to
listen at stairs)
- [+] peaceful sleep (don't get woken up by sound, cursed)
- [+] chef's amulet(lower metabolism)
- [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
|
|
|
newgod = B_TRUE;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
if (godisangry(god->race->id)) {
|
|
|
|
// get even more angry
|
2011-10-21 04:15:24 +11:00
|
|
|
angergod(god->race->id, PIETYPRAYLOSS, GA_PRAY);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
return B_FALSE;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
if (piety <= 99) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// piety between 0 and 99 = ignored
|
|
|
|
//godsay(god->race->id, "Stop pestering me!");
|
- [+] replace causesvomit with vomitob
- [+] monsters shouldn't weild lit torches
- [+] maybe reduce the damage that they do?
- [+] change allomancy to work like psionics
- [+] change colour of carpetted floor? to what though? red.
- [+] amberon should only accept sacrifice of KNOWN cursed objects!
- [+] infinite loop when going into a sewer. fix_reachability keeps
failing.
- [+] in linkexit()
- [+] startdir getitng set to DC_E! should be orthog only!
- [+] because forcedir is DC_E!
- [+] Mummy? made of paper (ie flammable). rotting touch. curse.
corpsetype = sand or ash, and blank paper.
* [+] inflicts rotting disease "mummy's curse"
- [+] can cast cause fear (but not very often, 50 turns or so)
- [+] vuln to fire (1-8)
- [+] vuln to holy (2-8)
- [+] greater mummy
- [+] more hd
- [+] lots more damage
- [+] stronger fear spell
- [+] no vuln to anything
- [+] magic resistance
- [+] priest spells. - death disease evil revenge, guardianship.
some new ones:
- [+] rot:
- [+] instead of losing hp, lose str+fit and just no healing ?
- [+] wyvern
- [+] wyrm without breath weapon
- [+] ice demon
- [+] shardshot, power 3 (ie 3d6)
- [+] snow troll
- [+] implement
- [+] - frostbite, range 1 "exhales a freezing wind"
- [+] griddler, small demon, fire dam attack, heat metal ability,
carries a permenantly red-hot weapon
- [+] curse (curses equipped objects)
- [+] applys a curse to 1-power equipped objects.
- [+] applies a -1 penalty too, if it's a weapon/armour/can have
bonuses.
- [+] protection from good.
- [+] repel the next "power" attacks from good-aligned lfs
- [+] casttoattack xxx
- [+] this needs the player to have an alignment!!! (base it on the
job)
FROM PREVIOUS COMMITS:
- [+] if you polymorph into something with nopack, MELD your pack ?
- [+] move all from lf->pack to lf->meldpack
- [+] have to SAVE meldpack too.
- [+] monsters which attack if you get too close
- [+] eg. wolf
- [+] do they attack other monsters in range too? or just players?
2012-02-10 08:00:10 +11:00
|
|
|
msg("%s doesn't respond.", god->race->name);
|
2011-10-21 04:15:24 +11:00
|
|
|
angergod(god->race->id, 0, GA_PRAY);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
modpiety(god->race->id, -30);
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we get here, piety is >= 100.
|
|
|
|
// you get some help...
|
2012-02-26 10:42:48 +11:00
|
|
|
plev = getpietylev(god->race->id, NULL, NULL);
|
2012-01-30 09:47:43 +11:00
|
|
|
switch (god->race->id) {
|
|
|
|
case R_GODBATTLE:
|
|
|
|
strcpy(assisttext, "Message received, soldier!");
|
|
|
|
break;
|
|
|
|
case R_GODTHIEVES:
|
|
|
|
strcpy(assisttext, "What mischief have you gotten yourself into, then?");
|
|
|
|
break;
|
|
|
|
case R_GODDEATH:
|
|
|
|
strcpy(assisttext, "You desire a favour, fleshling?");
|
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODFIRE:
|
|
|
|
switch (rnd(1,2)) {
|
|
|
|
case 1: strcpy(assisttext, "BURN!"); break;
|
|
|
|
case 2: strcpy(assisttext, "DESTROY!"); break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
strcpy(assisttext, "You prayer is answered!");
|
|
|
|
break;
|
2012-01-30 09:47:43 +11:00
|
|
|
case R_GODMERCY:
|
|
|
|
strcpy(assisttext, "I hear your prayer, child.");
|
|
|
|
break;
|
2012-02-01 12:31:36 +11:00
|
|
|
case R_GODNATURE:
|
|
|
|
strcpy(assisttext, "Nature hears your call!");
|
|
|
|
break;
|
2012-01-30 09:47:43 +11:00
|
|
|
case R_GODMAGIC:
|
|
|
|
strcpy(assisttext, "One calls upon the eldritch powers...");
|
|
|
|
break;
|
|
|
|
case R_GODPURITY:
|
|
|
|
default:
|
|
|
|
strcpy(assisttext, "You appear in need of assistance, mortal!");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
godsay(god->race->id, B_TRUE, assisttext);
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
switch (god->race->id) {
|
|
|
|
lifeform_t *l;
|
2012-01-30 09:47:43 +11:00
|
|
|
int donesomething = B_FALSE,n;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
cell_t *c;
|
|
|
|
object_t *o;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODBATTLE:
|
|
|
|
if (isinbattle(player, B_TRUE)) {
|
|
|
|
int redo = B_TRUE;
|
|
|
|
object_t *o;
|
- [+] non-player insects should never be able to break out of a web.
- [+] stench should still affect non humanoid/animals if they have
f_enhancesmell
- [+] bug: god of fire should only be pleased by kills if you used fire.
- [+] luck should affect whether you gain abils from eating corpses
- [+] lower weight of four leaf clover
- [+] bug: when dungeon had different wall type selected, still got
scattered rock walls
- [+] death spells shouldn't please hecta if they fail
- [+] bjorn should restore stamina when you pray
- [+] show your score when you didn't make the hiscore table.
- [+] eating corpses for resistances
- [+] f_eatconfer on race defs. fill in text for stacking, ie.
resist becomes immunity if you already ahve it.
- [+] must have f_mutable.
- [+] have to eat mutant corpse first to enable this.
- [+] you gain f_mutable.
- [+] "Your body feels ready for mutation."
- [+] thereafter......
- [+] for resistances, you first take maxhp/2 damage of the same
type (with chance to ko rather than kill)!
- [+] inherited by corpses
- [+] eat shadowcat to see through smoke? this replaces the
temporary smoke creation effects.
