nexus/defs.h

2646 lines
61 KiB
C
Raw Normal View History

2010-12-02 12:17:54 +11:00
#ifndef __DEFS_H
#define __DEFS_H
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
2010-12-02 12:17:54 +11:00
// MACROS
#define MAXOF(a,b) (a > b ? a : b)
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
#define PRACTICETIME 15 // #attempts it takes to learn new weapon skill
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
#define WETTIME 10 // how long it takes for things to dry
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
#define DRUNKTIME 10 // how long it takes for alcohol to wear off
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
/*
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
#define POISONDAMCHANCE 33 // chance of vomitting when poisoned
#define POISONDAM 2 // damage taken from vomiting when poisoned
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
*/
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// ncurses colours
enum COLOUR {
C_BLACK = 0,
C_RED = 1,
C_GREEN = 2,
C_BROWN = 3,
C_BLUE = 4,
C_MAGENTA = 5,
C_CYAN = 6,
C_GREY = 7,
// bolded colours
C_YELLOW = 8,
C_WHITE = 9,
C_BOLDCYAN = 10,
C_BOLDBLUE = 11,
C_BOLDMAGENTA = 12,
C_ORANGE = 13,
C_BOLDGREEN = 14,
};
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
enum SKILL {
SK_NONE = 0,
SK_ARMOUR = 1,
SK_ATHLETICS,
SK_BACKSTAB,
2011-05-20 06:30:58 +10:00
SK_CARTOGRAPHY,
SK_CHANNELING,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
SK_COOKING,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
SK_FIRSTAID,
SK_LISTEN,
SK_LOCKPICKING,
2011-05-20 06:30:58 +10:00
SK_RANGED,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
SK_SHIELDS,
SK_SPELLCASTING,
SK_SPOTHIDDEN,
SK_STEALTH,
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
SK_SWIMMING,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
SK_TECHUSAGE,
SK_THIEVERY,
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
SK_TRACKING,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
SK_TRAPS,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
SK_TWOWEAPON,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// knowledge
SK_LORE_ARCANA,
SK_LORE_DEMONS,
SK_LORE_HUMANOID,
SK_LORE_NATURE,
SK_LORE_UNDEAD,
// weaponry
SK_AXES,
SK_CLUBS,
SK_LONGBLADES,
SK_POLEARMS,
SK_SHORTBLADES,
SK_STAVES,
SK_UNARMED,
// spell schools
SK_SS_ALLOMANCY,
SK_SS_AIR,
SK_SS_DEATH,
SK_SS_DIVINATION,
SK_SS_FIRE,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
SK_SS_COLD,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
SK_SS_GRAVITY,
SK_SS_LIFE,
SK_SS_MODIFICATION,
SK_SS_MENTAL,
SK_SS_NATURE,
SK_SS_SUMMONING,
SK_SS_TRANSLOCATION,
SK_SS_WILD,
};
#define MAXSKILLS 47
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// proficiency levels
enum SKILLLEVEL {
PR_INEPT = 0,
PR_NOVICE = 1,
PR_BEGINNER = 2,
PR_ADEPT = 3,
PR_SKILLED = 4,
PR_EXPERT = 5,
PR_MASTER = 6,
};
2010-12-02 12:17:54 +11:00
// save/load
#define MAPDIR "data/maps"
#define SAVEDIR "data/save"
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
#define VAULTDIR "vaults"
2010-12-07 18:34:26 +11:00
#define DUMMYCELLTYPE 0xabcd
2010-12-02 12:17:54 +11:00
// SPECIAL NUMBERS/CONSTANTS
#define UNLIMITED (-9876)
#define ALL (-9875)
#define NA (-9874)
2011-02-01 06:16:13 +11:00
#define NOBODY (-1)
#define ALLCONFERRED (-9873)
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
#define PCT (65432) // must be POSITIVE
2011-02-01 06:16:13 +11:00
#define AUTO (-7654)
enum GAMEMODE {
GM_FIRST,
GM_INIT,
GM_VALIDATION,
GM_LOADING,
GM_LOADED,
GM_GAMESTARTED,
GM_GAMEOVER,
};
2011-02-01 06:16:13 +11:00
enum ATTRIB {
A_NONE = -1,
A_STR = 0,
A_DEX = 1,
A_IQ = 2,
2011-03-10 16:47:18 +11:00
A_CON = 3,
2011-02-01 06:16:13 +11:00
};
2011-03-10 16:47:18 +11:00
#define MAXATTS 4
2011-02-01 06:16:13 +11:00
2011-03-04 12:22:36 +11:00
enum CHECKTYPE {
SC_STR,
SC_DEX,
SC_IQ,
2011-03-10 16:47:18 +11:00
SC_CON,
2011-03-04 12:22:36 +11:00
//////////
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
SC_DISARM,
2011-03-04 12:22:36 +11:00
SC_DODGE,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
SC_SHIELDBLOCK,
SC_FALL,
2011-03-04 12:22:36 +11:00
SC_SLIP,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
SC_LISTEN,
2011-03-04 12:22:36 +11:00
SC_MORALE,
2011-03-10 16:47:18 +11:00
SC_OPENLOCKS,
SC_POISON,
SC_RESISTMAG,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
SC_SEARCH,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
SC_STEALTH,
SC_WILL,
2011-03-04 12:22:36 +11:00
};
2011-02-01 06:16:13 +11:00
enum BURDENED {
BR_NONE = 0,
BR_BURDENED = 1,
BR_STRAINED = 2,
BR_OVERLOADED = 3,
2011-02-01 06:16:13 +11:00
};
enum LFCONDITION {
C_DEAD = 0,
C_CRITICAL = 1,
C_SERIOUS = 2,
C_WOUNDED = 3,
C_HURT = 4,
C_HEALTHY = 5,
};
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
enum SENSE {
S_HEARING,
S_SIGHT,
S_SMELL,
S_TASTE,
S_TOUCH,
};
2011-02-01 06:16:13 +11:00
// AI defs
// if target lf is out of view for this many turns, abandon chase
#define AI_FOLLOWTIME (10)
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
#define DEFAULTRESTHEALTIME (3)
2011-02-01 06:16:13 +11:00
// object confitions for random objects
#define RO_NONE 0
#define RO_DAMTYPE 1
#define RO_OBCLASS 2
// for flags
#define PERMENANT (-9873)
#define FROMRACE (-9872)
#define FROMJOB (-9871)
#define FROMOBEQUIP (-9870)
#define FROMOBHOLD (-9869)
#define FROMOBACTIVATE (-9868)
#define FROMMAT (-9867)
#define FROMBLESSING (-9866)
2011-03-10 16:47:18 +11:00
#define FROMBRAND (-9865)
#define FROMOBMOD (-9864)
#define FROMSPELL (-9863)
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
#define FROMPOISON (-9862)
2011-02-01 06:16:13 +11:00
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
#define LEVABILITYDONE (-8000)
2011-02-01 06:16:13 +11:00
#define IFKNOWN (-9772) // used by f_xxconfer. only confer a flag if item is known.
#define IFACTIVE (-9771) // used by f_prodeuceslight. only does so if object is activated
2011-03-04 12:22:36 +11:00
#define NOCONDITION (0)
#define IFMONSTER (-9769) // used in v2 of f_ifpct job flags
#define IFPLAYER (-9768) // used in v2 of f_ifpct job flags
2011-02-01 06:16:13 +11:00
#define ANYROOM (-9770)
#define TICK_INTERVAL (20)
2010-12-02 12:17:54 +11:00
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
#define SCENTTIME (15)
#define FOOTPRINTTIME (20)
2010-12-02 12:17:54 +11:00
// STRINGS
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
#define BUFLENTINY 10
2010-12-02 12:17:54 +11:00
#define BUFLENSMALL 64
#define BUFLEN 128
#define HUGEBUFLEN 1024
#define MORESTRING "--More--"
2011-03-16 15:45:46 +11:00
#define SOLDOUTSTRING "--SOLD OUT--"
2010-12-02 12:17:54 +11:00
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
// hunger constant - this is how many turns
// it will take to go from 'normal' to 'hungry' etc
#define HUNGERCONST 200
2011-02-01 06:16:13 +11:00
enum MODTYPE {
M_PCT,
M_VAL,
};
2010-12-02 12:17:54 +11:00
// LIMITS
2011-02-01 06:16:13 +11:00
#define DEF_SCREENW 80
#define DEF_SCREENH 24
2010-12-02 12:17:54 +11:00
#define MAXPILEOBS 52
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
#define MAXSPELLLEV 9
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
#define MAXRETCELLS 80
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
#define MAXCHOICES 200
2011-02-01 06:16:13 +11:00
#define MAXDEPTH 25 // max dungeon depth
2010-12-02 12:17:54 +11:00
#define MAXRANDOMOBCANDIDATES 100
2010-12-07 18:34:26 +11:00
#define MAXRANDOMLFCANDIDATES 100
2011-03-04 12:22:36 +11:00
#define MAXCANDIDATES 200
2010-12-02 12:17:54 +11:00
2011-02-01 06:16:13 +11:00
//#define MAX_MAPW 80
//#define MAX_MAPH 50
2010-12-02 12:17:54 +11:00
#define MAX_MAPW 80
2011-02-01 06:16:13 +11:00
#define MAX_MAPH 20
2011-05-20 06:30:58 +10:00
#define MINCLEARINGRADIUS 2
#define MAXCLEARINGRADIUS 5
2010-12-02 12:17:54 +11:00
//#define MAX_MAPROOMS 10
#define MIN_ROOMH 4
#define MIN_ROOMW 4
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
#define MAX_ROOMW (MAX_MAPW / 3)
#define MAX_ROOMH (MAX_MAPH / 3)
2010-12-02 12:17:54 +11:00
#define MAXDIR_ORTH 4
#define MAXDIR_COMPASS 8
2011-02-01 06:16:13 +11:00
#define MAXHISTORY 20 // max lines of history to keep
2010-12-02 12:17:54 +11:00
// MAP BUILDING
#define DEF_TURNPCT 40
2011-02-01 06:16:13 +11:00
//#define DEF_SPARSENESS 14
#define DEF_SPARSENESS 20
2010-12-02 12:17:54 +11:00
//#define DEF_SPARSENESS 0
//#define DEF_LOOPPCT 70
2011-03-04 12:22:36 +11:00
#define DEF_LOOPPCT 95
2010-12-02 12:17:54 +11:00
//#define DEF_LOOPPCT 0
2011-02-01 06:16:13 +11:00
#define MINROOMS 5
#define MAXROOMS 10
2010-12-02 12:17:54 +11:00
#define DEF_WINDOWPCT 5
//
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
//#define ANIMDELAY (1000000 / 100) // 1/100 of a second
#define ANIMDELAY (1000000 / 50) // 1/100 of a second
2010-12-02 12:17:54 +11:00
2011-02-01 06:16:13 +11:00
#define MAXVISRANGE 10 // max visible range in full light
2010-12-07 18:34:26 +11:00
// askobject options
#define AO_NONE 0
#define AO_INCLUDENOTHING 1
#define AO_ONLYEQUIPPED 2
2011-02-01 06:16:13 +11:00
#define AO_EDIBLE 4
#define AO_NOTIDENTIFIED 8
#define AO_WEARABLE 16
#define AO_OPERABLE 32
#define AO_POURABLE 64
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
#define AO_EQUIPPEDNONWEAPON 128
2011-02-01 06:16:13 +11:00
#define AO_WEILDABLE 256
#define AO_SPECIFIED 512
#define AO_READABLE 1024
#define AO_ARMOUR 2048
2011-03-10 16:47:18 +11:00
#define AO_NOTKNOWN 4096
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
#define AO_DAMAGED 8192
#define AO_DRINKABLE 16384
2011-02-01 06:16:13 +11:00
// askcoords target types
#define TT_NONE 0
#define TT_MONSTER 1
#define TT_OBJECT 2
#define TT_DOOR 4
#define TT_PLAYER 8
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
#define TT_ALLY 16
2011-02-01 06:16:13 +11:00
// target requirements
#define TR_NONE 0
#define TR_NEEDLOS 1
#define TR_NEEDLOF 2
2010-12-07 18:34:26 +11:00
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
// line of fire args
enum LOFTYPE {
LOF_DONTNEED = 0,
LOF_WALLSTOP = 2,
LOF_LFSSTOP = 4,
