nexus/text.h

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2010-12-02 12:17:54 +11:00
#include "defs.h"
plural_t *addplural(char *singulartext, char *pluraltext, int stopafter);
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
void addengineeringinfo(lifeform_t *lf, char *buf, cell_t *c);
- [+] 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
int needan(char *text);
2010-12-02 12:17:54 +11:00
char *capitalise(char *text);
char *capitaliseall(char *text);
* [+] make vending machines use this container code instead. - [+] don't say "you see a few things" if one of them is footsteps * [+] IFMONSTER code failing....because flags are now SORTED!!! - [+] tumble - askcoords is letting us pick a cell we don't have lof to. * [+] assign a name to lfs once you hire them * [+] coloured msgtext - [+] make min dam reduction from AR be AR/5. - [+] safebox - [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with no getsweaker (val1) * [+] make fire / ice damage mor elike netheck - [+] towns should have gates on EVERY side - [+] forest cells outside town gates need to be CLEARED. (maybe turn to dirt) - [+] fix up knock targetting to include magical barriers - [+] say "open a bag?" not "operate a bag?" * [+] implement immunetodisease - [+] sort known skills in @s. - [+] better damage bonus when attacking someone who is asleep - [+] practive firearms/throwing * [+] need objecttype->size * [+] containers * [+] change guns so you have to reload them. ("operate") - [+] crash when loading map with water - [+] SAVE OBJECT CONTENTSk - [+] monsters with jobs aren't getting start items - [+] shopkeeper has shotgun - [+] bug: monster keeps swapping between shotgun and flail - [+] when hiring, remember failure. * [+] Inn - [+] bug: pets fighting!!! then they all turn on you. never make allies get angry unless the attacker is the player * [+] hiring npcs - [+] chat to pet: "stay close" or "keep your distance" - [+] new 'furniture' obclass - [+] allow for 'randomshop' regiontype * [+] add enchantment school - [+] cast a scroll of mending on itself. CRASH. * [+] lessengravity should make you jump better and get knocked back further - [+] boostgrav/lessengrav cancel out each other. * [+] CRASH when you fall down a hole and die. - [+] problem: master gravitation doesn't let us cast levitat. getspellschoolknown() should return the HIGHEST known skill, not the first. * [+] bug: dregion is null?!??! * [+] dig a pit, if you cleared out land below, you just stay down there. - [+] potion of leveitation - [+] warning msg when levitate is about to expire * [+] if you fall upwards to the surface... * [+] if you are ever on the surface while levitating.... - [+] BUG: cna't go up stairs to surface anymore!!!!! - [+] get hungry LOTS more quickly when you start sprinting * [+] monk slow metabolism psionic pell. - [+] fix buf with lore giving LESS accuracy instead of more. - [+] food shop - [+] wand of digging not identified if you dig upwards * [+] when you make ah ole in the roof, objects above should fall through right away * [+] all towns should have: - [+] give monks more psionics spells. - [+] sk_throwing skill - [+] make calm animals use spellpower * [+] add wisdom * [+] need to save region data along with maps * [+] COMBINE armour evasion and accuracy penalty!!! * [+] make armour reduce accuracy as well (unless you have 'armour' skill) - [+] landmine trap * [+] make friendly monsters of same raceclass swap ammo - [+] rename 'pull' to 'suck' to avoid confusion with pull metal * [+] food to fix blindness - [+] potion of coffee * [+] genericise statbrackets * [+] tumble ability * [+] simplify spell power * [+] shopkeeprs should be allowed to pursue targets outside of the shop. - [+] give shopkeepers a shotgun * [+] make F_RNDHOSTILE be able to ahve a random chance. * [+] if you randomly generate food in a shop, still give it a price. - [+] if peaceful humanoid walks into you, "sorry!" - [+] sayphrase(lf, SP_SORRY, vol) - [+] only let you recruit jobs with j_recruitable - [+] CRASH - summon "monk" - [+] dogs, - [+] chickens, - [+] drunks, * [+] village objects - [+] change armourrating AGAIN. instead of a percentage, make it a number. - [+] rename inn to "pub", since you can't sleep there. * [+] random speech code * [+] genericise sayphrase text based on lf's job * [+] monks - add rest of abliities - [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