- [+] add to some lfs
- [+] dtresist (elemental based)
- [+] attrmod (wyrm or giant corpses)
- [+] when you create a new corpse object, take EATCONFERS from
race!
- [+] store owners shouldn't let you in if you have f_stench
- [+] if you pick up a non-magical object (ie. a potion of water), and
have detect magic, and it's not magic...you know it's uncursed,
+0, etc.
- [+] (assuming pot_water is known)
- [+] other effects of alignment
- [+] areenemies()
- [+] good:
- [+] other good creatures are still "peaceful" (remove
f_hostile on creation)
- [+] evil creatures are always hostile (even npcs) (add
this flag in addlf())
- [+] no xp for attacking peaceful
- [+] neutral: nothing special
- [+] no xp for attacking peaveful
- [+] evil:
- [+] still get xp for attacking peaceful
- [+] good creatures are always hostile (add this flag in
addlf())
- [+] show alignment in @. maybe after "Race: xxx"
- [+] add random alignments to some humanoid races
- [+] should be able to jsut use f_align al_none "gne"
- [+] lizardman
- [+] all the playable races
- [+] bonus when 'c'hating to your own alignment npcs
- [+] move alignment question to givejob(), and make it random for
mosnters
- [+] add alignment to gods
- [+] sandman - puts you to sleep. OR has lots of sleeping dust.
- [+] glyph: brown 'y'
- [+] miniature tornado of sand, humanoid visible inside
- [+] can cast sleep, range 1 (or 2 and need lof?)
- [+] corpse: smoke and sleeping dust?
- [+] no attack.
- [+] low hitdice (2)
- [+] fairly high ar (10)
- [+] madeof dirt
2012-02-10 17:44:12 +11:00
|
|
|
|
|
|
|
if (getstamina(player) <= pctof(25, getmaxstamina(player))) {
|
|
|
|
setstamina(player, getmaxstamina(player));
|
|
|
|
msg("\"Time for your second wind!\"");
|
|
|
|
}
|
|
|
|
|
2012-01-25 20:20:15 +11:00
|
|
|
while (redo) {
|
|
|
|
redo = B_FALSE;
|
|
|
|
switch (rnd(1,4)) {
|
|
|
|
case 1: // bless weapon
|
|
|
|
msg("\"Fight in my name!\"");
|
|
|
|
o = getweapon(player);
|
|
|
|
if (o && !isblessed(o)) {
|
|
|
|
blessob(o);
|
|
|
|
} else {
|
|
|
|
redo = B_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // bezerk
|
|
|
|
if (lfhasflag(player, F_RAGE)) {
|
|
|
|
redo = B_TRUE;
|
|
|
|
} else {
|
|
|
|
msg("\"Rage like a badger!\"");
|
|
|
|
player->stamina = getmaxstamina(player);
|
|
|
|
abilityeffects(player, OT_A_RAGE, player->cell, player, NULL);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: //
|
|
|
|
msg("\"I will guide your blade!\"");
|
|
|
|
dospelleffects(god, OT_S_TRUESTRIKE, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
|
|
|
|
break;
|
|
|
|
case 4: //
|
|
|
|
msg("\"Your blows will be as lightning!\"");
|
|
|
|
dospelleffects(god, OT_S_HASTE, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
|
|
|
|
break;
|
|
|
|
} // end switch
|
|
|
|
}// end while redo
|
|
|
|
} else {
|
|
|
|
// not in battle...
|
2012-01-30 09:47:43 +11:00
|
|
|
int done = B_FALSE;
|
|
|
|
object_t *o,*wep;
|
|
|
|
wep = getweapon(player);
|
|
|
|
|
|
|
|
if (uncurse_one_equipped(lf, "\"Be free of your curse!\"")){
|
|
|
|
done = B_TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!done) {
|
|
|
|
// try to repair armour or undull weapons
|
|
|
|
i = 0;
|
|
|
|
for (o = lf->pack->first ; o ; o = o->next) {
|
|
|
|
if (isequipped(o)) {
|
|
|
|
if (isdamaged(o) || (getobbonus(o, B_FALSE) < 0)) {
|
|
|
|
dospelleffects(lf, OT_S_MENDING, 10, NULL, o, NULL, B_BLESSED, NULL, B_FALSE);
|
|
|
|
i++;
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
2012-01-30 09:47:43 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i) {
|
|
|
|
msg("\"Keep fighting, warrior!\"");
|
|
|
|
done = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!done) {
|
|
|
|
int redo = B_TRUE;
|
|
|
|
while (redo) {
|
|
|
|
redo = B_FALSE;
|
|
|
|
switch (rnd(1,2)) {
|
|
|
|
case 1: // detect life
|
|
|
|
msg("\"Seek out battle in my name!\"");
|
|
|
|
dospelleffects(god, OT_S_DETECTLIFE, 10, lf, NULL, lf->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
break;
|
|
|
|
case 2: // bless weapon
|
|
|
|
msg("\"Fight in my name!\"");
|
|
|
|
o = getweapon(player);
|
|
|
|
if (o && !isblessed(o)) {
|
|
|
|
blessob(o);
|
|
|
|
} else {
|
|
|
|
redo = B_TRUE;
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
2012-01-30 09:47:43 +11:00
|
|
|
break;
|
|
|
|
} // end switch
|
|
|
|
}// end while redo
|
|
|
|
}
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
|
|
|
break;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
case R_GODPURITY:
|
|
|
|
msg("\"Witness the holy radiance of purity!\"");
|
|
|
|
c = getrandomadjcell(lf->cell, WE_WALKABLE, B_ALLOWEXPAND);
|
|
|
|
if (c) {
|
|
|
|
dospelleffects(god, OT_S_LIGHT, 10, NULL, NULL, c, B_BLESSED, NULL, B_TRUE);
|
|
|
|
}
|
2012-01-30 09:47:43 +11:00
|
|
|
// uncurse ALL equipped obs
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
for (o = lf->pack->first ; o ; o = o->next) {
|
2012-01-30 09:47:43 +11:00
|
|
|
if (iscursed(o) && isequipped(o)) {
|
|
|
|
blessob(o);
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
|
|
|
}
|
2012-02-02 07:56:07 +11:00
|
|
|
|
|
|
|
// cure poison
|
|
|
|
if (ispoisoned(lf)) {
|
|
|
|