LOF_NEED = 6, // walls AND lfs block
};
2010-12-02 12:17:54 +11:00
// CONTROLLERS
#define C_AI 0
#define C_PLAYER 1
2011-02-01 06:16:13 +11:00
// deafult
//#define DEF_HEALTIME 100 // time to heal 1 hp
// speeds
#define SP_GODLIKE 1
#define SP_ULTRAFAST 5
#define SP_VERYFAST 10
#define SP_FAST 15
#define SP_NORMAL 20
#define SP_SLOW 25
#define SP_VERYSLOW 30
#define SP_ULTRASLOW 35
#define SP_SLOWEST 40
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
#define SPEEDUNIT 5
2010-12-02 12:17:54 +11:00
// speed settings (lower is faster)
2011-02-01 06:16:13 +11:00
#define SPEED_ATTACK SP_NORMAL
2010-12-02 12:17:54 +11:00
#define SPEED_DEAD 50
#define SPEED_ACTION SP_NORMAL
2011-02-01 06:16:13 +11:00
#define SPEED_MOVE SP_NORMAL
#define SPEED_DROP SP_FAST
#define SPEED_PICKUP SP_FAST
#define SPEED_THROW SP_FAST
#define SPEED_WAIT SP_NORMAL
#define SPEED_READ SP_NORMAL
#define SPEED_DRINK SP_FAST
2010-12-02 12:17:54 +11:00
// DIRECTION TYPES
#define DT_ORTH 0
#define DT_COMPASS 1
// DIRECTIONS
#define D_NONE -1
#define D_UNKNOWN -2
// Orthogonal directions
#define D_N 0
#define D_E 1
#define D_S 2
#define D_W 3
// Compass directions
#define DC_N 4
#define DC_NE 5
#define DC_E 6
#define DC_SE 7
#define DC_S 8
#define DC_SW 9
#define DC_W 10
#define DC_NW 11
2011-02-01 06:16:13 +11:00
// altitude directions
#define D_UP 12
#define D_DOWN 13
#define D_IN 14
2011-02-01 06:16:13 +11:00
#define MAXDIR_MAP 15
2010-12-02 12:17:54 +11:00
// Cell types
2011-02-01 06:16:13 +11:00
enum CELLTYPE {
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
CT_NONE = 0,
// walls
2011-02-01 06:16:13 +11:00
CT_WALL,
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
CT_WALLGLASS,
CT_WALLMETAL,
2011-02-01 06:16:13 +11:00
CT_ROOMWALL,
// empty
2011-02-01 06:16:13 +11:00
CT_CORRIDOR,
CT_DIRT,
CT_GRASS,
2011-02-01 06:16:13 +11:00
CT_LOOPCORRIDOR,
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
CT_LOWFLOOR,
// rooms
CT_ROOM,
2011-02-01 06:16:13 +11:00
};
enum SPELLSCHOOL {
2011-03-04 12:22:36 +11:00
SS_NONE,
SS_DIVINE,
SS_ABILITY,
SS_ALLOMANCY,
SS_AIR,
SS_DEATH,
SS_DIVINATION,
SS_FIRE,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
SS_COLD,
2011-03-04 12:22:36 +11:00
SS_GRAVITY,
SS_LIFE,
SS_MODIFICATION,
SS_MENTAL,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
SS_NATURE,
2011-03-04 12:22:36 +11:00
SS_SUMMONING,
SS_TRANSLOCATION,
SS_WILD,
SS_LAST,
2011-02-01 06:16:13 +11:00
};
enum STRBRACKET {
2011-03-10 16:47:18 +11:00
ST_RANDOM = -1,
2011-02-01 06:16:13 +11:00
ST_HELPLESS = 0,
ST_FEEBLE = 1,
ST_VWEAK = 2,
ST_WEAK = 3,
ST_AVERAGE = 4,
ST_STRONG = 5,
ST_MIGHTY = 6,
ST_TITANIC = 7,
};
enum DEXBRACKET {
2011-03-10 16:47:18 +11:00
DX_RANDOM = -1,
2011-02-01 06:16:13 +11:00
DX_INCOMPETENT = 0,
DX_OAFISH = 1,
DX_INEPT = 2,
DX_CLUMSY = 3,
DX_AWKWARD = 4,
DX_AVERAGE = 5,
DX_DEXTROUS = 6,
DX_NIMBLE = 7,
DX_AGILE = 8,
DX_SWIFT = 9,
DX_SUPERSONIC = 10,
};
enum IQBRACKET {
2011-03-10 16:47:18 +11:00
IQ_RANDOM = -1,
2011-02-01 06:16:13 +11:00
IQ_MINDLESS = 0,
IQ_VEGETABLE = 1,
IQ_ANIMAL = 2,
IQ_STUPID = 3,
IQ_DIMWITTED = 4,
IQ_DOPEY = 5,
IQ_AVERAGE = 6,
IQ_SMART = 7,
IQ_ENLIGHTENED = 8,
IQ_GENIUS = 9,
};
2010-12-02 12:17:54 +11:00
2011-03-10 16:47:18 +11:00
enum CONBRACKET {
CN_RANDOM = -1,
CN_FRAIL = 0,
CN_SICKLY = 1,
CN_UNHEALTHY = 2,
CN_UNFIT = 3,
CN_AVERAGE = 4,
CN_HEALTHY = 5,
CN_FIT = 6,
CN_HARDY = 7,
};
2010-12-07 18:34:26 +11:00
// damage type
enum DAMTYPE {
DT_ALL = -1,
2011-02-01 06:16:13 +11:00
DT_PIERCE = 0,
DT_SLASH = 1,
DT_FIRE = 2,
DT_COLD = 3,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
DT_BASH = 4,
DT_BITE = 5,
DT_CHOP = 6,
DT_PROJECTILE = 7,
DT_HOLY = 8,
DT_WATER = 9,
DT_ACID = 10,
DT_MELT = 11,
DT_DIRECT = 12, // eg. from f_obhpdrain flag
DT_ELECTRIC = 13,
DT_EXPLOSIVE = 14,
DT_DECAY = 15,
DT_MAGIC = 16,
DT_TOUCH = 17,
DT_POISONGAS = 18,
DT_UNARMED = 19,
DT_LIGHT = 20,
DT_CRUSH = 21,
DT_FALL = 22,
DT_PETRIFY = 23,
DT_POISON = 24,
DT_NECROTIC = 25,
DT_NONE = 26, // for direclty dealt damage, not really any type
2010-12-07 18:34:26 +11:00
};
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
#define MAXDAMTYPE 27
2010-12-07 18:34:26 +11:00
2010-12-02 12:17:54 +11:00
// Object Classes
enum OBCLASS {
OC_ABILITY,
2010-12-02 12:17:54 +11:00
OC_ARMOUR,
OC_BOOK,
OC_CORPSE,
OC_DFEATURE,
OC_EFFECT,
OC_FLORA,
OC_FOOD,
OC_MISC,
2011-03-04 12:22:36 +11:00
OC_MISSILE,
OC_MONEY,
2010-12-02 12:17:54 +11:00
OC_POTION,
OC_RING,
2010-12-02 12:17:54 +11:00
OC_ROCK,
OC_SCROLL,
2011-02-01 06:16:13 +11:00
OC_TECH,
OC_TERRAIN,
OC_TOOLS,
OC_TRAP,
2010-12-07 18:34:26 +11:00
OC_SPELL,
OC_WAND,
OC_WEAPON,
2010-12-02 12:17:54 +11:00
OC_NULL = -999
};
enum BLESSTYPE {
B_UNCURSED = 0,
B_BLESSED = 1,
B_CURSED = -1
};
enum HABITAT {
H_DUNGEON = 1,
H_FOREST = 2,
2010-12-02 12:17:54 +11:00
H_ALL = 999
};
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
#define RARITYVARIANCELF (5)
#define RARITYVARIANCEOB (10)
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
2010-12-02 12:17:54 +11:00
enum RARITY {
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
RR_UNIQUE = 6,
RR_NEVER = 5,
RR_VERYRARE = 4,
RR_RARE = 3,
RR_UNCOMMON = 2,
RR_COMMON = 1,
RR_NONE = 0,
};
// for genericising weapons, etc
enum GOODNESS {
G_NA = 0,
G_AVERAGE,
G_GOOD,
G_GREAT,
G_EXCELLENT,
2010-12-02 12:17:54 +11:00
};
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
enum RACECLASS {
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
RC_ANY, // not actually ever defined
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
RC_ANIMAL,
RC_AQUATIC,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
RC_DEMON,
RC_HUMANOID,
RC_INSECT,
RC_SLIME,
RC_MAGIC,
RC_OTHER,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
RC_PLANT,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
RC_UNDEAD,
};
2010-12-02 12:17:54 +11:00
enum RACE {
2011-02-01 06:16:13 +11:00
R_NONE, R_RANDOM,
// unique monstesr
R_JAILER,
2011-05-20 06:30:58 +10:00
// human monsters
R_HUMAN,
2011-05-20 06:30:58 +10:00
R_BANDIT,
2011-02-01 06:16:13 +11:00
// monsters
R_BEHOLDER,
R_BUGBEAR,
R_COCKATRICE,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_CREEPINGCLAW,
2011-03-10 16:47:18 +11:00
R_DARKMANTLE,
2011-02-01 06:16:13 +11:00
R_EYEBAT,
2011-03-04 12:22:36 +11:00
R_GIANTHILL,
R_GIANTFIRE,
R_GIANTFIREFC,
R_GIANTFIRETITAN,
R_GNOLL,
2011-03-04 12:22:36 +11:00
R_GNOLLHM,
R_GNOLLMR,
2011-02-01 06:16:13 +11:00
R_GOBLIN,
2011-03-04 12:22:36 +11:00
R_GOBLINWAR,
R_GOBLINSHOOTER,
R_GOBLINHEXER,
R_HOBGOBLIN,
2011-03-04 12:22:36 +11:00
R_HOBGOBLINWAR,
R_KOBOLD,
2011-02-01 06:16:13 +11:00
R_LIZARDMAN,
R_LURKINGHORROR,
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
R_MINOTAUR,
2011-02-01 06:16:13 +11:00
R_OGRE,
2011-03-04 12:22:36 +11:00
R_OGRESAVAGE,
R_OGREWARHULK,
R_OOZEGREY,
2011-02-01 06:16:13 +11:00
R_ORC,
2011-03-04 12:22:36 +11:00
R_ORCWARRIOR,
2011-02-01 06:16:13 +11:00
R_ORK,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_PEGASUS,
2011-02-01 06:16:13 +11:00
R_POLTERGEIST,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_SATYR,
R_SHADOWCAT,
R_SPRITEFIRE,
2011-03-04 12:22:36 +11:00
R_TROGLODYTE,
2011-02-01 06:16:13 +11:00
R_TROLL,
R_XAT,
// fish
R_CRAB,
R_PIRANHA,
R_PIRANHAKING,
R_EELELEC,
R_EELGIANT,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
// plants
R_CACTUS,
R_DREAMFUNGUS,
R_SAWGRASS,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
// animals
R_ANT,
R_ANTS,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_ANTLION,
2010-12-02 12:17:54 +11:00
R_BAT,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_BEAR,
R_BEARGRIZZLY,
R_DOGBLINK,
R_DOGDEATH,
R_DOGWAR,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
R_HAWK,
R_HAWKYOUNG,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
R_HAWKBLOOD,
R_HAWKFROST,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_LEECH,
2011-02-01 06:16:13 +11:00
R_NEWT,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
R_PORCUPINE,
2010-12-07 18:34:26 +11:00
R_RAT,
R_SNAKE,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
R_SNAKECARPET,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_SNAKECOBRA,
R_SNAKECONSTRICTOR,
R_SNAKETREE,
R_SNAKEWATER,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
R_SPIDER,
R_SPIDERFUNNELWEB,
R_SPIDERREDBACK,
2011-02-01 06:16:13 +11:00
R_WOLF,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
R_WOLFYOUNG,
2011-02-01 06:16:13 +11:00
// insects
2011-03-04 12:22:36 +11:00
R_BUTTERFLY,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
R_CENTIPEDE,
2011-02-01 06:16:13 +11:00
R_GLOWBUG,
2010-12-02 12:17:54 +11:00
R_GIANTFLY,
R_GIANTBLOWFLY,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
R_STIRGE,
2011-02-01 06:16:13 +11:00
// undead
R_GHAST,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
R_GHOST,
2011-02-01 06:16:13 +11:00
R_GHOUL,
R_SKELETON,
R_ZOMBIE,
// special
R_DANCINGWEAPON,
R_FLOATINGDISC,
R_GASCLOUD,
2011-02-01 06:16:13 +11:00
};
enum JOB {
J_NONE,
J_GOD,
J_ADVENTURER,
J_ALLOMANCER,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
J_BARBARIAN,
2011-02-01 06:16:13 +11:00
J_COMMANDO,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
J_DRUID,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
J_PIRATE,
2011-02-01 06:16:13 +11:00
J_PLUMBER,
J_PRINCE,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
J_ROGUE,
J_WIZARD,
2010-12-02 12:17:54 +11:00
};
enum MATSTATE {
MS_SOLID,
MS_LIQUID,
MS_GAS,
MS_OTHER,
};
2010-12-02 12:17:54 +11:00
// Object Materials
enum MATERIAL {
2011-02-01 06:16:13 +11:00
MT_NOTHING = 0,
MT_BONE = 1,
MT_STONE = 2,
MT_FIRE = 3,
MT_PLASTIC = 4,
MT_METAL = 5,
MT_GLASS = 6,
MT_FLESH = 7,
MT_WOOD = 8,
MT_GOLD = 9,
MT_PAPER = 10,
MT_WETPAPER = 11,
MT_ICE = 12,
MT_WATER = 13,
MT_BLOOD = 14,
MT_LEATHER = 15,
MT_CLOTH = 16,
MT_FOOD = 17,
MT_RUBBER = 18,
MT_MAGIC = 19,
MT_GAS = 20,
MT_SLIME = 21,
MT_WAX = 22,
MT_ACID = 23,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
MT_SILK = 24,
MT_OIL = 25,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
MT_PLANT = 26,
2010-12-02 12:17:54 +11:00
};
// Object Types