enum COLOUR chartocol(char ch);
char *construct_hit_string(lifeform_t *lf, lifeform_t *victim, char *attackername, char *victimname, char *victimbpname, object_t *wep, enum DAMTYPE damtype, int dam, int maxhp, int damidx, int critical, int backstab, int fatal, int isunarmed, char *retbuf);
* [+] 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
char *dicetotext(int ndice, int nsides, int bonus, int *min, int *max, char *dicebuf, char *minmaxbuf);
- [+] fixed CRASH when energy blade vanishes - [+] gods of opposing alignments should never make offers. - [+] new armour flag: - [+] f_underclothing - [+] getequippedob() - get the outer one. - [+] if you have f_underclothing, can wear other armour on top of it. - [+] can't remove underclothes without removing outer first. - [+] TEST with cotton shirt - [+] make sure autoequip handles undercltohing - [+] fix other objects - [+] adjust ']' output - [+] make armour help against some magical damage too - [+] move armour check and reduction into losehpeffects(). - [+] pass damreducedbyarmour to losehpeffects - [+] psionic spells: - [+] dampen missiles - lots of extra evasion vs missiles only * [+] soul link (l4, share damage) - [+] mind sheidl (l4, like the amulet) - [+] delay death (l5, don't die if hp <= 0 and this spell is active) - [+] remote ko (l6) - [+] Silence spell / effect - air. - [+] f_silenced. - [+] announce in io.c - [+] prevents spellcasting - [+] prevents docomms() - [+] prevents reading scrolls - [+] prevents speech-based abilities like warcry and sonic bolt - [+] say() will fail - [+] sayphrase() wil fail - [+] test the spell....... - [+] CRASH when adjusting glyph on edge of map - [+] non-humanoids can't climb without climb skill. - [+] player sohuld be able to swap with unconscious/asleep lfs <= same size - [+] too easy to knock things unconscious??? bug. fixed. - [+] reusable cells being set to empty! think this was a vault definition problem. - [+] demon chameleon / deech - [+] low-level mosnter which can hide
2012-12-06 15:57:13 +11:00
void err_nocharm(enum ERROR reason, char *targetname);
* [+] 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
int flip(int ch);
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
char *getaccuracyname(int accpct);
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
int getaccuracymodnum(int accmodpct);
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
int getaccuracynum(int accpct);
- [+] replace causesvomit with vomitob - [+] monsters shouldn't weild lit torches - [+] maybe reduce the damage that they do? - [+] change allomancy to work like psionics - [+] change colour of carpetted floor? to what though? red. - [+] amberon should only accept sacrifice of KNOWN cursed objects! - [+] infinite loop when going into a sewer. fix_reachability keeps failing. - [+] in linkexit() - [+] startdir getitng set to DC_E! should be orthog only! - [+] because forcedir is DC_E! - [+] Mummy? made of paper (ie flammable). rotting touch. curse. corpsetype = sand or ash, and blank paper. * [+] inflicts rotting disease "mummy's curse" - [+] can cast cause fear (but not very often, 50 turns or so) - [+] vuln to fire (1-8) - [+] vuln to holy (2-8) - [+] greater mummy - [+] more hd - [+] lots more damage - [+] stronger fear spell - [+] no vuln to anything - [+] magic resistance - [+] priest spells. - death disease evil revenge, guardianship. some new ones: - [+] rot: - [+] instead of losing hp, lose str+fit and just no healing ? - [+] wyvern - [+] wyrm without breath weapon - [+] ice demon - [+] shardshot, power 3 (ie 3d6) - [+] snow troll - [+] implement - [+] - frostbite, range 1 "exhales a freezing wind" - [+] griddler, small demon, fire dam attack, heat metal ability, carries a permenantly red-hot weapon - [+] curse (curses equipped objects) - [+] applys a curse to 1-power equipped objects. - [+] applies a -1 penalty too, if it's a weapon/armour/can have bonuses. - [+] protection from good. - [+] repel the next "power" attacks from good-aligned lfs - [+] casttoattack xxx - [+] this needs the player to have an alignment!!! (base it on the job) FROM PREVIOUS COMMITS: - [+] if you polymorph into something with nopack, MELD your pack ? - [+] move all from lf->pack to lf->meldpack - [+] have to SAVE meldpack too. - [+] monsters which attack if you get too close - [+] eg. wolf - [+] do they attack other monsters in range too? or just players?