dospelleffects(god, OT_S_CUREPOISON, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_FALSE);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (isinbattle(lf, B_TRUE)) {
|
2012-02-02 15:33:24 +11:00
|
|
|
int i,nretflags;
|
|
|
|
flag_t *retflag[MAXCANDIDATES];
|
2012-02-02 07:56:07 +11:00
|
|
|
// smite evil
|
|
|
|
for (l = lf->cell->map->lf ; l ; l = l->next) {
|
|
|
|
if (getalignment(l) == AL_EVIL) {
|
|
|
|
if (haslof(lf->cell, l->cell, LOF_WALLSTOP, NULL)) {
|
|
|
|
// smite them
|
|
|
|
castspell(god, OT_S_SMITEEVIL, l, NULL, l->cell, NULL, NULL);
|
|
|
|
}
|
|
|
|
}
|
2012-02-02 15:33:24 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
// turn undead TODO: move this to 'life' god
|
2012-02-02 07:56:07 +11:00
|
|
|
castspell(god, OT_S_TURNUNDEAD, lf, NULL, NULL, NULL, NULL);
|
2012-02-02 15:33:24 +11:00
|
|
|
|
|
|
|
// remove all temporary bad status effects
|
|
|
|
getflags(player->flags, retflag, &nretflags, F_BLIND, F_CONFUSED, F_DEAF, F_CAFFEINATED, F_DRUNK, F_FROZEN,
|
|
|
|
F_GRABBEDBY, F_NAUSEATED, F_PAIN, F_POISONED, F_SLOWACT, F_SLOWMOVE, F_SLOWACTMOVE, F_NONE);
|
|
|
|
for (i = 0; i < nretflags; i++) {
|
|
|
|
if (istransitoryflag(retflag[i])) {
|
|
|
|
killflag(retflag[i]);
|
|
|
|
}
|
|
|
|
}
|
2012-02-02 07:56:07 +11:00
|
|
|
} else {
|
|
|
|
object_t *wep;
|
2012-02-02 15:33:24 +11:00
|
|
|
flag_t *f;
|
2012-02-02 07:56:07 +11:00
|
|
|
int donesomething = B_FALSE;
|
2012-02-02 15:33:24 +11:00
|
|
|
|
|
|
|
// restore original lifeform shape
|
|
|
|
if (!donesomething) {
|
|
|
|
f = lfhasflag(lf, F_ORIGRACE);
|
|
|
|
if (f) {
|
|
|
|
setrace(lf, f->val[0], B_TRUE);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// restore to original lifeform size
|
|
|
|
if (!donesomething) {
|
|
|
|
f = hasflag(lf->race->flags, F_SIZE);
|
|
|
|
if (f && (getlfsize(lf) != f->val[0])) {
|
|
|
|
resizelf(lf, f->val[0]);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// purify your food
|
|
|
|
if (!donesomething) {
|
|
|
|
if (!dospelleffects(god, OT_S_PURIFYFOOD, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE)) {
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
2012-02-02 07:56:07 +11:00
|
|
|
}
|
2012-02-02 15:33:24 +11:00
|
|
|
|
|
|
|
// bless your weapon
|
|
|
|
if (!donesomething) {
|
|
|
|
wep = getweapon(player);
|
|
|
|
if (wep && !isblessed(wep)) {
|
|
|
|
blessob(wep);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
2012-02-02 07:56:07 +11:00
|
|
|
|
2012-02-02 15:33:24 +11:00
|
|
|
// bless 1-3 random obs
|
2012-02-02 07:56:07 +11:00
|
|
|
if (!donesomething) {
|
|
|
|
int nposs = 0, n;
|
|
|
|
object_t *o,*poss[MAXCANDIDATES];
|
|
|
|
nposs = 0;
|
|
|
|
n = rnd(1,3); // num to bless
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if (!isblessed(o) && !hasflag(o->flags, F_NOBLESS)) {
|
|
|
|
poss[nposs++] = o;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nposs < n) n = nposs;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
|
|
o = poss[rnd(0,nposs-1)];
|
|
|
|
while (isblessed(o)) {
|
|
|
|
o = poss[rnd(0,nposs-1)];
|
|
|
|
}
|
|
|
|
blessob(o);
|
|
|
|
donesomething = B_TRUE;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
case R_GODDEATH:
|
|
|
|
msg("\"Behold, the power of death!\"");
|
- [+] CRASH in killflag()
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
|
|
|
c = NULL;
|
|
|
|
n = OT_NONE;
|
2012-01-30 09:47:43 +11:00
|
|
|
switch (rnd(0,3)) {
|
- [+] CRASH in killflag()
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
|
|
|
case 0: n = OT_S_PAIN; break;
|
|
|
|
case 1: n = OT_S_DRAINLIFE; break;
|
2012-01-30 09:47:43 +11:00
|
|
|
case 2: n = OT_S_FLAYFLESH; break;
|
|
|
|
case 3: n = OT_S_HECTASSERVANT;
|
- [+] CRASH in killflag()
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
|
|
|
c = getrandomadjcell(player->cell, WE_WALKABLE, B_ALLOWEXPAND);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (n == OT_S_HECTASSERVANT) {
|
|
|
|
if (c) {
|
|
|
|
castspell(god, n, player, NULL, c, NULL, NULL);
|
|
|
|
n = OT_NONE;
|
|
|
|
} else {
|
|
|
|
n = OT_S_DRAINLIFE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (n != OT_NONE) {
|
2012-01-30 09:47:43 +11:00
|
|
|
// kill first lifeform in sight.
|
- [+] CRASH in killflag()
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
|
|
|
for (i = 1; i < lf->nlos; i++) {
|
|
|
|
lifeform_t *who;
|
|
|
|
who = lf->los[i]->lf;
|
|
|
|
if (who && !areallies(lf, who)) {
|
|
|
|
if (isundead(who)) {
|
2012-01-25 20:20:15 +11:00
|
|
|
makepeaceful(who, god);
|
2012-03-06 21:47:26 +11:00
|
|
|
} else if (gettr(who) <= 4) {
|
2012-01-30 09:47:43 +11:00
|
|
|
// instakill
|
|
|
|
who->lastdamtype = DT_NECROTIC;
|
|
|
|
setlastdam(who, "Hecta's finger of death.");
|
|
|
|
who->hp = 0;
|
- [+] CRASH in killflag()
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
|
|
|
} else {
|
|
|
|
castspell(god, n, who, NULL, who->cell, NULL, NULL);
|
2012-01-30 09:47:43 +11:00
|
|
|
dospelleffects(god, n, 20, who, NULL, who->cell, B_UNCURSED, NULL, B_FALSE);
|
- [+] CRASH in killflag()
- [+] symptoms
- [+] often happens right after creating a new map (ie. trigger
it through a gate spell)
- [+] bug in createriver(). fixed.