enum OBTYPE {
2011-02-01 06:16:13 +11:00
OT_NONE,
// dungeon features
OT_BOULDER,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_ICICLE,
2011-03-04 12:22:36 +11:00
OT_STATUE,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_DOORWOOD,
OT_DOORIRON,
2011-02-01 06:16:13 +11:00
OT_WOODENTABLE,
OT_WOODENBARREL,
OT_WOODENSTOOL,
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
OT_HOLYCIRCLE,
OT_PENTAGRAM,
2011-02-01 06:16:13 +11:00
OT_STAIRSDOWN,
OT_STAIRSUP,
OT_VENDINGMACHINE,
OT_PORTAL,
// terrain
OT_WATERDEEP,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
// traps
OT_TRAPARROW,
OT_TRAPARROWP,
OT_TRAPFIRE,
OT_TRAPGAS,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_TRAPMINE,
OT_TRAPROCK,
OT_TRAPTELEPORT,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_TRAPTRIP,
// rocks / plants
2010-12-02 12:17:54 +11:00
OT_GOLD,
OT_STONE,
2011-02-01 06:16:13 +11:00
OT_ASH,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
OT_ASHEXPLODE,
OT_ASHCONCEAL,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_ASHSLEEP,
2011-02-01 06:16:13 +11:00
OT_GEMOFSEEING,
// flora
OT_FLOWER,
OT_LEAF,
OT_SHRUB,
OT_STUMP,
OT_TREE,
2011-02-01 06:16:13 +11:00
// food
OT_BERRY,
OT_NUT,
OT_BANANA,
2011-03-04 12:22:36 +11:00
OT_BANANASKIN, // not really food
2011-02-01 06:16:13 +11:00
OT_APPLE,
OT_MUSHROOM,
OT_BREADSTALE,
OT_CHEESE,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_STEW,
OT_JERKY,
2011-02-01 06:16:13 +11:00
OT_ROASTMEAT,
OT_BREADFRESH,
OT_CHOCOLATE,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_CLOVER,
2010-12-02 12:17:54 +11:00
// corpses
OT_CORPSE,
OT_HEAD,
2010-12-07 18:34:26 +11:00
// potions
2011-02-01 06:16:13 +11:00
OT_POT_ACID,
OT_POT_ACROBATICS,
OT_POT_AMBROSIA,
OT_POT_BLOOD,
OT_POT_BLOODC,
2011-02-01 06:16:13 +11:00
OT_POT_COMPETENCE,
OT_POT_ELEMENTIMMUNE,
OT_POT_ETHEREALNESS,
2011-03-04 12:22:36 +11:00
OT_POT_EXPERIENCE,
2011-02-01 06:16:13 +11:00
OT_POT_GASEOUSFORM,
2010-12-07 18:34:26 +11:00
OT_POT_HEALING,
2011-02-01 06:16:13 +11:00
OT_POT_HEALINGMIN,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_POT_HEALINGMAJ,
2011-03-16 15:45:46 +11:00
OT_POT_INVIS,
2011-02-01 06:16:13 +11:00
OT_POT_INVULN,
OT_POT_MAGIC,
OT_POT_OIL,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_POT_POISON,
2011-02-01 06:16:13 +11:00
OT_POT_POLYMORPH,
OT_POT_RESTORATION,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
OT_POT_RUM,
2011-02-01 06:16:13 +11:00
OT_POT_SANCTUARY,
2011-05-20 06:30:58 +10:00
OT_POT_SLEEP,
2011-02-01 06:16:13 +11:00
OT_POT_SPEED,
OT_POT_WATER,
OT_POT_JUICE,
2010-12-07 18:34:26 +11:00
// scrolls
OT_MAP,
2011-02-01 06:16:13 +11:00
OT_SCR_NOTHING,
OT_SCR_CREATEMONSTER,
OT_SCR_DETECTAURA,
OT_SCR_DETECTLIFE,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
OT_SCR_DETECTOBS,
OT_SCR_DETECTMAGIC,
2011-02-01 06:16:13 +11:00
OT_SCR_FLAMEPILLAR,
2011-03-04 12:22:36 +11:00
OT_SCR_FLAMEBURST,
2011-02-01 06:16:13 +11:00
OT_SCR_IDENTIFY,
OT_SCR_KNOCK,
2011-02-01 06:16:13 +11:00
OT_SCR_LIGHT,
2010-12-07 18:34:26 +11:00
OT_SCR_MAPPING,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_SCR_MENDING,
2011-02-01 06:16:13 +11:00
OT_SCR_MINDSCAN,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_SCR_PERMENANCE,
OT_SCR_ENCHANT,
2011-02-01 06:16:13 +11:00
OT_SCR_FREEZEOB,
OT_SCR_REMOVECURSE,
2011-03-16 15:45:46 +11:00
OT_SCR_TELEPORT,
OT_SCR_TURNUNDEAD,
2011-02-01 06:16:13 +11:00
OT_SCR_WISH,
// BOOKS
2011-05-20 06:30:58 +10:00
OT_MANUAL,
OT_SPELLBOOK,
2011-02-01 06:16:13 +11:00
// spells
// -- allomancy
OT_S_ABSORBMETAL,
OT_S_ACCELMETAL,
OT_S_ANIMATEMETAL,
OT_S_EXPLODEMETAL,
2011-02-01 06:16:13 +11:00
OT_S_PULLMETAL,
OT_S_MAGSHIELD,
OT_S_METALHEAL,
2011-02-01 06:16:13 +11:00
// -- death
2011-03-04 12:22:36 +11:00
OT_S_ANIMATEDEAD,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_S_DRAINLIFE,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_S_FEAR,
2011-03-04 12:22:36 +11:00
OT_S_PAIN,
OT_S_PARALYZE,
2011-02-01 06:16:13 +11:00
OT_S_INFINITEDEATH,
OT_S_WEAKEN,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
OT_S_FEEBLEMIND,
2011-03-04 12:22:36 +11:00
OT_S_BLINDNESS,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_S_POISONBOLT,
OT_S_POSSESSION,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_STENCH,
2011-02-01 06:16:13 +11:00
// -- divination
OT_S_DETECTAURA,
OT_S_DETECTLIFE,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
OT_S_DETECTOBS,
OT_S_DETECTMAGIC,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_LOCATEOBJECT,
OT_S_LORE,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
OT_S_REVEALHIDDEN,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_SEEINVIS,
2011-02-01 06:16:13 +11:00
OT_S_IDENTIFY,
OT_S_MAPPING,
2011-03-04 12:22:36 +11:00
// -- elemental - air
OT_S_JOLT,
OT_S_AIRBLAST,
OT_S_CHAINLIGHTNING,
2011-03-04 12:22:36 +11:00
OT_S_CLOUDKILL,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_S_GUSTOFWIND,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_MIST,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_S_WINDSHIELD,
2011-03-04 12:22:36 +11:00
// -- elemental - fire
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_BLADEBURN,
OT_S_BURNINGWAVE,
2011-02-01 06:16:13 +11:00
OT_S_FIREDART,
OT_S_FIREBALL,
OT_S_FLAMEPILLAR,
2011-03-04 12:22:36 +11:00
OT_S_FLAMEBURST,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_SPARK,
2011-03-04 12:22:36 +11:00
// -- elemental - ice
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_CHILL,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_S_COLDBURST,
OT_S_COLDRAY,
2011-03-04 12:22:36 +11:00
OT_S_FREEZEOB,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_FROSTBITE,
OT_S_ICEEDGE,
OT_S_ICICLE,
OT_S_WALLOFICE,
2011-02-01 06:16:13 +11:00
// -- gravity
OT_S_TRUESTRIKE,
OT_S_GRAVLOWER,
2011-02-01 06:16:13 +11:00
OT_S_GRAVBOOST,
OT_S_HASTE,
OT_S_SLOW,
OT_S_LEVITATION,
OT_S_FLIGHT,
2011-02-01 06:16:13 +11:00
// -- life
OT_S_HEALING,
OT_S_HEALINGMIN,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_S_HEALINGMAJ,
2011-02-01 06:16:13 +11:00
OT_S_TURNUNDEAD,
// -- mental / psionic
2011-02-01 06:16:13 +11:00
OT_S_MINDSCAN,
2011-03-04 12:22:36 +11:00
OT_S_SLEEP,
2011-02-01 06:16:13 +11:00
OT_S_TELEKINESIS,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
OT_S_PACIFY,
OT_S_PSYARMOUR,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
OT_S_CHARM,
2011-02-01 06:16:13 +11:00
// -- modification
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_S_DARKNESS,
OT_S_ENCHANT,
2011-02-01 06:16:13 +11:00
OT_S_GASEOUSFORM,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_GREASE,
OT_S_HOLDPORTAL,
2011-02-01 06:16:13 +11:00
OT_S_INSCRIBE,
2011-03-16 15:45:46 +11:00
OT_S_INVISIBILITY,
OT_S_KNOCK,
2011-02-01 06:16:13 +11:00
OT_S_LIGHT,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_S_MENDING,
OT_S_PASSWALL,
2011-03-04 12:22:36 +11:00
OT_S_PETRIFY,
2011-02-01 06:16:13 +11:00
OT_S_POLYMORPH,
OT_S_POLYMORPHRND,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// nature
OT_S_BARKSKIN,
OT_S_CALLLIGHTNING,
2011-05-20 06:30:58 +10:00
OT_S_CALLWIND,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_S_CALMANIMALS,
OT_S_CALMINGSCENT,
OT_S_CHARMANIMAL,
OT_S_CUREPOISON,
OT_S_DETECTPOISON,
OT_S_DIG,
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
OT_S_EVAPORATE,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_S_WEB,
OT_S_ENDUREELEMENTS,
OT_S_ENTANGLE,
OT_S_FLOOD,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_S_HAILSTORM,
2011-05-20 06:30:58 +10:00
OT_S_LIGHTNINGBOLT,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_S_LIGHTNINGSTORM,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_S_PURIFYFOOD,
OT_S_QUENCH,
OT_S_LESSENPOISON,
OT_S_REPELINSECTS,
OT_S_SLEETSTORM,
OT_S_SOFTENEARTH,
OT_S_STICKTOSNAKE,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_S_SUMMONANIMALSSM,
OT_S_SUMMONANIMALSMD,
OT_S_SUMMONANIMALSLG,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_S_THORNS,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_S_WARPWOOD,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_S_WATERJET,
2011-02-01 06:16:13 +11:00
// -- summoning
OT_S_FLOATINGDISC,
2011-02-01 06:16:13 +11:00
OT_S_CREATEMONSTER,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_SUMMONWEAPON,
2011-02-01 06:16:13 +11:00
// -- translocation
OT_S_BLINK,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
OT_S_PULL,
2011-02-01 06:16:13 +11:00
OT_S_DISPERSAL,
OT_S_GATE,
2011-02-01 06:16:13 +11:00
OT_S_TELEPORT,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_S_TWIDDLE,
2011-02-01 06:16:13 +11:00
// -- wild
OT_S_ALARM,
2011-02-01 06:16:13 +11:00
OT_S_MANASPIKE,
OT_S_DETONATE,
2011-02-01 06:16:13 +11:00
OT_S_ENERGYBOLT,
OT_S_ENERGYBLAST,
OT_S_FLASH,
// -- divine powers
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
OT_S_CREATEVAULT,
OT_S_GIFT,
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
OT_S_WISH,
OT_A_DEBUG,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
OT_A_ENHANCE,
OT_A_LEARN,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_A_LEVELUP,
2011-02-01 06:16:13 +11:00
// abilities
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_A_COOK,
OT_A_DARKWALK,
OT_A_DISARM,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_A_FLURRY,
2011-03-04 12:22:36 +11:00
OT_A_GRAB,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_A_CHARGE,
2011-03-10 16:47:18 +11:00
OT_A_CRUSH,
2011-02-01 06:16:13 +11:00
OT_A_JUMP,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_A_RAGE,
OT_A_REPAIR,
OT_A_SPRINT,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_A_STINGACID, // need to define dam in f_canwill
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_A_SUCKBLOOD,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_A_SWOOP,
OT_A_EMPLOY,
2011-03-04 12:22:36 +11:00
OT_A_HEAVYBLOW,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
OT_A_HIDE,
2011-03-10 16:47:18 +11:00
OT_A_INSPECT,
OT_A_HURRICANESTRIKE,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_A_POLYREVERT,
OT_A_STEAL,
OT_A_WARCRY, // uses F_NOISETEXT -> N_WARCRY if it is there.