2012-02-10 08:00:10 +11:00
char *getalignmentname(enum ALIGNMENT al);
char *getattackverb(lifeform_t *lf, object_t *wep, enum DAMTYPE damtype, int dam, int maxhp);
- [+] 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
char *getattrabbrev(enum ATTRIB att);
char *getattrbracketname(enum ATTRIB whichatt, enum ATTRBRACKET brack);
- [+] poltergeists are not honouring stayinroom.... fixed. - [+] unique monsters shouldn't get things like 'hungry' - [+] A some bread flies through the air toward you. A some bread hits you. - [+] related to using "FEELTEXT" - [+] fixed - need to set "no_a" when using feeltext. - [+] bug: ice wraith drops a bog wraith corpse - [+] ...why ? - [+] wish for 'ice wraith corpse', and i end up with 'bog wraith corpse' - [+] racename is "wraith", not "ice wraith" - [+] ...because "p" was just "wraith corpse", what happened to "ice" ? - [+] wishing for "bog wraith corpse", p is "bog wraight corpse" was expected. - [+] for some reason the prefix "ice " is special... - [+] it's because "ice" is the name of a material - [+] need isvalidoverridemat() - [+] don't show attribs as options when levelling up if the base score is maxed. - [+] bug donating money - [+] bug: wearing gauntlets, someone cast heat metal on me. my gauntlets didn't hurt me? - [+] nor did my armour?? - [+] they get set to 'a red-hot xxx' - [+] ...but don't deal damage. - [+] touch() needs to differentiate touching something (with your hands) from it touching you! - [+] ie. int onpurpose argument. - [+] bjorn no longer being pleased by defeating all foes... - [+] monster modification at nighttime/daytime - [+] undead are stronger at night (bonus on all skillchecks & tohit) +/- 15% - [+] undead are weaker during the day (penalty to skillchecks & tohit) - [+] plants are stronger during the day - [+] describe in adept level knowledge - [+] more work on hydra - [+] poison breath - autocreate poison gas in front of it - [+] cases where head not severed - [+] criticalhit() needs to know about the weapon which was used (or NULL) - [+] then: - [+] flaming weapon cauterises wound - [+] silver does too - [+] in this case after severing a head: - [+] don't regrow more - [+] lower TR - [+] lose f_hasattack - [+] if it was the last head, it dies. - [+] fishfolk should have extra evasion in water, and aviads in air - [+] implmement - [+] apply to races: - [+] fishfolk - [+] aviad - [+] nimble creatures with aquatic - [+] nimble creatures with natural flight - [+] announce in makedesc_race, beginner level knowledge.
2012-06-08 11:29:48 +10:00
char getattrletter(enum ATTRIB att);
2011-02-01 06:16:13 +11:00
char *getattrname(enum ATTRIB att);
- [+] Go to 256 colour mode! - [+] enable it - [+] adjust colour enum definitions - [+] adjust usage of colour enums in *.c - [+] redo celltype colours - [+] redo all lf colours in data.c - [+] redo all object colours in data.c - [+] fix potioncolours etc - [+] get background colours working again..... - [+] You walk down the staircase... Invalid racename 'random' in vault monsterzoo - [+] gaining/losing god bonus - only announce first one you lose/gain! - [+] knockout bugs: - [+] "you knock out the pixie"... then there' s pixie corpse. - [+] shouldn't be able to KO robots! - [+] don't say "you kill baba yaga's hut", say "you defeat xxx" - [+] alignment change - [+] should become evil if you worship hecta - [+] ...and good if you worship glorana - [+] -15% xp forever. - [+] shoudl become prone when hit by falling door trap. - [+] TEMPERATURE - [+] habitat->basetemperature - [+] VCOLD = <=0 - [+] COLD=1-11 - [+] COOL=12-18 - [+] AVERAGE = 19-22 - [+] WARM=23-29 - [+] HOT=30-35 - [+] VHOT=36+ - [+] getcelltemperature() - [+] start with habitat temperature - [+] adding/removing/moving nearby fire makes cells hotter - [+] adding/removing/moving nearby blizzards, hailstorms, ice etc make cells cooler - [+] getlftemp() - [+] start with getcelltemp - [+] adjust for warm/cold blood, resistances, etc - [+] hot effects - [+] stamina is used more quickly - [+] ice melts very fast (turns to water) - [+] food goes bad very quickly - [+] things made of ice take damage every turn. in startlfturn() ? - [+] cold effects - [+] exposed body parts give penalties to accuracy - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28) - [+] no effect on furred things like bears. make them cold-resistant or immune. * [+] medium chance to shiver... chance to drop weapons * [+] low chance to catch cold (check cold damage code) - [+] nothing ever melts - [+] food never