- [+] somehow casting GATE is causing object flagpiles on
the PLAYER's map to become corrupted.
- [+] "the young hawk wakes up" CRASH, flagpile corrupt on
stone.
- [+] object itself seems okay.
- [+] o->flags is becoming corrupt!!!
- [+] so all its flags are becoming corrupt (id = massive
number, next = fffff)
- [+] traceback:
- [+] #0 0x0000000100081188 in killflag (f=0x103321090) at
flag.c:815
#1 0x0000000100081b3a in timeeffectsflag
(f=0x103321090, howlong=1) at flag.c:1075
#2 0x00000001000825f8 in timeeffectsflags
(fp=0x1038e0600) at flag.c:1302
#3 0x0000000100129b01 in timeeffectsob
(o=0x1036e2460) at objects.c:11877
#4 0x0000000100005114 in timeeffectsworld
(map=0x102aa1a00, updategametime=-1) at nexus.c:1685
#5 0x0000000100003a28 in donextturn
(map=0x102aa1a00) at nexus.c:952
#6 0x00000001000029b1 in main (argc=1,
argv=0x7fff5fbff848) at nexus.c:525
- [+] try this: in timeeffectsflags on objects, check PREVIOUS
object's flagpile.
- [+] try this: add checkflagS() after updatefpindex
- [+] NOT happening during timeeffectsob().
- [+] compile with optimisation.................
- [+] hapepning in createmap. but objects on the PLAYER's map
are being corrupted, not the new one.
- [+] happening in addrandomthing()
- [+] happening in addmonster().
- [+] lf = addmonster(c, R_RANDOM, NULL,
B_TRUE, 1, B_TRUE, nadded);
- [+] (glowbug was created)
- [+] happening in addlf()
- [+] glowbug again!! to do with light recalc ??
- [+] happening in setrace()
- [+] happening while inheriting F_AWARENESS. have double
checked to confirm this!
- [+] in HASLOS????!!
- [+] addflag->flagcausesloscalc, so haslos for all on the map.
problem happens when we call haslos() for the lf getting
F_AWARENESS added.
- [+] is the problem that doing a los recalc breaks when we are
still missing half our racial flags ?
- [+] QUICK FIX:
- [+] dont recalc los for any lf where born = 0. just set
nlos to 0
- [+] and manually recalc los just before returning from
addlf
- [+] put sawgrsaas back to being common, not frequent
- [+] is this finally fixed now? i think so!!
- [+] if so, remove calls to "checkallflags" and most calls to
checkflags()
- [+] remove agility bonuses for weapon acc. now comes just from
skill and from agi scaling on weapons.
- [+] maybe difference in hit dice is a bad way to determine
shieldblock difficulty.
- [+] ...because the player rapidly gets higher than all other
monsters on their dungeonlev.
- [+] maybe just use monster's hitdice, ignore players.
- [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s
- [+] flag.c bug: don't need to set player->losdirty when recalcing
light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
- [+] they don't appear in knowledge, so don't appear to have a
hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
- [+] "will lower your accuracy by 1"
- [+] instead of
- [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
higher than weapon's stat.
- [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
- [+] size check obviously isn't working.
- [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
- [+] removed,
- [+] ...but now tha tI've removed 'p' for picklocks, can i still
use 'o' on a dagger or similar?
- [+] NO
- [+] maybe turn "pick lock" into a still
- [+] how do you gain this? level 1 lockpicking
- [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
- [+] valgrind
- [+] found a memleak problem: definitely lost: 10,719,039
bytes in 11,420 blocks
- [+] not killing flags when we kill an object!!!!! fixed now.
- [+] memory usage is now ticking up heaps more slowly.
- [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
- [+] the door is jammed!
- [+] you force it open.
- [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
|
|
|
break;
|
|
|
|
}
|
- [+] when throwin gn aobject, warn if you have no LOF (just like
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
arrow traps)
- [+] simplify monster spellcasting
- [+] don't use any mp
- [+] select power based on monster hit dice only
- [+] monsters should cast spells less often - use f_castchance,
default of 15% chance
- [+] TEST
- [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
- [+] The cockatrice loses consciousness. The cockatrice falls
asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.
- [+] in getchoicestr:
- [+] if !showall, and if it shows a longdesc, then you hit
backspace, longdesc should be cleared.
- [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
cell->room->id == thatid!!
- [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks
- [+] bug: sometimes we have no player start position.
- [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo: ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
- [+] sword of mercy (at <1hp, ko)
- [+] tranq dart
- [+] add sleeptypes
- [+] change all refernces to f_asleep->val[1] (now an enum)
- [+] change "stirs in its slumber" if unconscious
- [+] change all 'fallasleep' calls
- [+] attacking a ko'd enemy with merciful weapon should do nothing.
- [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
killing?
- [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
- [+] implement F_BPNAME, v0=enum bodypart, text = name
- [+] getbodypartname() needs a lf argument.
- [+] once i add this, also make animals have "front legs" instead
of "arms", "paws" rather than "hands" etc.
- [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
- [+] can't wear most armour?
- [+] need f_noarmouron - we HAVE this bp, but can't put armour
on it.