// otherwise 'shouts a blood-curdling war cry'
// wands
OT_WAND_COLD,
OT_WAND_DETONATION,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
OT_WAND_DIGGING,
2011-03-16 15:45:46 +11:00
OT_WAND_DISPERSAL,
OT_WAND_FIRE,
OT_WAND_FIREBALL,
OT_WAND_HASTE,
2011-03-16 15:45:46 +11:00
OT_WAND_INVIS,
OT_WAND_KNOCK,
OT_WAND_LIGHT,
OT_WAND_POLYMORPH,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
OT_WAND_REVEALHIDDEN,
OT_WAND_SLOW,
OT_WAND_WEAKNESS,
2011-03-04 12:22:36 +11:00
OT_WAND_WONDER,
// tools - unique
OT_ORBDUNGEONEXIT,
2011-03-11 12:25:38 +11:00
// tools
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_BLANKET,
2011-02-01 06:16:13 +11:00
OT_BLINDFOLD,
2011-03-11 12:25:38 +11:00
OT_BUGLAMP,
OT_CANDLE,
2011-03-11 12:25:38 +11:00
OT_GUNPOWDER,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_LAMPOIL,
2011-03-11 12:25:38 +11:00
OT_LANTERNOIL,
OT_LOCKPICK,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_PANPIPES,
2011-03-11 12:25:38 +11:00
OT_PICKAXE,
OT_TORCH,
OT_TOWEL,
2011-03-11 12:25:38 +11:00
// tech
2011-02-01 06:16:13 +11:00
OT_POCKETWATCH,
OT_C4,
OT_CREDITCARD,
OT_DIGITALWATCH,
OT_FLASHBANG,
OT_GRENADE,
OT_INFOVISOR,
OT_INSECTICIDE,
OT_JETPACK,
OT_LANTERNLED,
OT_LOCKHACKER,
OT_MOTIONSCANNER,
OT_NVGOGGLES,
OT_PAPERCLIP,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_SLEEPINGBAG,
2011-02-01 06:16:13 +11:00
OT_TELEPAD,
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
OT_TENT,
2011-02-01 06:16:13 +11:00
OT_XRAYGOGGLES,
2010-12-07 18:34:26 +11:00
// misc objects
2011-02-01 06:16:13 +11:00
OT_BONE,
2010-12-07 18:34:26 +11:00
OT_EMPTYFLASK,
2011-02-01 06:16:13 +11:00
OT_EMPTYVIAL,
OT_CALTROP,
2010-12-07 18:34:26 +11:00
OT_BROKENGLASS,
2011-02-01 06:16:13 +11:00
OT_ICECHUNK,
2011-03-04 12:22:36 +11:00
OT_ICESHEET,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_MUDPOOL,
OT_PUDDLEOIL,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_SPLASHWATER,
2010-12-07 18:34:26 +11:00
OT_PUDDLEWATER,
OT_PUDDLEWATERL,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_ACIDSPLASH,
OT_ACIDPUDDLE,
OT_ACIDPOOL,
2011-02-01 06:16:13 +11:00
OT_SLIMEPOOL,
OT_VOMITPOOL,
OT_BLOODSTAIN,
2011-03-04 12:22:36 +11:00
OT_BLOODSPLASH,
2011-02-01 06:16:13 +11:00
OT_BLOODPOOL,
OT_BLOODCSPLASH,
OT_MELTEDWAX,
2011-02-01 06:16:13 +11:00
OT_SOGGYPAPER,
OT_FLESHCHUNK,
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
// trail objects
OT_FOOTPRINT,
OT_SCENT,
2011-02-01 06:16:13 +11:00
// effects
OT_FIRELARGE,
OT_FIREMED,
OT_FIRESMALL,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_HAILSTORM,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_ICEWALL,
2011-02-01 06:16:13 +11:00
OT_MAGICBARRIER,
OT_STEAMCLOUD,
OT_STEAMPUFF,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_SLEETSTORM,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_MIST,
2011-02-01 06:16:13 +11:00
OT_SMOKECLOUD,
OT_SMOKEPUFF,
OT_POISONCLOUD,
OT_POISONPUFF,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_VINE,
OT_WEB,
2011-02-01 06:16:13 +11:00
// armour - body
OT_ARMOURLEATHER,
2011-03-04 12:22:36 +11:00
OT_ARMOURRING,
OT_ARMOURSCALE,
OT_ARMOURCHAIN,
OT_ARMOURSPLINT,
OT_ARMOURPLATE,
2011-02-01 06:16:13 +11:00
OT_FLAKJACKET,
OT_OVERALLS,
OT_COTTONSHIRT,
OT_SILKSHIRT,
OT_ROBE,
OT_VELVETROBE,
2011-02-01 06:16:13 +11:00
// armour - shoulders
OT_CLOAK,
// armour - waist
OT_BELTLEATHER,
2011-02-01 06:16:13 +11:00
// armour - legs
OT_CLOTHTROUSERS,
OT_RIDINGTROUSERS,
OT_COMBATPANTS,
2010-12-07 18:34:26 +11:00
// armour - feet
2011-02-01 06:16:13 +11:00
OT_SANDALS,
OT_SHOESLEATHER,
2010-12-07 18:34:26 +11:00
OT_BOOTSLEATHER,
2011-02-01 06:16:13 +11:00
OT_BOOTSRUBBER,
2011-03-04 12:22:36 +11:00
OT_BOOTSSPIKED,
2010-12-07 18:34:26 +11:00
// armour - hands
2011-02-01 06:16:13 +11:00
OT_GLOVESCLOTH,
2010-12-07 18:34:26 +11:00
OT_GLOVESLEATHER,
2011-02-01 06:16:13 +11:00
OT_GAUNTLETS,
// armour - head
OT_SUNHAT,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
OT_PIRATEHAT,
2011-02-01 06:16:13 +11:00
OT_CAP,
OT_HELM,
OT_GASMASK,
OT_GOLDCROWN,
OT_HELMBONE,
OT_HELMFOOTBALL,
// armour - eyes
OT_SUNGLASSES,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
OT_EYEPATCH,
2011-02-01 06:16:13 +11:00
// armour - shields
OT_BUCKLER,
2011-03-04 12:22:36 +11:00
OT_SHIELD,
OT_SHIELDLARGE,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_SHIELDTOWER,
2011-02-01 06:16:13 +11:00
// rings
2011-03-16 15:45:46 +11:00
OT_RING_INVIS,
2011-02-01 06:16:13 +11:00
OT_RING_INVULN,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_RING_LUCK,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_RING_CONTROL,
OT_RING_CON,
OT_RING_DEX,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
OT_RING_HUNGER,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_RING_IQ,
OT_RING_STR,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_RING_MANA,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_RING_MIRACLES,
2011-02-01 06:16:13 +11:00
OT_RING_MPREGEN,
OT_RING_PROTFIRE,
OT_RING_PROTCOLD,
2011-02-01 06:16:13 +11:00
OT_RING_REGENERATION,
OT_RING_RESISTMAG,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_RING_SIGHT,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_RING_WOUNDING,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
// innate / animal weapons
2011-02-01 06:16:13 +11:00
OT_CLAWS,
2010-12-07 18:34:26 +11:00
OT_FISTS,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
OT_HOOKHAND, // for pirate
OT_STING,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_BUTT,
OT_HOOF,
2011-02-01 06:16:13 +11:00
OT_TAIL,
OT_TEETH,
OT_TEETHSM,
2011-03-10 16:47:18 +11:00
OT_TENTACLE,
2011-02-01 06:16:13 +11:00
OT_ZAPPER,
// monster weapons
OT_ACIDATTACK,
OT_TOUCHPARALYZE,
OT_TOUCHPARALYZE2,
2011-03-04 12:22:36 +11:00
// missiles / ammo
OT_ARROW,
OT_BOLT,
OT_DART,
OT_NANODART,
OT_JAVELIN,
OT_BULLET,
OT_RUBBERBULLET,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
// axes
2011-02-01 06:16:13 +11:00
OT_AXE,
2011-03-04 12:22:36 +11:00
OT_HANDAXE,
2011-02-01 06:16:13 +11:00
OT_BATTLEAXE,
OT_GREATAXE,
2011-05-20 06:30:58 +10:00
OT_WARAXE,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
// short blades
OT_COMBATKNIFE,
OT_DAGGER,
2011-02-01 06:16:13 +11:00
OT_KNIFE,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_ORNDAGGER,
OT_QUICKBLADE,
OT_RAPIER,
OT_SAI,
2010-12-07 18:34:26 +11:00
OT_SHORTSWORD,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_STEAKKNIFE,
OT_SICKLE,
// long swords
OT_FALCHION,
2011-03-04 12:22:36 +11:00
OT_GREATSWORD,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_LONGSWORD,
2011-02-01 06:16:13 +11:00
OT_ORNSWORD,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_SCIMITAR,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
OT_CUTLASS,
2010-12-07 18:34:26 +11:00
// polearms
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_GLAIVE,
OT_GUISARME,
OT_HALBERD,
OT_LANCE,
OT_RANSEUR,
OT_SCYTHE,
2010-12-07 18:34:26 +11:00
OT_SPEAR,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_TRIDENT,
// staves
2010-12-07 18:34:26 +11:00
OT_QUARTERSTAFF,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
OT_BAMBOOSTAFF,
OT_IRONSTAFF,
OT_BLADEDSTAFF,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
// clubs
2010-12-07 18:34:26 +11:00
OT_CLUB,
2011-03-04 12:22:36 +11:00
OT_FLAIL,
OT_FLAILHEAVY,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_GREATCLUB,
2010-12-07 18:34:26 +11:00
OT_MACE,
OT_MORNINGSTAR,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_NUNCHAKU,
OT_SPANNER,
OT_STICK,
2011-02-01 06:16:13 +11:00
// projectile weapons
2011-03-04 12:22:36 +11:00
OT_BOW,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OT_CROSSBOW,
2011-03-04 12:22:36 +11:00
OT_CROSSBOWHAND,
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
OT_LONGBOW,
OT_REVOLVER,
OT_SLING,
// special weapons
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
OT_ENERGYBLADE,
2010-12-07 18:34:26 +11:00
OT_HANDOFGOD,
2010-12-07 18:34:26 +11:00
};
2011-02-01 06:16:13 +11:00
#define BP_NONE (-1)
2010-12-07 18:34:26 +11:00
enum BODYPART {
2011-02-01 06:16:13 +11:00
BP_WEAPON = 0,
BP_SECWEAPON,
BP_EYES,
2010-12-07 18:34:26 +11:00
BP_HEAD,
BP_SHOULDERS,
2011-02-01 06:16:13 +11:00
BP_BODY,
BP_HANDS,
BP_WAIST,
2011-02-01 06:16:13 +11:00
BP_LEGS,
2010-12-07 18:34:26 +11:00
BP_FEET,
2011-02-01 06:16:13 +11:00
BP_RIGHTHAND,
BP_LEFTHAND,
};
#define MAXBODYPARTS (12)
2011-02-01 06:16:13 +11:00
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
// depth on a human
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
#define DP_MAX DP_OVERHEAD4
#define DP_FIRST DP_TOE
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
enum DEPTH {
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
/*
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
DP_HEAD = 4,
DP_SHOULDERS = 3,
DP_WAIST = 2,
DP_FEET = 1,
DP_NONE = 0,
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
*/
DP_OVERHEAD4 = 15,
DP_OVERHEAD3 = 14,
DP_OVERHEAD2 = 13,
DP_OVERHEAD = 12,
DP_HEAD = 11,
DP_SHOULDERS = 10,
DP_CHEST = 9,
DP_BELLY = 8,
DP_WAIST = 7,
DP_THIGH = 6,
DP_KNEE = 5,
DP_CALF = 4,
DP_FEET = 3,
DP_ANKLE = 2,
DP_TOE = 1,
DP_NONE = 0,
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
};
2011-02-01 06:16:13 +11:00
// empty types
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
#define WE_WALKABLE 1
2011-02-01 06:16:13 +11:00
#define WE_EMPTY 2
#define WE_PORTAL 3
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
#define WE_NOTWALL 4
2011-02-01 06:16:13 +11:00
enum NOISETYPE {
N_GETANGRY,
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
N_WALK,
N_FLY,
N_WARCRY,
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
N_LOWHP,
2011-02-01 06:16:13 +11:00
};
enum LFSIZE {
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
SZ_ANY = -1,
2011-03-04 12:22:36 +11:00
SZ_MINI = 0, // ie. fly
SZ_TINY = 1, // ie. mouse
SZ_SMALL = 2, // ie. cat
SZ_MEDIUM = 3, // ie. wolf/dog
SZ_HUMAN = 4, // ie. human-sized
SZ_LARGE = 5, // ie. bear/horse
SZ_HUGE = 6, // ie. elephant, dragon, giant
SZ_ENORMOUS = 7, // ie. ??? kraken, titan
SZ_MAX = 100
2010-12-02 12:17:54 +11:00
};
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
enum ALLEGIENCE {
AL_HOSTILE, // will attack you on sight
AL_PEACEFUL, // won't attack you on sight
AL_FRIENDLY, // will help you fight
};
2011-02-01 06:16:13 +11:00
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
enum POISONTYPE {
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
P_COLD,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
P_FOOD,
P_GAS,
P_VENOM,
P_WEAKNESS,
};
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
enum RANGEATTACK {
RA_NONE = 0,
RA_GUN,
RA_THROW,
RA_WAND,
};
2010-12-02 12:17:54 +11:00
enum FLAG {
2011-02-01 06:16:13 +11:00
F_NONE, // dummy flag
2011-05-20 06:30:58 +10:00
// map flags
F_MAPCOORDS, // v0+v1 are x/y coords for this map area
F_ROOMEXIT, // there is an exit from room v0 at x=v1,y=v2
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
F_NEWWATERDEPTH, // temp flag for the spread of f_deepwater obs.
// v0+1 are x/y, v2 is new depth.
2010-12-02 12:17:54 +11:00
// object flags
2011-02-01 06:16:13 +11:00
F_DEAD, // object will be removed
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
F_ONEPERCELL, // only one of these objects can exist per cell
F_CREATEDBY, // object was made by lf id v0, text=real lfname
F_ENCHANTABLE, // object can get +1/-1 ect
2010-12-02 12:17:54 +11:00
F_STACKABLE, // can stack multiple objects togethr
F_NO_PLURAL, // this obname doesn't need an 's' for plurals (eg. gold, money)
F_NO_A, // this obname doesn't need to start with 'a' for singular (eg. gold)
2011-03-16 15:45:46 +11:00
F_CONTAINSOB, // for vending machiens. v0 is ob letter
// text is an object it contains.
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_IDWHENUSED, // fully identify an object when worn/weilded/operated/etc
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_STARTBLESSED, // v0 = b_blessed or b_cursed
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_REPELBLESSED, // v0 = b_blessed or b_cursed. repels other obejcts
// of this blesstype.
F_TRAIL, // this object denotes the trail left by a lf.
// v0 = raceid of lf who left it
// v1 = direction the lf moved out of this cell
// v2 = enum sense used to see this (ie. s_smell, s_sight)
// (optional) text = lfid of lf who left this.
// should only be used for SCENT, not footprints.
F_NOFEEL, // when blind, don't show "you can feel xxx"
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
F_FEELTEXT, // when blind, show "you can feel"+f->text
2011-02-01 06:16:13 +11:00
// for items in shops
F_SHOPITEM, // causes shops to show this item as identified
F_VALUE, // how much an item is worth (over its base weight+material)
// weapon/armour flags
2010-12-07 18:34:26 +11:00
F_EQUIPPED, // val0 = where it is equipped. CLEAR WHEN OB MOVED!
2011-02-01 06:16:13 +11:00
F_CURAMMO, // currently equipped ammo
2010-12-07 18:34:26 +11:00
F_GOESON, // val0 = where it can be equipped.
2011-02-01 06:16:13 +11:00
F_BONUS, // val0=bonus/penalty to damage/armour. ie. +1 sword
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_THROWMISSILE, // weapon would make a good thrown missle - used by AI
2011-02-01 06:16:13 +11:00
F_UNIQUE, // only one may appear
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_GLYPH, // override the glyph with the first char of text.
// v0 is either NA (white) or colourid (C_xxx).