- [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
- [+] f_knownbad
- [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
dospelleffects(god, OT_S_ANIMATEDEAD, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
|
|
|
|
break;
|
2012-02-02 15:33:24 +11:00
|
|
|
case R_GODFIRE:
|
|
|
|
// restore frozen weapons
|
|
|
|
o = getweapon(player);
|
|
|
|
if (o && (o->material->id == MT_ICE) && (o->material != o->type->material)) {
|
|
|
|
changemat(o, o->type->material->id);
|
|
|
|
}
|
|
|
|
// set all nearby non-cosmetic objects on fire
|
|
|
|
i = 0;
|
|
|
|
for (y = 0; y < player->cell->map->h; y++) {
|
|
|
|
for (x = 0; x < player->cell->map->w; x++) {
|
|
|
|
cell_t *c;
|
|
|
|
c = getcellat(player->cell->map, x, y);
|
|
|
|
if (c && cellhaslos(c, player->cell)) {
|
|
|
|
if (c->lf && (c->lf != player)) {
|
|
|
|
dospelleffects(NULL, OT_S_FLAMEPILLAR, 10, NULL, NULL,
|
|
|
|
c, B_BLESSED, NULL, B_TRUE);
|
|
|
|
} else if (countnoncosmeticobs(c->obpile, B_FALSE, B_FALSE)) {
|
|
|
|
addobfast(c->obpile, OT_FIRESMALL);
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i) {
|
|
|
|
msg("Nearby objects erupt in flames!"); more();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case R_GODLIFE:
|
|
|
|
if (ispoisoned(lf)) {
|
|
|
|
castspell(god, OT_S_CUREPOISON, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (gethungerlevel(gethungerval(player)) >= H_PECKISH) {
|
|
|
|
dospelleffects(NULL, OT_S_SATEHUNGER, 10, player, NULL, player->cell, B_UNCURSED, NULL, B_FALSE);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
2012-02-26 10:42:48 +11:00
|
|
|
if (lf->mp < (getmaxmp(lf)/2)) {
|
|
|
|
gainmp(lf, getmaxmp(lf)/2);
|
2012-02-02 15:33:24 +11:00
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (lfhasflag(lf, F_INJURY)) {
|
|
|
|
castspell(god, OT_S_HEALINGMAJ, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (lf->hp < lf->maxhp) {
|
- [+] allow user to DISABLE auto dodge fatal attacks ?. enable through
"reflexive dodging" ability
- [+] first rotation in a turn takes no time
- [+] exploit: if you walk diagonally next to a monster, it moves to
your previous space!
- [+] fix: aigetlastknownpos should return the cell that trails
point to, not the cell _with_ the trails.
- [+] only recognise weapon quality (masterwork etc) if you are skilled
in that weapon or perception
- [+] cope with mosnter necromancers, etc
- [+] parserace should look for necromancer etc.
- [+] if so, set "wantsubjob" to SJ_NECROMANCER etc
- [+] move specialty mage code into "givejobspecialty"
- [+] Make wizard's job name depend on primary spell school.
- [+] "Demonologist", "Firemage", "Icemage", "Necromancer",
"Skymage", "Wizard" (wild)
- [+] instead of getjob() then j->name, use "getjobname(lf)"
- [+] f_jobname
- [+] i should never "hear voices chanting" from an abandoned temple
- [+] for monsters, show "its bite inflicts poison" in io.c racial
knowledge
- [+] casting healing on myself pleased Glorana twice!
- [+] one from casting a life spell
- [+] one from casting healing.
- [+] move ones from spell.c to castspell()
- [+] new flag: f_pleasesgod v0=godid, v1=howmuch
- [+] add to other spell objects:
- [+] f_pleasesgod
- [+] GODFIRE - spelllevel * 2
- [+] GODDEATH = spelllevel
- [+] GODLIFE = spelllevel*2
- [+] GODNATURE: spelllevle*2
- [+] show this in describespell
- [+] for god healing effects, use gainhp() so that it says "Your HP is
fully restored."
- [+] change F_RESISTMAG to be percentage rather than 1-20
- [+] make some gods' pleasure boost power of related spells
- [+] 1 per each positive levle of getpietylev()
- [+] glorana: life
- [+] hecta: death
- [+] only apply auto shortcuts for players.
- [+] subjob_t
- [+] addsubjob()
- [+] killsubjob()
- [+] show subjobs in job descriptions.
- [+] data.c: addsubjob(....
- [+] in job defs:
- [+] f_canhavesubjob sj_xxx
- [+] use this to determine whether to ask about them
- [+] redo getjobname
- [+] remove f_job->Text
- [+] speak with dead should only work on corpses of races which can
talk.
- [+] warrior subclasses
- [+] "Scourge"
- [+] gains magic resistance as you level up
- [+] == 5 + (level * 3) %
- [+] nospells
- [+] no mana
- [+] paladin
- [+] blessed gear
- [+] can will turn undead
- [+] healing magic
- [+] god = glorana.
- [+] cannot use spells if glorana is angry.
- [+] battlemage
- [+] starts with one spell school (fire/ice/air)
- [+] canlearn fire/ice/air spell schools
- [+] limited to adept in all schools
- [+] slightly less hp
- [+] no warrior abilities
2012-02-24 17:45:23 +11:00
|
|
|
gainhp(lf, lf->maxhp);
|
2012-02-02 15:33:24 +11:00
|
|
|
donesomething = B_TRUE;
|
|
|
|
statdirty = B_TRUE;
|
|
|
|
}
|
|
|
|
if (isinbattle(lf, B_TRUE)) {
|
|
|
|
if (plev >= PL_INDIFFERENT) {
|
|
|
|
dospelleffects(NULL, OT_S_HEAVENARM, plev+1, player, NULL, player->cell, B_UNCURSED, NULL, B_FALSE);
|
2012-02-26 10:42:48 +11:00
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// will bless player's water if nothing else done.
|
|
|
|
if (!donesomething && (plev >= PL_PLEASED)) {
|
|
|
|
object_t *o;
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
2012-02-27 19:27:55 +11:00
|
|
|
if (o->type->id == OT_POT_WATER) {
|
|
|
|
if (!isblessed(o)) {
|
|
|
|
blessob(o);
|
|
|
|
} else if (!o->blessknown) {
|
|
|
|
dospelleffects(god, OT_S_IDENTIFY, 10, NULL, o, NULL, B_UNCURSED, NULL, B_FALSE);
|
|
|
|
}
|
2012-02-26 10:42:48 +11:00
|
|
|
}
|
2012-02-02 15:33:24 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (donesomething) {
|
|
|
|
msg("\"Rejoice in life!\"");
|
|
|
|
}
|
|
|
|
break;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
case R_GODTHIEVES:
|
2012-01-25 20:20:15 +11:00
|
|
|
if (isinbattle(lf, B_TRUE)) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *l;
|
|
|
|
int donesomething = B_FALSE;
|
2011-12-09 11:37:02 +11:00
|
|
|
if (islowhp(lf)) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// teleport away
|
|
|
|
msg("\"Nothing like a quick getaway!\"");
|
|
|
|
dospelleffects(NULL, OT_S_DISPERSAL, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_FALSE);
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
donesomething = B_TRUE;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
} else {
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
int redo = B_TRUE;
|
|
|
|
while (redo) {
|
|
|
|
redo = B_FALSE;
|
|
|
|
switch (rnd(1,2)) {
|
|
|
|
case 1:
|
|
|
|
// steal from your enemies
|
|
|
|
for (l = lf->cell->map->lf ; l ; l = l->next) {
|
2012-02-02 15:33:24 +11:00
|
|
|
if ((l != lf) && areenemies(l, lf) && cansee(l, lf)) {
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
object_t *wep;
|
|
|
|
// confiscate their weapon
|
|
|
|
wep = getweapon(l);
|
|
|
|
if (wep) {
|
|
|
|
if (!donesomething) {
|
|
|
|
msg("\"I'll take that...\"");
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
castspell(god, OT_S_CONFISCATE, l, wep, l->cell, NULL, NULL);
|
|
|
|
}
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
- [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
effective.