F_NOGLYPH, // this object doesn't appear normally
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_COSMETIC, // this object is mostly cosmetic, don't say 'you see xx'
2011-02-01 06:16:13 +11:00
F_NOPICKUP, // cannot pick this up
2011-03-04 12:22:36 +11:00
F_IMPASSABLE, // cannot walk past this if your size if v0 or smaller
F_CRUSHABLE, // if you are bigger than size v0, walking on this crushes it
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
F_CAUSESCOUGH, // being in this ob's cell will make you cough unless
// immune to gas.
// v0 = con skillcheck difficulty.
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_BLOCKSVIEW, // if v0 = true, cannot see past this
// if v0 > 0, reduces your vision by v0.
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_BLOCKSLOF, // this object interrupts line of fire
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_THEREISHERE, // announce "there is xx here!", not "you see xx here"
// text[0] is punctuation to use.
F_OBDIETEXT, // text when the object dies
2011-02-01 06:16:13 +11:00
F_DIECONVERTTEXT, // text when the object converts. eg. "melts"
F_DIECONVERTTEXTPL, // text when the object converts, if there are more than 1. eg. "melt"
F_DIECONVERT, // val0 = what this turns into when dying
F_NOBLESS, // can't be blessed or cursed
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_NOQUALITY, // can't be masterwork / shoddy
2011-02-01 06:16:13 +11:00
F_CORPSEOF, // this is a corpse of montype val0.
F_DTCONVERT, // damtype val0 converts this to f->text
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_DTCREATEOB, // damtype val0 creates object f->text here
// v1 = radius to burst in
// v2 = dirtype
F_NODTCONVERT, // overrides DTCONVERT .
F_NOMATCONVERT, // overrides MATCONVERT .
2011-02-01 06:16:13 +11:00
F_MATCONVERT, // touching material id val0 converts this to f->text
F_MATCONVERTTEXT, // description when F_MATCONVERT happens. ie. "is consumed in flame"
F_MATCONVERTTEXTPL, // plural for matconverttext.
F_DTIMMUNE, // immune to damtype val0
F_DTRESIST, // half dam from damtype val0
F_DTVULN, // double dam from damtype val0
2011-03-10 16:47:18 +11:00
// if dam=0, set dam to textfield dice (eg.text="2d6")
2011-02-01 06:16:13 +11:00
F_MATIMMUNE, // immune to damage from obs with material 'mat'
F_DAMAGABLE, // this ob can be damaged via takedamage()
F_TINTED, // when worn on eyes, protects against bright lights
2011-03-10 16:47:18 +11:00
F_HASBRAND, // has the object mod v0 (ie. OM_FLAMESTRIKE)
2011-02-01 06:16:13 +11:00
F_HOLDCONFER, // gives flag v0+v1 when carried. v2 specifies if it must be id'd.
F_EQUIPCONFER, // gives flag v0+v1 when weilded/worn. v2 specifies if it must be id'd.
F_ACTIVATEPREFIX, // when activated, prefix this objects name with
// text
2011-02-01 06:16:13 +11:00
F_ACTIVATECONFER, // gives flag v0+v1 when activated. v2 specifies if it must be id'd.
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_CRITKNOCKDOWN, // lf knocks down victims on a critical hit
2011-02-01 06:16:13 +11:00
F_HITCONFER, // hitting with this gives flagid=v0
// unless you pass a val1 skillcheck, diff val2
2011-02-01 06:16:13 +11:00
// with timeleft = text ("min-max")
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_HITCONFERVALS,// specifies values for conferred flag.
2011-02-01 06:16:13 +11:00
F_ACTIVATED, // val0 = is this object turned on?
F_GRENADE, // this obkejct will drain charge when activated, then die
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_EXPLODEONDEATH, // explodes when it dies, deals TEXT damage.
2011-02-01 06:16:13 +11:00
// val1 = BIG means hit surrounding cells
// val2 = ifactivated, only explodes if activated.
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_EXPLODEONDAM, // explodes when it is damaged, deals TEXT damage.
2011-02-01 06:16:13 +11:00
// val1 = BIG means hit surrounding cells
// val2 = ifactivated, only explodes if activated.
F_FLASHONDEATH, // produce a bright flash when it dies,v0=range
F_FLASHONDAM, // produces a bright flash when it is damaged,v0=range,v2=ifacctivated
F_LASTDAMTYPE, // object equivilant of lf->lastdamtype
F_OPERONOFF, // operating this will just turn it on/off
F_OPERUSECHARGE, // operating this will use 1 charge
F_OPERNEEDTARGET, // need to ask for a target of type val0 when opering
// v0 is target requirements (los/lof)
2011-02-01 06:16:13 +11:00
// text is prompt
F_OPERNEEDDIR, // need to ask a direction when operating this. text is prompt
// tool flags
F_LIGHTSOURCE, // a light source like a torch, lantern etc
F_CHARGELOWMSG, // text = msg when charges are nearly out
F_CHARGEOUTMSG, // text = msg when charges are gone
2011-03-11 12:25:38 +11:00
// technology flags
F_TECHLEVEL, // v0 is a PR_xxx enum for tech usage skill
// what can you do with this object?
2011-03-16 15:45:46 +11:00
F_TAINTED, // will give food poisoning if you eat/drink it
F_EDIBLE, // you can eat this. val1 = nutrition. 100 = a meal
// -1 means "nutrition is weight x abs(val1)"
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
// v2 = nutrition left when partially eaten
2011-03-16 15:45:46 +11:00
F_DRINKABLE, // you can drink this. val1 = nutrition. 100 = a meal
2011-02-01 06:16:13 +11:00
// -1 means "nutrition is weight x abs(val1)"
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
// if v2=DONTKILL, this object does NOT die when drunk.
2011-02-01 06:16:13 +11:00
F_OPERABLE, // can operate?
F_POURABLE, // can pour?
F_PUSHABLE, // can push this object
F_PICKLOCKS, // can pick locks? val0=% change,
// val1=b_false, f_dieonfail, f_bluntonfail
F_LOCKABLE,// this object can be locked
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
F_TRAP, // this object is a trap. v0 is sc_disarm difficulty.
// (NA = impossible)
// if v1 = true, trap will go off if you fail your 2nd disarm
// check.
// v2 = sc_dodge difficulty
2011-02-01 06:16:13 +11:00
// doors
F_DOOR, // this object is a door - ie. can open it
F_OPEN, // is this door open?
F_LOCKED,// door is locked
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
// v1 is difficulty to disarm
F_JAMMED, // is this door jammed? v0 is # turns it'll take to open it.
F_SECRET, // this object is secret. v0 is sc_search difficulty
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
// to find it.
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
// NA means 'can never find this'
2011-02-01 06:16:13 +11:00
// stairs / teleporters / portals
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
F_CLIMBABLE, // this is a stiarcase, v0 = up/down/in
// also use this for portals
//F_STAIRDIR//, // val0 = direcion
2011-02-01 06:16:13 +11:00
F_OPPOSITESTAIRS, // val0 = opposite kind of stairs
F_MAPLINK, // val0 = map to link to.
// v1/v2 = x/y
// OR
// text = obid to link to
2011-03-04 12:22:36 +11:00
// ob interaction flags
2011-03-16 15:45:46 +11:00
F_HARD, // object is hard (ie. punching it will hurt!)
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_REDUCEMOVEMENT, // time to move off here is multiplied by v0.
F_RESTRICTMOVEMENT, // must pass a diff=v0 STR check to move off it.
// if v1 is B_TRUE, then it takes 1 damage if you fail.
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
// if v2 is TRUE, it affects flying creatures
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
//
// for multiple objects, each one adds half its difficulty
F_RODSHAPED, // for sticks-to-snakes
2011-03-04 12:22:36 +11:00
F_SHARP, // does damage when you step on it. v0/1 are min/max dam
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_SCARY, // gives other lfs a penalty to morale checks against you,
// v0 = penalty amt.
2011-03-04 12:22:36 +11:00
F_SLIPPERY, // you might slip when stepping on it. v0 is amt
F_SLIPMOVE, // if someone slips on this, it will move to an adj cell
2011-03-11 12:25:38 +11:00
F_FLAMMABLE, // object will catch alight if burnt (ie fire damage)
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// v0 = how long it will burn for
// text (optional) = what it will convert to
// instead of just being set alight
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_CANGETWET, // object will get F_WET if hit by water
// v0 = enum WETNESS. v1 = how long
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_WATERPROOF, // object doesn't get wet. note: overrides CANGETWET!
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_WET, // object is wet
F_RUSTED, // object is rusty
// v0 = enum RUSTINESS.
2011-02-01 06:16:13 +11:00
// object mods/effects
F_ONFIRE, // burning, also deals extra fire damage
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
// option text = xdx amount of damage.
2011-03-04 12:22:36 +11:00
F_HEADLESS, // for corpses. can go on LFs too.
2011-03-10 16:47:18 +11:00
F_MASTERWORK, // weps do higher damager, armour protects better
F_SHODDY, // weps do less damage, armour protects less.
2011-02-01 06:16:13 +11:00
// weapon flags
F_ATTACKVERB, // text=verb for attacking. ie. "hit" "slash" "sting" etc
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
// if v0/v1 are set, only use this text if dam pct is
// between v0 and v1.
// should always be singular
F_KILLVERB, // text=verb for a fatal attacking. ie. "kill" "behead"
// if v0/v1 are set, only use this text if dam pct is
// between v0 and v1.
// should always be singular
F_OBATTACKDELAY, // how long weapon takes to attack
F_USESSKILL, // weapon needs skill sk_v0
F_CANHAVEOBMOD, // weapon can have obmod om_v0 applied
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
// optional: v1 is chance of randomly having it
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_ATTREQ, // requires attrib v0 to be at least v1
//F_DAMTYPE, // val0 = damage type
//F_DAM, // val0 = ndice, val1 = nsidesondie, val2 = mod
F_DAM, // v0 = damtype, text = 1d1+1
2011-03-04 12:22:36 +11:00
F_MISSILEDAM, // val0 = dam if it hits (without speed multiplier)
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_ACCURACY, // 100 - val0 = modify to tohit% (ie. higher is better)
F_UNARMEDWEP, // this is not a real weapon, ie. claws, teeth etc
2011-03-04 12:22:36 +11:00
F_ARMOURPIERCE, // goes through armour
2010-12-07 18:34:26 +11:00
F_TWOHANDED, // weapon uses two hands to weild
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_TRIPATTACK, // weapon can trip the victim
F_DISARMATTACK, // weapon can disarm the victim
2011-02-01 06:16:13 +11:00
F_FIREARM, // this weapon is equipped in bp_secweapon, not _weapon.
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_FIRESPEED, // how fast this weapon shoots projectiles
2011-02-01 06:16:13 +11:00
F_AMMOOB, // what object this weapon fires
F_RANGE, // range of projectile firing weapon
F_FLAMESTRIKE, // causes fires where you hit
F_BALANCE, // heals target if their maxhp < your maxhp
2011-03-04 12:22:36 +11:00
F_REVENGE, // causes damage based on your hp
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_HELPSREST, // makes you heal mp/hp faster when using 'R'
// reduces skillcheck difficulty by v0.
// optional v1 = how many less turns between
// skillchecks. should not go more than
// DEFAULTRESTHEALTIME.
2011-02-01 06:16:13 +11:00
// tech flags
F_RNDCHARGES, // ob starts with between val0 and val1 charges
// this will cause F_CHARGES to be filled in
F_CHARGES, // generally the number of uses left,v0=min, v1=max
F_DONTSHOWCHARGES, // don't show 'xx charges left' when id'd
F_RECHARGEWHENOFF, // get power back when you turn it off
F_REFILLWITH, // pour obj id val0 onto this to refill its charges
2011-03-11 12:25:38 +11:00
//
F_POWDER, // this item is a powder
2011-02-01 06:16:13 +11:00
// ob appearance flags
F_SHINY,
2010-12-07 18:34:26 +11:00
// armour flags
F_ARMOURRATING, // val0 * 2 = pct of damage reduced
2011-02-01 06:16:13 +11:00
F_SHIELD, // this is a shield - use special bodyhitchance code
F_OBHP, // val0 = object health, val1 = object maxhealth
F_OBHPDRAIN, // val0 = amt hp to lose each second. val1 = NA or damtype
// if no damtype specified, it will be DT_DIRECT
F_NOOBDAMTEXT, // don't anounce damage to this object
F_NOOBDIETEXT, // don't anounce destruction of this object
F_NODIECONVERTTEXT, // don't anounce when this object changes
// misc flags
F_LINKOB, // val0 = linked object id
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
F_LINKRACE, // val0 = linked race id
2010-12-07 18:34:26 +11:00
// scroll flags
F_LINKSPELL, // val0 = spell this scroll will cast when read
2011-03-16 15:45:46 +11:00
// v1 = spell power
// book flags
F_MANUALOF, // val0 = spellschool this book trains
2010-12-07 18:34:26 +11:00
// ob identification flags
F_HASHIDDENNAME, // whether this object class has a hidden name
F_IDENTIFIED, // whether this object is fully identified
2011-02-01 06:16:13 +11:00
// bad flags
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
F_DEEPWATER, // v0 = depth.
F_WALKDAM, // val0 = damtype, text = dam per sec
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_WALKDAMBP, // v0 = bodypart, v1 = damtype, text = dam per sec
// if v2 == FALLTHRU, damage falls through to lf if
// no armour is there.
// abilities
F_NEEDSGRAB, // this ability needs to to grab someone first.
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_NOANNOUNCE, // don't announce when you gain/lose this ability
// magic
2011-02-01 06:16:13 +11:00
F_SPELLSCHOOL, // val0 = SPELLSCHOOL enum
F_SPELLLEVEL, // val0 = difficulty level of spell
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_VARPOWER, // can cast this spell at variable power level
// for spells with this flag, the MP cost goes up
// based on the power level.