- [+] get "hide" at novice level
- [+] at beginner level, you can move while hiding. ( but if
someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
"a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection. gives AR.
- [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
- [+] this means that we now gain 6 stat points every 3 levels
rather than 5, but they can be spread out.
- [+] rogue modifications
- [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
- [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
- [+] needs a "boostafter" param.
- [+] ie.
- [+] needs at least ATTREQ agility to USE it.
- [+] if you are less than this, start applying penalty.
- [+] v2 = BOOSTAFTER level. (CHANGE)
- [+] if you are above this amount, start applying bonus.
- [+] text = scalepercent. (CHANGE)
- [+] adjust code
- [+] adjust defs
- [+] explain in io.c
- [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
if (lfhasflag(lf, F_INVISIBLE)) {
|
|
|
|
redo = B_TRUE;
|
|
|
|
} else {
|
|
|
|
// invisibility
|
|
|
|
msg("\"Can't hurt what you can't see...\"");
|
|
|
|
addtempflag(lf->flags, F_INVISIBLE, B_TRUE, NA, NA, NULL, 20);
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!donesomething) {
|
|
|
|
// teleport away
|
|
|
|
msg("\"Nothing like a quick getaway!\"");
|
|
|
|
dospelleffects(NULL, OT_S_DISPERSAL, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_FALSE);
|
|
|
|
}
|
|
|
|
} else {
|
2012-01-25 07:38:59 +11:00
|
|
|
int redo = B_TRUE;
|
|
|
|
object_t *possob[MAXPILEOBS];
|
|
|
|
int npossob,i,first;
|
2012-01-30 09:47:43 +11:00
|
|
|
object_t *o;
|
- [+] make zombies eat flesh.
- [+] warn before eating your own kind if it will anger your god, and
you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
MOVING.
- [+] bug: issue with skill display if you learn higher than your max
level by reading a book!
- [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
& thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
- [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
* [+] nouns
* [+] adjectives
- [+] flight (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
- [+] feather fall (dt_fall dmg = 0)
- [+] don't "slam into the ground", just "float gently to the
ground"
- [+] of amplification (boost listening skillchecks, allow you to
listen at stairs)
- [+] peaceful sleep (don't get woken up by sound, cursed)
- [+] chef's amulet(lower metabolism)
- [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
|
|
|
// unlock doors
|
|
|
|
first = B_TRUE;
|
|
|
|
for (i = 0; i < player->nlos; i++) {
|
|
|
|
cell_t *c;
|
|
|
|
object_t *o;
|
|
|
|
c = player->los[i];
|
|
|
|
for (o = c->obpile->first ; o ; o = o->next) {
|
|
|
|
if (killflagsofid(o->flags, F_LOCKED) || killflagsofid(o->flags, F_SECRET)) {
|
|
|
|
if (first) {
|
|
|
|
msg("\"Access granted!\"");
|
|
|
|
first = B_FALSE;
|
|
|
|
}
|
|
|
|
noise(c, NULL, NC_OTHER, SV_TALK, "the click of a lock.", NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-01-30 09:47:43 +11:00
|
|
|
|
|
|
|
// uncurse one equipped ob
|
|
|
|
if (uncurse_one_equipped(lf, "\"Curses, schmurses!\"")){
|
|
|
|
redo = B_FALSE;
|
|
|
|
}
|
|
|
|
|
2012-01-25 07:38:59 +11:00
|
|
|
while (redo) {
|
|
|
|
redo = B_FALSE;
|
|
|
|
switch (rnd(1,2)) {
|
|
|
|
case 1:
|
|
|
|
msg("\"Allow me to reveal your surroundings...\"");
|
|
|
|
dospelleffects(god, OT_S_MAPPING, 5, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
|
|
|
|
dospelleffects(god, OT_S_REVEALHIDDEN, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
|
|
|
|
break;
|
|
|
|
case 2: // identify objects
|
|
|
|
npossob = 0;
|
|
|
|
for (o = lf->pack->first ; o ; o = o->next) {
|
|
|
|
if (!isknown(o)) {
|
|
|
|
possob[npossob++] = o;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (npossob) {
|
|
|
|
char oldname[BUFLEN],newname[BUFLEN];
|
|
|
|
o = possob[rnd(0,npossob-1)];
|
|
|
|
getobname(o,oldname,o->amt);
|
|
|
|
identify(o);
|
|
|
|
getobname(o,newname,o->amt);
|
|
|
|
msg("\"%s %s you are carrying %s %s!\"",
|
|
|
|
(o->amt == 1) ? "That" : "Those",
|
|
|
|
noprefix(oldname),
|
|
|
|
(o->amt == 1) ? "is" : "are",
|
|
|
|
newname);
|
|
|
|
} else {
|
|
|
|
redo = B_TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
} // end switch
|
|
|
|
}// end while redo
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
|
|
|
break;
|
2012-01-25 20:20:15 +11:00
|
|
|
case R_GODMAGIC:
|
|
|
|
if (player->mp <= (getmaxmp(player)/2)) {
|
|
|
|
gainmp(lf, getmaxmp(lf));
|
2012-01-30 09:47:43 +11:00
|
|
|
msg("\"One's magical reserves have been filled!\"");
|
2012-01-25 20:20:15 +11:00
|
|
|
} else {
|
|
|
|
object_t *toid[MAXPILEOBS],*touncurse[MAXPILEOBS];
|
|
|
|
int idnum = 0, uncursenum = 0;
|
2012-01-30 09:47:43 +11:00
|
|
|
int done = B_FALSE;
|
|
|
|
|
|
|
|
// uncurse one equipped ob
|
|
|
|
if (uncurse_one_equipped(lf, "\"One's curse is lifted.\"")){
|
|
|
|
done = B_TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!done) {
|
|
|
|
// any unid'd scrolls/books?
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if ((o->type->obclass->id == OC_SCROLL) || (o->type->obclass->id == OC_BOOK)) {
|
|
|
|
if (!isknown(o)) {
|
|
|
|
toid[idnum++] = o;
|
|
|
|
}
|
|
|
|
if (isequipped(o) && iscursed(o)) {
|
|
|
|
touncurse[uncursenum++] = o;
|
|
|
|
}
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-01-30 09:47:43 +11:00
|
|
|
if (idnum) {
|
|
|
|
msg("\"One is granted the favour of knowledge!\"");
|
|
|
|
o = toid[rnd(0,idnum-1)];
|
|
|
|
dospelleffects(god, OT_S_IDENTIFY, 10, NULL, o, NULL, B_UNCURSED, NULL, B_FALSE);
|
|
|
|
} else if (uncursenum) {
|
|
|
|
msg("\"One is granted the favour of redemption!\"");
|
|
|
|
o = touncurse[rnd(0,uncursenum-1)];
|
|
|
|
uncurseob(o, NULL);
|
|
|
|
} else {
|
|
|
|
// just regain mana.
|
|
|
|
gainmp(lf, getmaxmp(lf));
|
|
|
|
msg("\"One's magical reserves have been filled!\"");
|
|
|
|
}
|
2012-01-25 20:20:15 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
case R_GODMERCY:
|
2012-02-02 15:33:24 +11:00
|
|
|
if (isinbattle(lf, B_TRUE)) {
|
|
|
|
lifeform_t *l;
|
|
|
|
int donesomething = B_FALSE;
|
|
|
|
int preventstoning = B_FALSE;
|
|
|
|
int preventparalysis = B_FALSE;
|
|
|
|
|
|
|
|
// if something nearby could stone/petrify you, confer temporary immunity.
|
|
|
|
for (l = lf->cell->map->lf ; l ; l = l->next) {
|
|
|
|
if ((l != lf) && areenemies(l, lf) && cansee(l, lf)) {
|
|
|
|
obpile_t *op = NULL;
|
|
|
|
int nweps = 0;
|
|
|
|
object_t *wep[MAXCANDIDATES];
|
|
|
|
flag_t *damflag[MAXCANDIDATES];
|
|
|
|
int lastweaponidx;
|
|
|
|
if (l->race->id == R_COCKATRICE) {
|
|
|
|
preventstoning = B_TRUE;
|
|
|
|
}
|
|
|
|
getweapons(l, wep, damflag, &lastweaponidx, &op, &nweps);
|
|
|
|
for (i = 0; i < nweps; i++) {
|
|
|
|
if (hasflagval(wep[i]->flags, F_HITCONFER, F_PARALYZED, NA, NA, NULL)) {
|
|
|
|
preventparalysis = B_TRUE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (op) killobpile(op);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (preventstoning || preventparalysis) {
|
|
|
|
addtempflag(player->flags, F_DTIMMUNE, DT_PETRIFY, NA, NA, NULL, rnd(40,50));
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// sleep on all enemies
|
|
|
|
if (!donesomething) {
|
|
|
|
for (l = lf->cell->map->lf ; l ; l = l->next) {
|
|
|
|
if ((l != lf) && areenemies(l, lf) && cansee(l, lf)) {
|
|
|
|
castspell(god, OT_S_SLEEP, l, NULL, l->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (ispoisoned(lf)) {
|
|
|
|
msg("\"Let thy body be purged of toxins.\"");
|
|
|
|
castspell(god, OT_S_CUREPOISON, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (gethungerlevel(gethungerval(player)) >= H_PECKISH) {
|
|
|
|
msg("\"Let thy stomach be satisfied.\"");
|
|
|
|
castspell(god, OT_S_SATEHUNGER, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (islowhp(lf)) {
|
|
|
|
msg("\"Let thy wounds be healed.\"");
|
|
|
|
castspell(god, OT_S_HEALINGMAJ, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
}
|
2012-01-30 09:47:43 +11:00
|
|
|
|
|
|
|
// uncurse one equipped ob
|
|
|
|
uncurse_one_equipped(lf, "\"Let thy curse be ended!\"");
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
break;
|
2012-02-01 12:31:36 +11:00
|
|
|
case R_GODNATURE:
|
|
|
|
if (isinbattle(lf, B_TRUE)) {
|
|
|
|
lifeform_t *l;
|
|
|
|
int donesomething = B_FALSE;
|
|
|
|
int redo = B_TRUE;
|
|
|
|
while (redo) {
|
|
|
|
redo = B_FALSE;
|
|
|
|
switch (rnd(1,3)) {
|
|
|
|
case 1:
|
|
|
|
msg("\"My children will bind your enemies!\"");
|
|
|
|
// entangle your enemies
|
|
|
|
for (l = lf->cell->map->lf ; l ; l = l->next) {
|
2012-02-02 15:33:24 +11:00
|
|
|
if ((l != lf) && areenemies(l, lf) && cansee(l, player)) {
|
2012-02-01 12:31:36 +11:00
|
|
|
dospelleffects(NULL, OT_S_ENTANGLE, 10, NULL, NULL, l->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // summon plants
|
|
|
|
msg("\"My children will aid you!\"");
|
|
|
|
summonlfs(player, player->cell, R_NONE, RC_PLANT, SZ_ANY, AL_NONE, 5, PERMENANT, B_TRUE);
|
|
|
|
break;
|
|
|
|
case 3: // lightning
|
|
|
|
msg("\"The powers of the sky will smite your foes!\"");
|
|
|
|
for (l = lf->cell->map->lf ; l ; l = l->next) {
|
2012-02-02 15:33:24 +11:00
|
|
|
if ((l != lf) && areenemies(l, lf) && cansee(l, player)) {
|
2012-02-01 12:31:36 +11:00
|
|
|
dospelleffects(god, OT_S_CALLLIGHTNING, 10, NULL, NULL, l->cell, B_BLESSED, NULL, B_TRUE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// fighting a dragon?