2011-03-16 15:45:46 +11:00
F_MAXPOWER, // val0 = max power of this spell (1-10)
2011-02-01 06:16:13 +11:00
F_MPCOST, // v0=mp cost of spell. if missing, mpcost if splev^2
F_ONGOING, // this spell has an ongoing cost
2011-02-01 06:16:13 +11:00
//F_SPELLLETTER, // text[0] = letter to cast this spell
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_AICASTTOFLEE, // AI can cast this spell to help flee/heal
// v0 is who to target
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_AICASTTOATTACK, // AI can cast this spell to attack
// v0 is who to target
2011-03-16 15:45:46 +11:00
F_AIBOOSTITEM, // ai will use this item to boost/buff itself.
// if using this on wands, update aiobok() !
2011-03-04 12:22:36 +11:00
F_AIHEALITEM, // ai will use this item when low on hp
F_AIFLEEITEM, // ai will use this item when fleeing
2011-03-16 15:45:46 +11:00
// if using this on wands, update aiobok() !
2011-03-11 12:25:38 +11:00
// object _AND_ lifeform flags
F_NOSTRDAMMOD, // this object/lf does not have attacks modified
// using their strength
// player only flags
F_DONEDARKMSG, // tells the game not to say 'it is very dark here'
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_DONELISTEN, // supress further 'you hear xx' messages this turn.
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// lifeform flags / lf flags
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_COUNTER, // generic counter flag for race abilities.
F_DEBUG, // debugging enabled
F_ACCURACYMOD, // modify your accuracy by val0
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_VEGETARIAN, // this lf will not eat meat.
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_PARTVEGETARIAN,// this lf will only eat if hunger >= 'hungry'
F_CARNIVORE, // this lf will only eat meat.
F_SHIELDPENALTY, // lower your accuracy by val0 due to a cumbersome
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
// shield
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
F_LEVRACE, // at level v0, this race is promoted to race v1
// must apply this to the BASE race.
2011-02-01 06:16:13 +11:00
F_ATTRMOD, // modify attribute val0 by val1. ie. 0=A_STR,1=-3
F_ATTRSET, // forces attribute val0 to be val1. ie. 0=A_STR,1=18
2011-02-01 06:16:13 +11:00
F_SIZE, // val0 = lf size (enum LFSIZE)
F_RESTCOUNT, // val0 = how long you've been resting for
F_RESTHEALTIME, // val0 = how long to rest before healing hp
F_RESTHEALAMT, // val0 = how many hp to gain after resting x turns
F_RESTHEALMPAMT, // val0 = how many MP to gain after resting x turns
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_HOMEOB, // when this monster is auto generated on a level, place
// this object underneath them.
// text = object name
F_HOMELEVOB, // when this monster is auto generated on a level, place
// between v0 and v1 objects of type 'text' somewhere on
// the level.
F_SNEAK, // moving slowly on purpose to avoid slipping.
2011-02-01 06:16:13 +11:00
F_AUTOCMD, // val0 = how many times to repeat this
F_LASTCMD, // text[0] = last command performed, v0/1 = x/y of cell, v2=various
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_CANLEARN, // lf is able to learn skill val0
2010-12-07 18:34:26 +11:00
F_STARTOB, // val0 = %chance of starting with it, text = ob name
2011-02-01 06:16:13 +11:00
// val1,2 = min/max amounts. if NA, min=max=1.
2011-03-10 16:47:18 +11:00
F_STARTSKILL, // val0 = skill id
2010-12-07 18:34:26 +11:00
F_STARTOBDT, // val0 = %chance of starting with damtype val1
2011-02-01 06:16:13 +11:00
F_STARTOBCLASS, // val0 = %chance of starting with obclass val1
// option val2 = addition to map depth for rarity
// calculation
F_STARTJOB, // val0 = %chance of starting with it, v1 = jobid
2011-03-10 16:47:18 +11:00
F_STARTATT, // val0 = A_xxx, val0 = start bracket (ie. IQ_GENIUS)
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
// if text is set, it overrides val0.
// text can be:
// x (single number)
// x-y (range)
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_STARTHIDDENPCT, // val0 = pct chance auto-generated monster will
// start off hidden
2010-12-02 12:17:54 +11:00
F_CORPSETYPE, // text field specifies what corpse obtype to leave
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_CORPSEFLAG, // add flag v0 to our corpse.
// v1->v0, v2->v1, text->text
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
F_MYCORPSE, // text field contains obid of my corpse.
// (for ghosts)
2011-02-01 06:16:13 +11:00
F_NOCORPSE, // monster's body crumbles to dust after death
2011-03-04 12:22:36 +11:00
F_LFSUFFIX, // text = suffix. eg. "skeleton"
2011-02-01 06:16:13 +11:00
F_VISRANGE, // how far you can see (in the light)
F_VISRANGEMOD, // modifications to visrange
F_GUNTARGET, // current projectile weapon target
F_CASTINGSPELL, // set while the player is casting a spell
// v0 is spell id
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_AVOIDCURSEDOB, // for AI animals - they will avoid walking on obid 'text'
// (text is a long)
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// ABILITY/SPELL FLAGS / ability flags / spell flags
2011-03-10 16:47:18 +11:00
F_FAILEDINSPECT, // lf has failed an inspect check for item id v0
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_BOOSTSPELL, // v0 is active boost spell, v1 is ongoing mpcost, v2 is power
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_SWOOPRANGE, // v0 = how far a flying creature can swoop
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_LOSLOF, // v0 = whether this spell needs line of sight
// v1 = whether this spell needs line of fire
2011-02-01 06:16:13 +11:00
// MONSTER AI FLAGS
2011-05-20 06:30:58 +10:00
F_DEMANDSBRIBE, // lf will demand gold from the player.
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_NOSWAP, // other mosnters won't swap with this one.
// cleared at start of turn.
2011-05-20 06:30:58 +10:00
F_VARLEVEL, // lf is generated with random level between
// 1 and its map dificulty/depth.
// if v0 is set, this is the max level.
F_MINION, // v0=lfid of minion
F_XPVAL, // force xp val for killing this lf to v0
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
// ...OR if applied to an ability...
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
// monsters with this abil/spell are worth
// v0 more xp.
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
F_XPMULTIPLY, // multiply xp val for killing this lf by v0
2011-05-20 06:30:58 +10:00
F_NOJOBTEXT, // this lf's name is 'a xxx', not 'a xxx wizard' etc
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_LASTDIR, // this is the last direction we moved.
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
//F_OWNERLASTDIR, // for pets, this it the last dir our owner moved
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
// when we could see them.
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
F_PETOF, // this lf is a pet of lfid v0
// v1/2 = last known location of my owner.
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
// optional text is last known movement dir.
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_SUMMONEDBY, // this lf was summoned by lfid v0. if they die, we
// vanish.
// v1 is lifetime left. this decrements each turn.
// when at zero, lf vanishes.
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_HATESRACE, // lf will attack lfs with race=v0 or baseid=v0 on
// sight
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
F_HARMLESS, // it is safe to rest around this lf
2011-02-01 06:16:13 +11:00
F_HOSTILE, // lf will attack the player if in sight
F_FRIENDLY, // lf will attack all non-players if in sight
F_WANTS, // lf will try to pick up object type val0. if
// val1 = B_COVETS, will even abandon attacks
// for it!
F_WANTSOBFLAG, // lf will look for obs with this flag. val1=covets
F_WANTSBETTERWEP, // lf will look for better weapons, val1=covets
F_WANTSBETTERARM, // lf will look for better armour, val1=covets
F_FLEEONDAM, // lf will run away instead of counterattacking
2011-03-04 12:22:36 +11:00
F_FLEEONHPPCT, // lf will run away if its hp drop to v0% or lower
F_NOFLEE, // lf will not run away
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_ATTACKRANGE, // v0/v1 = min/max celldist to stay away
// from f_targetlf (ie. lf we are attacking)
F_FOLLOWRANGE, // v0/v1 = min/max celldist to stay away
// from pet's master
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_TARGETLF, // lf will attack lfid v0. lastknown x/y is v1/v2
// optional text is last known movement dir.
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_IGNORECELL, // won't accept targetcells of v0=x v1=y
// this is cleared at start of turn.
2011-02-01 06:16:13 +11:00
F_TARGETCELL, // lf will go towards this place. val0=x,val1=y
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// optional: v2 = mr_lf or mr_ob. text=lf or ob id.
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_STABBEDBY, // lf has been stabbed by lfid v0. can't be stabbed
// by them again until they go out of sight.
2011-02-01 06:16:13 +11:00
F_FLEEFROM, // lf will run away from this lf id
F_NOFLEEFROM, // lf can not get f_fleefrom lfid v0
2011-02-01 06:16:13 +11:00
// TEMP FLAGS
F_KILLEDBYPLAYER, // did the player kill this lf?
// monster noise flags
F_NOISETEXT, // val0 is a enum NOISETYPE
2011-05-20 06:30:58 +10:00
// val1 is the volume of the noise
2011-02-01 06:16:13 +11:00
// text is "verb^noun"
// eg. "shouts^a shout"
F_SPELLCASTTEXT, // text is announcement for spellcast
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// if text is empty, then don't announce
// this lf's spell casting at all.
2010-12-02 12:17:54 +11:00
F_NODEATHANNOUNCE, // don't say 'the xx dies' if this lf dies
F_BEHEADED, // use special corpse drop code
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_SILENTMOVE, // lf makes no noise when walking/flying
2010-12-02 12:17:54 +11:00
F_MOVESPEED, // override default move speed
F_ACTIONSPEED, // override default action speed
2011-02-01 06:16:13 +11:00
F_SPELLSPEED, // override default spellcast speed (ie. movespeed)
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
F_RARITY, // val[0] = habitat, val[1] = rarity%
// opt. val[2] = commonality (enum RARITY RR_xxx)
// NA means rr_common
2010-12-02 12:17:54 +11:00
F_NUMAPPEAR, // when randomly appearing, can have > 1. val[0] = min, val[1] = max
F_MINIONS, // val0 % chance of appearing with v1-v2 lf of type text
2011-02-01 06:16:13 +11:00
F_HITDICE, // val0: # d4 to roll for maxhp per level. val1: +xx
F_MPDICE, // val0: # d4 to roll for maxmp per level. val1: +xx
F_JOB, // val0 = player's class/job
F_NAME, // text = player's name
F_XPMOD, // add/subtract this much from calculated xpval
2011-02-01 06:16:13 +11:00
F_BLOODOB, // text = type of object to drop for blood
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_DIESPLATTER, // this lf will splatter objcets of type 'text'
// when it dies.
// v0 = max distance to splatter (or UNLIMITED)
// text = type of object to splatter
2011-02-01 06:16:13 +11:00
F_OBESE, // double base weight for race!
F_ORIGRACE, // original player race (if you polymorphed)
F_ORIGJOB, // original player job (if you polymorphed)
F_POLYMORPHED, // lf has been polymorphed
2011-03-16 15:45:46 +11:00
F_SHORTCUT, // spell keyboard shortcut.
// v0=slot (0-9)
// text=spell text
2011-02-01 06:16:13 +11:00
// for monsters
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
F_DOESNTMOVE, // this race doesn't move (but can still attack)
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_AQUATIC, // this race can attack normally in water and suffers no
// movement penalties
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_HUMANOID, // this race can wear armour / use weapons
2011-02-01 06:16:13 +11:00
F_INSECT, // this race is classed as an insect
F_UNDEAD, // this race is classed as undead
F_COLDBLOOD, // this race is coldblooded
F_NOBODYPART, // this race doesn't have bodypart val0
F_NOPACK, // this race cannot hold objects
F_NOSPELLS, // this race cannot cast spells
F_INDUCEFEAR, // causes fear when you attack it
F_POISONOUS, // lf's corpse will be poisonous
F_AUTOCREATEOB, // produces obtype 'text' wherever it walks, v0=radius
// (only if ob of that type not already there)
2011-03-04 12:22:36 +11:00
F_PACKATTACK, // deal v0 extra damage of type v1 if there are
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
// v2 or more monsters of the same baseid
// next to the attacker
2011-03-04 12:22:36 +11:00
F_PHALANX, // gain v0 AR if v2 or more adj monsters matching f->text
F_MORALE, // gain +v0 in morale checks.
F_SPOTTED, // you have spotted hiding lf id v0. you lsoe this if they
// go out of sight.
2011-02-01 06:16:13 +11:00
// INTRINSICS
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_MAGICARMOUR,// armour is magically boosted. f->text is the description
// ie 'magic armour', 'force field'
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// v0 is power left.
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_ASLEEP, // is asleep. if v2 is set, means we are sleeping on
// purpose and will wake up when at full hp/mp/etc.
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_ATTACHEDTO, // you are attached to lf id v0, and will move with it
F_BEINGSTONED,// turn to stone when v0 drops to zero. (drops 1/turn)
2011-02-01 06:16:13 +11:00
F_BLIND, // cannot see anything
F_DEAF, // cannot hear
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_NEEDOBFORSPELLS, // lf can only cast spells if it has object v0
2011-02-01 06:16:13 +11:00
F_CANCAST, // can cast the spell val0 (need MP)
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_CANHEARLF, // you can hear lifeform id v0 (show their glyph)
// this flag does not get announced.
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_BLEEDABIL, // will automatically use the ability v0 when
// this lf starts bleeding.
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_BREATHWATER, // can breath normally underwater
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_CANWILL, // can cast the spell/ability val0 without using MP
2011-03-04 12:22:36 +11:00
// v1 is counter untiluse
// v2 is what you need to use it
// ie. when v1 == v2, ability is ready.
// text is other options, semicolon seperated:
// pw:xx; cast the spell at power xx
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// dam:xdy+b; damage
// needgrab:xx; do you need to grab first?
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
// range:xx;
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_CHARMEDBY,// you've been charmed by lf id v0
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_CONTROL,// you control polymorphs, teleports and createmonsters
2011-02-01 06:16:13 +11:00
F_DETECTAURAS, // autodetect bless/curse
F_DETECTLIFE, // autodetect nearby lifeforms in orthogonal dist v0
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
// if v1 is true, actual lf glyphs are shown.
// otherwise just an indicative size is shown
F_DETECTMAGIC, // autodetect magic/special objects
2011-02-01 06:16:13 +11:00
F_DETECTMETAL, // autodetect nearby metal
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_DETECTOBS, // autodetect nearby obs in orthog dist v0
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_DRUNK, // v1 is drunknness - 1-5.
F_ENHANCESEARCH, // gives v0 bonus on search checks.
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
F_ENHANCESMELL, // can 'see' scents.
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_EXTRADAM, // do 'text' extra damage of damtype v0 when you hit
// if v1 is TRUE, also deal extra damage based on
// the flagpile's F_BONUS flag.
2011-02-01 06:16:13 +11:00
F_EXTRAINFO, // knows extra info
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_EXTRALUCK, // lf gets +v0 to all skill checks!
F_EXTRAMP, // lf has +v0 % extra maxmp
2011-02-01 06:16:13 +11:00
F_FLYING, // lf is flying
F_FASTACT, // modifier for action speed
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
F_FASTMETAB, // hunger counter increases faster, poison cures faster.
// v0 is multiplier.
2011-02-01 06:16:13 +11:00
F_FASTMOVE, // modifier for move speed
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_FASTACTMOVE, // modifier for action and move speed
F_POISONED, // has poisoning. v0 = poison type,
// v1 = power
// text = what from.eg'a bad egg'
2011-02-01 06:16:13 +11:00
F_FREEZINGTOUCH,// next thing touched turns to ice!
2011-03-04 12:22:36 +11:00
F_GRABBEDBY,// you've been grabbed by lf id v0
F_GRABBING, // you are grabbing lf id v0
F_HEAVYBLOW, // next attack is a heavy blow
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_HIDING, // lifeform is hiding. v0 is modifier to stealth checks.
2011-03-16 15:45:46 +11:00
F_INVISIBLE, // lifeform is invisible
F_INVULNERABLE,// immune to most damage
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
// this can apply to objects too!
2011-03-04 12:22:36 +11:00
F_QUICKBITE, // deals v0 d d1 + d2 damage when you hit a bleeding victim
// (bypasses armour)
2011-02-01 06:16:13 +11:00
F_GRAVBOOSTED,// cannot walk or throw stuff
F_NEEDSWATER, // cannot survive out of deep water
F_PAIN, // take damage if you walk. v0=damtype,text is damage (xdy+z).
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// if text not set, default dam is 1d2
2011-02-01 06:16:13 +11:00
F_PARALYZED,// cannot do anything
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_PRONE, // lying on the ground
F_FROZEN, // made of ice
F_LEVITATING, // like flying but uncontrolled
2011-02-01 06:16:13 +11:00
F_MAGSHIELD,// magnetic shield
2011-03-04 12:22:36 +11:00
F_NAUSEATED, // lf has a stench penalty of v0 (-v0*10 to hit).
F_NONCORPOREAL,// can walk through walls
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
// when this comes from the passwall spell, 'obfrom'
// be set to the ot_s_passwall.
2011-02-01 06:16:13 +11:00
F_OMNIPOTENT, // knows extra info
F_PHOTOMEM, // you don't forget your surroundings
F_REGENERATES, // regenerate HP at val0 per turn
F_RESISTMAG, // immunity to magic effects. v0=amt (1-20)
2011-02-01 06:16:13 +11:00
F_MPREGEN, // regenerate MP at val0 per turn
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_RAGE, // you are enraged. v0/v1 will be set to player's old hp/maxhp
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_RETALIATE, // deal damage to anyone who hits you
// v0=ndice, v1=dsides, v2=damtype, text=obname
// text must have at least TWO words
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
F_RISEASGHOST, // become a ghost when you die.
2011-02-01 06:16:13 +11:00
F_SEEINDARK, // nightvis range is val0
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_TREMORSENSE, // doesn't need eyes to see, can see in dark with v0
F_TRUESTRIKE, // your attacks ALWAYS hit. turnsleft=v0
2011-03-16 15:45:46 +11:00
F_SEEINVIS, // can see invisible things
2011-03-04 12:22:36 +11:00
F_STABILITY, // doesn't slip over
F_STENCH, // creatures within v0 gain f_nauseated = v1
2011-02-01 06:16:13 +11:00
F_PRODUCESLIGHT, // produces light of val0 radius.
// (but not for obs in pack)
// if val2 is true, will only make light if ob
// is activated!
F_SLOWACT, // modifier for action speed
2011-02-01 06:16:13 +11:00
F_SLOWMOVE, // modifier for move speed
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_SLOWACTMOVE, // modifier for move and action speed
2011-02-01 06:16:13 +11:00
F_XRAYVIS, //val0=num of walls we can see through
F_CANSEETHROUGHMAT, //val0=kind of material you can see through
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_SPRINTING, // v0=true: you are sprinting. false=you are tired
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
F_TIRED, // you are too tired to sprint, rage, etc
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
F_WINDSHIELD,// has a windshield protecting against missiles of speed
// v0 or lower.
2011-03-04 12:22:36 +11:00
F_DODGES, // you dodge missed attacks
F_NOTIME, // this lf's actions don't take time
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
F_PERCEPTION, // v0 = 0-20. perception level.
2011-03-10 16:47:18 +11:00
// skills
F_HASSKILL, // lf has skill v0 at level v1
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
F_PRACTICINGSKILL, // lf is pract skill v0
2010-12-07 18:34:26 +11:00
// COMBAT
F_MAXATTACKS, // v0 = max # attacks this lf can make per round
F_HASATTACK, // v0 = obid to use when attacking unarmed
// if text is set, it overrides the damage
2010-12-07 18:34:26 +11:00
F_EVASION, // % chance of evading an attack
2011-02-01 06:16:13 +11:00
// healing/resting/training
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_HASNEWLEVEL, // we have a new xp lev, but haven't trained yet.
2011-03-16 15:45:46 +11:00
F_STATGAINREADY, // ready to increase str/int etc. v2 is how many times
// we can do it.
F_INTERRUPTED, // somethign interrupted our rest. stop!
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
F_EATING, // lf is eating obid v0
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
F_TRAINING, // are we training? cleared on any action other than rest.
// v2 = if not NA, it is the training counter.
2011-03-16 15:45:46 +11:00
// when it hits 0, you finish trainign.
F_RESTUNTILHP, // resting until we have full hp
F_RESTUNTILMP, // resting until we have full mp
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_RESTUNTILALLIES, // resting until allies have full hp
2011-02-01 06:16:13 +11:00
//
F_RUNNING, // are we running?
// nutrition
F_HUNGER, // val0 = hunger, higher = hungrier
// for jobs
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
F_HASPET, // this job starts with a pet of race f->text
F_IFPCT, // only add the NEXT job flag if rnd(1,100) <= v0.
2011-03-04 12:22:36 +11:00
F_ELSE,
F_IFPLAYER,
F_IFMONSTER,
F_ENDIFPLAYER,
F_ENDIFMONSTER,
F_LEVSKILL, // at level v0, this job gains 1 point in skill v1
F_LEVABIL, // at level v0, this job gains f_canwill v1.
// v2 = how often you can do it (or NA for unlimited)
// text = options
F_LEVSPELL, // at level v0, this job gains f_cancast v1.
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
F_LEVSPELLSCHOOL, // at level v0, this job gains f_cancast for a spell
// of their choice from school v1. if v1 is SS_NONE, they can
// pick form any school they are skilled in.
// if v0 is >100, this triggers every (v0-100) levels.
F_LEVFLAG, // at level v0, this job gains flagid v1, flagval0=v2,
// flagtext = text
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
// vault flags
F_AUTODOORS, // automatically create at least one door
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
// v0 is pct chance of door (as opposed to empty
// doorway with no door).
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
F_AUTOPOPULATE, // fill this vault with obs/mons/pillars like normal rooms
F_VAULTATOB, // v0/1=x/y, v1=pctchance, text=obname
F_VAULTATLF, // v0/1=x/y, v1=pctchance, text=lfname
F_VAULTATCELL, // v0/1=x/y, v1=pctchance, text=cellname
F_VAULTBOX, // v0=thingtype, v1=pctchance, v2=fill?, text=x1,y1,x2,y2,thingname
F_VAULTEXIT, // v0/1=x,y for exit.
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
F_VAULTSCATTER, // v0=thingtype, v1=pctchance
// text=x1,y1,x2,y2,mincount-maxcount,thingname
// if maxcount is PCT, mincount is a percentage
// of the total space.
F_VAULTRANDOMMAP, // v0=minwidth, v1=minheight. this vault's map is
// v0/1 can be NA.
// just a normal random room
2010-12-02 12:17:54 +11:00
F_NULL = -1
};
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
// move reasons
enum MOVEREASON {
MR_OTHER,
MR_LF,
MR_OB,
};
2010-12-02 12:17:54 +11:00
2011-02-01 06:16:13 +11:00
// hunger levels
enum HUNGER {
H_STUFFED = -2,
H_FULL = -1,
H_NONE = 0,
H_PECKISH = 1,
H_HUNGRY = 2,
H_VHUNGRY = 3,
H_STARVING = 4,
H_STARVED = 5
};
2010-12-02 12:17:54 +11:00
// probabilities
//#define CH_DEADENDOB 35
//#define CH_EMPTYCELLOB 3
#define CH_PILLAR 5
2011-02-01 06:16:13 +11:00
2010-12-02 12:17:54 +11:00
// Booleans
#define B_FALSE (0)
#define B_TRUE (-1)
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
#define B_DONTKILL (-1)
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
#define FALLTHRU (-8765)
2011-03-04 12:22:36 +11:00
//#define B_TEMP (-1)
//#define B_PERM (-2)
//#define B_NOT (-3)
enum LIGHTLEV {
2011-03-10 16:47:18 +11:00
L_PERMDARK = -1,
2011-03-04 12:22:36 +11:00
L_NOTLIT = 0,
L_TEMP = 1,
2011-03-10 16:47:18 +11:00
L_PERMLIGHT = 2,
2011-03-04 12:22:36 +11:00
};
2011-02-01 06:16:13 +11:00
2011-03-10 16:47:18 +11:00
// spell targets
enum SPELLTARGET {
ST_VICTIM, // cast at victim
ST_ADJVICTIM, // cast at victim who is next to us
ST_SELF, // cast at myself
ST_ADJSELF, // cast at self, while next to victim
ST_ANYWHERE, // cast anywere
ST_SPECIAL, // spell targetting will be hardcoded
};
2011-02-01 06:16:13 +11:00
#define B_DIEONFAIL (-1)
#define B_BLUNTONFAIL (-2)
#define B_COVETS (-1)
#define B_ANY (0)
#define B_SINGLE (0)
#define B_MULTI (-1)
#define B_MULTIPLE (-1)
#define B_NOOBS (0)
#define B_WITHOBS (-1)
2010-12-07 18:34:26 +11:00
#define B_UNKNOWN (0)
#define B_KNOWN (-1)
#define B_TRIED (1)
2010-12-07 18:34:26 +11:00
#define B_NOBADMOVES (0)
#define B_BADMOVESOK (1)
2010-12-02 12:17:54 +11:00
#define B_NOSTACK (0)
#define B_STACK (-1)
#define B_STACKOK (-1)
#define NOOWNER (NULL)
#define NOLOC (NULL)
#define B_NOTSOLID (0)
#define B_EMPTY (0)
#define B_SOLID (-1)
#define B_OPAQUE (0)
#define B_TRANSPARENT (-1)
#define B_TRANS (-1)
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
#define B_ALLOWEXPAND (-1)
#define B_NOEXPAND (0)
2010-12-02 12:17:54 +11:00
2011-02-01 06:16:13 +11:00
#define B_IFACTIVATED (-1)
#define B_BIG (-1)
2010-12-02 12:17:54 +11:00
// errors
enum ERROR {
E_OK = 0,
E_WALLINWAY = 1,
E_LFINWAY = 2,
2010-12-07 18:34:26 +11:00
E_NOSPACE = 3,
E_SELNOTHING = 4,
E_ALREADYUSING = 5,
E_WEARINGSOMETHINGELSE = 6,
E_NOUNARMEDATTACK = 7,
E_NOTEQUIPPED = 8,
2011-02-01 06:16:13 +11:00
E_NOPICKUP = 9,
E_MONSTERNEARBY = 10,
E_NOEFFECT = 11,
E_FAILED = 12,
E_WRONGCELLTYPE = 13,
E_OBINWAY = 14,
E_TOOHEAVY = 15,
E_NOHANDS = 16,
E_NOPACK = 17,
E_INSUBSTANTIAL = 18,
E_WRONGOBTYPE = 19,
E_CURSED = 20,
E_NOLOS = 21,
E_NOLOF = 22,
E_IMPOSSIBLE = 23,
E_NOTARGET = 24,
E_NOAMMO = 25,
E_GRAVBOOSTED = 26,
E_NOMP = 27,
E_AVOIDOB = 28,
E_FROZEN = 29,
2011-03-04 12:22:36 +11:00
E_TOOBIG = 30,
E_NOTREADY = 31,
E_BLIND = 32,
E_GRABBEDBY = 33,
E_CANTMOVE = 34,
2011-03-11 12:25:38 +11:00
E_NOTKNOWN = 35,
2011-03-16 15:45:46 +11:00
E_TOOPOWERFUL = 36,
E_NEEDGRAB = 37,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
E_DOORINWAY = 38,
E_NOCANNIBUL = 39,
E_LOWCON = 40,
E_LOWDEX = 41,
E_LOWIQ = 42,
E_LOWSTR = 43,
E_WONT = 44,
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
E_OFFMAP = 45,
// charm failure reasons
// LOWIQ = 42
E_UNDEAD = 46,
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
E_DRUNK = 47,
//
E_NOBP = 48,
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
E_VEGETARIAN = 49,
E_PARTVEGETARIAN = 50,
E_CARNIVORE = 51,
E_NOOB = 52,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
E_LEVITATING = 53,
2011-05-20 06:30:58 +10:00
E_PRONE = 54,
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
E_PENTAGRAM = 55,
E_SWIMMING = 56,
E_DANGEROUS = 57,
2010-12-02 12:17:54 +11:00
};
2011-03-04 12:22:36 +11:00
enum COMMAND {
CMD_AIM,
CMD_CLOSE,
CMD_COMMS,
2011-03-04 12:22:36 +11:00
CMD_DOWN,
CMD_DROP,
CMD_DROPMULTI,
CMD_EAT,
CMD_FIRE,
CMD_FIRENEW,
CMD_FORCEATTACK,
CMD_HELP,
CMD_INFOARMOUR,
CMD_INFOKNOWLEDGE,
CMD_INFOPLAYER,
CMD_INV,
CMD_LOOKAROUND,
CMD_LOOKHERE,
CMD_MAGIC,
2011-03-16 15:45:46 +11:00
CMD_MEMMAGIC,
2011-03-04 12:22:36 +11:00
CMD_MSGHIST,
CMD_OPERATE,
CMD_PICKLOCK,
CMD_PICKUP,
CMD_POUR,
CMD_QUAFF,
CMD_QUIT,
CMD_READ,
CMD_REST,
CMD_RESTFULL,
CMD_SAVEQUIT,
CMD_TAKEOFF,
CMD_THROW,
2011-03-04 12:22:36 +11:00
CMD_UP,
CMD_WEAR,
CMD_WEILD,
};
// command types
typedef struct command_s {
enum COMMAND id;
char ch;
char *desc;
struct command_s *next, *prev;
} command_t;
#define RG_WORLDMAP 0
#define RG_FIRSTDUNGEON 1
2011-03-04 12:22:36 +11:00
2010-12-02 12:17:54 +11:00
typedef struct map_s {
int id;
int region;
2011-02-01 06:16:13 +11:00
int depth;
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
int nrooms; // how many rooms on this map
2010-12-02 12:17:54 +11:00
char *name; // name of this map
enum HABITAT habitat; // eg. dungeon, forest, etc
unsigned int seed;
int w,h; // width/height of this map
struct cell_s *cell[MAX_MAPW*MAX_MAPH]; // list of cells in this map
int nextmap[MAXDIR_MAP]; // which map is in each direction
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
int beingcreated;
2010-12-02 12:17:54 +11:00
struct lifeform_s *lf,*lastlf;
2011-05-20 06:30:58 +10:00
struct flagpile_s *flags;
2010-12-02 12:17:54 +11:00
struct map_s *next, *prev;
} map_t; //////////////// remember to modify save/load for new props!!