|
|
|
|
for (i = 0; i < lf->nlos; i++) {
|
|
|
|
if (lf->los[i]->lf && (getraceclass(lf->los[i]->lf) == RC_DRAGON)) {
|
|
|
|
godappears(god->race->id, NULL);
|
|
|
|
aiattack(god, lf->los[i]->lf, PERMENANT);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {// not in battle
|
|
|
|
int donesomething = B_FALSE;
|
|
|
|
flag_t *f;
|
|
|
|
|
|
|
|
// fix any poison potions
|
|
|
|
dospelleffects(god, OT_S_PURIFYFOOD, 10, lf, NULL, lf->cell, B_UNCURSED, NULL, B_TRUE);
|
|
|
|
|
|
|
|
if (ispoisoned(lf)) {
|
|
|
|
msg("\"I will cure your poison...\"");
|
|
|
|
castspell(god, OT_S_CUREPOISON, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (!donesomething && (gethungerlevel(gethungerval(player)) >= H_PECKISH)) {
|
|
|
|
msg("\"I will cure your hunger...\"");
|
|
|
|
castspell(god, OT_S_SATEHUNGER, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (!donesomething && islowhp(lf)) {
|
|
|
|
msg("\"I will heal your injuries...\"");
|
|
|
|
castspell(god, OT_S_HEALINGMAJ, player, NULL, player->cell, NULL, NULL);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
if (!donesomething) { // out of ammo?
|
|
|
|
object_t *gun;
|
|
|
|
gun = getfirearm(lf);
|
|
|
|
if (gun && !getammo(gun) && !getrandomammo(lf)) {
|
|
|
|
objecttype_t *ot;
|
|
|
|
ot = getrandomammofor(gun);
|
|
|
|
if (ot) {
|
|
|
|
char obtogive[BUFLEN],ammoname[BUFLEN];
|
|
|
|
char gunname[BUFLEN];
|
|
|
|
object_t *ammo;
|
|
|
|
f = hasflag(gun->flags, F_AMMOCAPACITY);
|
|
|
|
snprintf(obtogive, BUFLEN, "%d %s of seeking", f->val[0], ot->name);
|
|
|
|
ammo = addob(gun->contents, obtogive);
|
|
|
|
identify(ammo);
|
|
|
|
getobname(ammo, ammoname, ammo->amt);
|
|
|
|
getobname(gun, gunname, 1);
|
|
|
|
msg("%s appear%s in your %s!", ammoname, OBS1(ammo), noprefix(gunname));
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!donesomething) { // mend one random armour
|
|
|
|
object_t *poss[MAXCANDIDATES];
|
|
|
|
int nposs = 0;
|
|
|
|
for (o = lf->pack->first ; o ; o = o->next) {
|
|
|
|
if (isequipped(o) && isarmour(o) && isdamaged(o)) {
|
|
|
|
poss[nposs++] = o;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nposs) {
|
|
|
|
o = poss[rnd(0,nposs-1)];
|
|
|
|
dospelleffects(lf, OT_S_MENDING, 10, NULL, o, NULL, B_BLESSED, NULL, B_FALSE);
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!donesomething) { // bless armour
|
|
|
|
object_t *poss[MAXCANDIDATES];
|
|
|
|
int nposs = 0;
|
|
|
|
for (o = lf->pack->first ; o ; o = o->next) {
|
|
|
|
if (isequipped(o) && isarmour(o) && (o->blessed == B_UNCURSED)) {
|
|
|
|
poss[nposs++] = o;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (nposs) {
|
|
|
|
o = poss[rnd(0,nposs-1)];
|
|
|
|
msg("\"Nature's power will protect you...\"");
|
|
|
|
blessob(o);
|
|
|
|
}
|
|
|
|
donesomething = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
- [+] make zombies eat flesh.
- [+] warn before eating your own kind if it will anger your god, and
you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
MOVING.
- [+] bug: issue with skill display if you learn higher than your max
level by reading a book!
- [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
& thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
- [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
* [+] nouns
* [+] adjectives
- [+] flight (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
- [+] feather fall (dt_fall dmg = 0)
- [+] don't "slam into the ground", just "float gently to the
ground"
- [+] of amplification (boost listening skillchecks, allow you to
listen at stairs)
- [+] peaceful sleep (don't get woken up by sound, cursed)
- [+] chef's amulet(lower metabolism)
- [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
|
|
|
|
|
|
|
// new god effects
|
|
|
|
if (newgod) {
|
|
|
|
switch (god->race->id) {
|
|
|
|
case R_GODTHIEVES:
|
|
|
|
makelearnable(lf, SK_THIEVERY);
|
|
|
|
makelearnable(lf, SK_LOCKPICKING);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2012-02-02 07:56:07 +11:00
|
|
|
if (god->race->id == R_GODNATURE) {
|
|
|
|
addob(lf->cell->obpile, "flower");
|
|
|
|
if (haslos(player, lf->cell)) {
|
|
|
|
msg("A beautiful flower grows from the ground.");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
if (!godgiftmaybe(god->race->id, B_FALSE)) {
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
// if you didn't get a gift, lower piety for this god
|
|
|
|
modpiety(god->race->id, -PIETYPRAYLOSS);
|
|
|
|
}
|
|
|
|
|
|
|
|
// lower piety for other related gods
|
|
|
|
for (i = 0; i < ngodlfs; i++) {
|
|
|
|
if (godlf[i] != god) {
|
|
|
|
modpiety(godlf[i]->race->id, -25);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void setpiety(enum RACE rid, int amt) {
|
|
|
|
lifeform_t *god;
|
|
|
|
flag_t *f;
|
|
|
|
god = findgod(rid);
|
|
|
|
f = lfhasflag(god, F_PIETY);
|
|
|
|
if (!f) return;
|
|
|
|
f->val[0] = amt;
|
|
|
|
limit(&f->val[0], PIETY_MIN, PIETY_MAX);
|
|
|
|
}
|
2012-01-30 09:47:43 +11:00
|
|
|
|
|
|
|
// uncurse one equipped ob
|
|
|
|
// returns true if we do somethign
|
|
|
|
int uncurse_one_equipped(lifeform_t *lf, char *text) {
|
|
|
|
object_t *possob[MAXPILEOBS],*o;
|
|
|
|
int npossob;
|
|
|
|
npossob = 0;
|
|
|
|
for (o = lf->pack->first ; o ; o = o->next) {
|
|
|
|
if (iscursed(o) && isequipped(o)) {
|
|
|
|
possob[npossob++] = o;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (npossob) {
|
|
|
|
o = possob[rnd(0,npossob-1)];
|
|
|
|
if (text) {
|
|
|
|
msg(text);
|
|
|
|
}
|
|
|
|
blessob(o);
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|