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
#define MAXVAULTARGS 10
enum VAULTSTATE {
VS_ALLOCATED,
VS_NOID,
VS_LOADING,
VS_LOADINGMAP,
VS_LOADINGLEGEND,
VS_LOADINGFLAGS,
};
enum VAULTTHING {
VT_NONE,
VT_EXIT,
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
VT_OB,
VT_LF,
VT_CELL,
};
typedef struct vlegend_s {
char ch;
enum VAULTTHING tt;
char *what;
int pct;
struct vault_s *vault;
struct vlegend_s *next, *prev;
} vlegend_t;
typedef struct vault_s {
char *filename;
char *id;
int valid;
int state;
char map[MAX_MAPW*MAX_MAPH];
int mlen;
int w,h;
struct vlegend_s *legend, *lastlegend;
struct vault_s *next, *prev;
struct flagpile_s *flags;
} vault_t;
2011-05-20 06:30:58 +10:00
typedef struct glyph_s {
int ch;
int colour;
} glyph_t;
2010-12-02 12:17:54 +11:00
typedef struct cell_s {
map_t *map; // pointer back to map
int x,y; // map coords
int roomid;
struct celltype_s *type;
struct obpile_s *obpile;
2011-03-04 12:22:36 +11:00
enum LIGHTLEV lit;
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
enum LIGHTLEV origlit; // for timed light
enum LIGHTLEV lastlit;
int origlittimer;
2011-03-10 16:47:18 +11:00
int littimer;
2011-02-01 06:16:13 +11:00
char *writing;
2010-12-02 12:17:54 +11:00
// lifeform pile
struct lifeform_s *lf;
// known to player?
int known;
2011-05-20 06:30:58 +10:00
struct glyph_s knownglyph;
2010-12-02 12:17:54 +11:00
// FOR CONSTRUCTION
int visited;
} cell_t;
typedef struct celltype_s {
int id; // eg. dungeonfloor, wall, door
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
struct glyph_s glyph;
/*
2010-12-02 12:17:54 +11:00
char glyph; // how to display it
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
int colour; // which colour?
*/
2011-02-01 06:16:13 +11:00
char *name; // name of cell type
2010-12-02 12:17:54 +11:00
int solid; // can you walk through it?
int transparent; // can you see through it?
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
int floorheight; // 0 is default. <0 is low.
2011-02-01 06:16:13 +11:00
struct material_s *material;
struct flagpile_s *flags;
2010-12-02 12:17:54 +11:00
struct celltype_s *next, *prev;
2011-02-01 06:16:13 +11:00
2010-12-02 12:17:54 +11:00
} celltype_t;
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
typedef struct raceclass_s {
enum RACECLASS id;
char *name;
char *pluralname;
enum SKILL skill;
struct raceclass_s *next, *prev;
} raceclass_t;
2010-12-02 12:17:54 +11:00
typedef struct race_s {
enum RACE id;
2011-03-04 12:22:36 +11:00
enum RACE baseid;
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
struct raceclass_s *raceclass;
2011-02-01 06:16:13 +11:00
struct material_s *material;
2010-12-02 12:17:54 +11:00
char *name;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
struct glyph_s glyph;
2011-02-01 06:16:13 +11:00
float weight;
2010-12-02 12:17:54 +11:00
struct flagpile_s *flags;
// speed modifiers
// hit dice
struct race_s *next, *prev;
} race_t;
typedef struct lifeform_s {
int id;
int controller;
struct race_s *race;
2010-12-07 18:34:26 +11:00
int level;
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
int newlevel;
2011-02-01 06:16:13 +11:00
long xp;
2011-03-16 15:45:46 +11:00
int skillpoints;
2010-12-02 12:17:54 +11:00
int hp,maxhp;
2011-02-01 06:16:13 +11:00
int mp,maxmp;
2010-12-02 12:17:54 +11:00
int alive;
char *lastdam;
2011-02-01 06:16:13 +11:00
enum DAMTYPE lastdamtype;
2010-12-02 12:17:54 +11:00
int timespent;
int sorted;
2011-02-01 06:16:13 +11:00
int att[MAXATTS];
int baseatt[MAXATTS];
2010-12-07 18:34:26 +11:00
float forgettimer;
2010-12-02 12:17:54 +11:00
struct obpile_s *pack;
struct flagpile_s *flags;
2011-02-01 06:16:13 +11:00
int created; // set to TRUE once lf creation is done.
int polyrevert; // about to revert form a polymorph?
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
int turnsskipped; // don't need to save this
2010-12-02 12:17:54 +11:00
// for loading
long oblist[MAXPILEOBS];
int x,y;
2011-02-01 06:16:13 +11:00
int nlos;
cell_t **los;
// set to TRUE after lf has being created
int born;
2011-02-01 06:16:13 +11:00
// for ai movement - don't need to save.
2010-12-02 12:17:54 +11:00
struct cell_s *cell;
struct lifeform_s *next, *prev;
} lifeform_t;
typedef struct obpile_s {
lifeform_t *owner;// } Only one of these
cell_t *where; // } should be filled in
struct object_s *first,*last;
// for loading
long oblist[MAXPILEOBS];
} obpile_t;
typedef struct flagpile_s {
2011-02-01 06:16:13 +11:00
lifeform_t *owner;
struct object_s *ob;
2010-12-02 12:17:54 +11:00
struct flag_s *first,*last;
} flagpile_t;
typedef struct flag_s {
enum FLAG id;
int nvals;
int val[3];
char *text;
2011-02-01 06:16:13 +11:00
long obfrom; // for conferred flags, link to object->id. -1 if not conferred.
//
int known;
int lifetime;
2010-12-02 12:17:54 +11:00
struct flagpile_s *pile;
struct flag_s *next, *prev;
} flag_t;
typedef struct material_s {
2010-12-07 18:34:26 +11:00
enum MATERIAL id;
2010-12-02 12:17:54 +11:00
char *name;
2011-02-01 06:16:13 +11:00
float weightrating;
struct flagpile_s *flags;
2010-12-02 12:17:54 +11:00
struct material_s *next,*prev;
} material_t;
2011-03-10 16:47:18 +11:00
typedef struct skill_s {
enum SKILL id;
char *name;
char *desc;
struct skill_s *next, *prev;
} skill_t;
typedef struct hiddenname_s {
enum OBCLASS obclass;
char *text;
int used;
struct hiddenname_s *next, *prev;
} hiddenname_t;
2010-12-07 18:34:26 +11:00
typedef struct knowledge_s {
enum OBTYPE id;
char *hiddenname;
int known;
struct knowledge_s *next, *prev;
} knowledge_t;
2011-02-01 06:16:13 +11:00
typedef struct job_s {
enum JOB id;
char *name;
flagpile_t *flags;
struct job_s *next, *prev;
} job_t;
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
#define MAXOCNOUNS 5
2010-12-02 12:17:54 +11:00
typedef struct objectclass_s {
enum OBCLASS id;
char *name;
2010-12-07 18:34:26 +11:00
char *desc;
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
char *noun[MAXOCNOUNS];
int nnouns;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
glyph_t glyph;
2010-12-07 18:34:26 +11:00
struct flagpile_s *flags;
2010-12-02 12:17:54 +11:00
struct objectclass_s *next, *prev;
} objectclass_t;
typedef struct objecttype_s {
enum OBTYPE id;
char *name;
char *desc;
struct objectclass_s *obclass;
material_t *material;
float weight; // in kilograms
struct flagpile_s *flags;
struct objecttype_s *next, *prev;
} objecttype_t;
typedef struct object_s {
long id; // unique for every ob in the game!
struct objecttype_s *type;
struct obpile_s *pile; // reverse pointer back to pile
// these variables are initially
// inherited from objecttype:
material_t *material;
float weight; // in kilograms
// flags
// these variables are NOT inherited
char *inscription;
char letter;
enum BLESSTYPE blessed;
int blessknown;
int amt; // for stackable objects
2011-02-01 06:16:13 +11:00
long birthtime;
2010-12-02 12:17:54 +11:00
flagpile_t *flags;
struct object_s *next, *prev;
} object_t;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// wetness
enum WETNESS {
W_DRY = 0,
W_DAMP = 1,
W_WET = 2,
W_SOAKED = 3,
};
enum RUSTINESS {
R_RUSTY = 1,
R_VRUSTY = 2,
R_TRUSTY = 3,
};
enum OBMOD {
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
OM_BLOODSTAINED,
2011-03-10 16:47:18 +11:00
OM_FLAMING,
2011-03-16 15:45:46 +11:00
OM_FROZEN,
2011-03-10 16:47:18 +11:00
OM_HEADLESS,
OM_MASTERWORK,
OM_POISONED,
2011-03-10 16:47:18 +11:00
OM_SHODDY,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
OM_WET1,
OM_WET2,
OM_WET3,
OM_RUSTY1,
OM_RUSTY2,
OM_RUSTY3,
2011-03-10 16:47:18 +11:00
};
#define MAXOBMODS 4
enum BRAND {
BR_BALANCE,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
BR_NIMBLENESS,
2011-03-10 16:47:18 +11:00
BR_FEEBLENESS,
BR_FLIGHT,
BR_GIANTSTRENGTH,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
BR_HEALTH,
2011-03-10 16:47:18 +11:00
BR_IMPACT,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
BR_THINKING,
2011-03-10 16:47:18 +11:00
BR_KNOWLEDGE,
BR_LEVITATION,
2011-03-16 15:45:46 +11:00
BR_FEATHERFALL,
BR_ANTIMAG,
BR_CONCEALMENT,
2011-03-10 16:47:18 +11:00
BR_SHARPNESS,
BR_PYROMANIA,
BR_REVENGE,
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
BR_SHADOWS,
2011-03-10 16:47:18 +11:00
BR_SLOTH,
BR_SPEED,
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
BR_POWER,
2011-03-10 16:47:18 +11:00
BR_SWIFTNESS,
BR_TELEKINESIS,
BR_TELEPATHY,
BR_WEAKNESS,
};
2011-03-10 16:47:18 +11:00
typedef struct brand_s {
enum BRAND id;
char *description;
char *suffix;
flagpile_t *flags;
enum BODYPART bp;
2011-03-10 16:47:18 +11:00
struct brand_s *next, *prev;
} brand_t;
typedef struct obmod_s {
enum OBMOD id;
char *prefix;
flagpile_t *flags;
struct obmod_s *next, *prev;
} obmod_t;
2011-02-01 06:16:13 +11:00
typedef struct choice_s {
char ch;
char *text;
char *desc;
void *data;
int heading;
int valid; // used in askchoicestr
} choice_t;
#define MAXPROMPTQUESTIONS 5
2011-02-01 06:16:13 +11:00
typedef struct prompt_s {
char *q[MAXPROMPTQUESTIONS];
int nqs;
int whichq;
2011-02-01 06:16:13 +11:00
void *result;
choice_t choice[MAXCHOICES];
int selection;
int nchoices;
int maycancel;
} prompt_t;
2010-12-02 12:17:54 +11:00
#endif