goes bad - [+] water freezes( turns to ice) - [+] things made of fire take _extra_ damage (in attack.c) - [+] Show YOUR temperature in @@ - [+] Show other's temp in @@ if our lore is high enough - [+] notify when temperature changes. - [+] just like igniting other fires, fires should deal fire damage to surrounding cells - [+] heat/cold should affect SURRONDING cells too. - [+] maybe: instead of checking cell temp every time, recalc cell temp whenever: - [+] create cells with habitat base temperature - [+] we add a new object - [+] we move an object - [+] we remove an object - [+] SAVE cell temperature now. - [+] show cold/hot in statusbar. - [+] cold announcement not working. - [+] change glaciate: - [+] create "unnatural coldness" object - [+] cold snap: (l2) - [+] create "unnatural coldness" in a radius - [+] heatwave (l2) or "oppressive heat" - [+] create "unnatural heat" in a radius - [+] add fur coats to creatures (ie. resistcold) - [+] ice cave level - [+] walls = ice. - [+] floor = metal - [+] creation similar to swamp: - [+] make dungeon - [+] change solid walls to ice - [+] limit room size to small. - [+] floor = snow - [+] temperature - [+] base temperature is cold - [+] ice-themed monsters - [+] ice-themed objects
2012-11-27 21:27:54 +11:00
char *getcolname(enum COLOUR c);
char *getdamname(enum DAMTYPE damtype);
char *getdamnamenoun(enum DAMTYPE damtype);
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
char *getdirname(int dir);
char *getdirnameshort(int dir);
void getdisttext(cell_t *src, cell_t *dst,char *distbuf, char *distbufapprox, char *dirbuf);
char *getfillingname(int nutrition);
2012-12-01 16:26:23 +11:00
char *getsourcetext(int src);
char *getflagsourcetext(flag_t *f, char *buf);
* [+] 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
int gethitconferlifetime(char *text, int *min, int *max);
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
char *getjobcatname(enum JOBCATEGORY jc);
char *getkillverb(lifeform_t *victim, object_t *wep, enum DAMTYPE damtype, int dam, int maxhp);
char *getnthtext(int num);
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
char *getpctname(int pct);
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
char *getpoisondamverb(enum POISONTYPE ptype);
//char *getpoisondesc(enum POISONTYPE ptype);
//char *getpoisonname(enum POISONTYPE ptype);
2011-02-01 06:16:13 +11:00
char *getpossessive(char *text);
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
char *getdrunkdesc(lifeform_t *lf, flag_t *drunkflag, char *buf);
- [+] 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
char *getdrunktext(flag_t *drunkflag);
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
char *getilluminationdesc(enum ILLUMINATION il);
char *getinjuredbpname(enum BODYPART bp);
char *getinjuryname(enum DAMTYPE dt);
char *getinjurydesc(enum BODYPART bp, enum DAMTYPE dt);
- [+] BUG: trying to go down stairs from L7 (6?) - [+] You walk down the staircase... ERROR - can't find opposite end of stairs/portal! - [+] You walk down the staircase... ERROR - unlinked stairs! - [+] This is related to the fact that all the staircases came from Jimbo's vault - [+] For some reason we're not linking them when they come for ma vault!!! - [+] "joining unliked stairs" section not working??? - [+] it calls getstairdestination, but this DOESNT call linkstairs! - [+] maby: call autolink everytime i add stairs ? or only do this during createvault ? - [+] automatically remove useless doors (ie. ones where all adjacent walkable cells are in the same room) - [+] in fix_reachability i'm drawing a corridor through vault/room walls. <- probably this one. - [+] don't allow auto reachability to enter rooms through the wrong side wall. - [+] TEST during regular playtests, see if maps look better. - [+] quality on doors. - [+] sturdy / plain / shoddy doors. this impacts the hp - [+] stone doors (solid / plain /crumbling) - [+] metal ( reinforced / plain / rusty) - [+] only show this if perception >= beginner - [+] dungeon shapes - [+] new cell attribute - locked. - [+] calcroompos can't make rooms on locked cells. - [+] normal - [+] cross - [+] circle - [+] turret - [+] - premask out blocked cells before generation! - [+] minion code - if leader dies, - [+] minions drop morale - [+] and might either immediately flee - [+] need lastdamlf - [+] if wisdom >= gtaverage, automatically turn off lamps when you go to sleep - [+] "scratch"/"gnaw" etc should be based on actual damage hp amount, not percentage. - [+] change getattackverb() - [+] 1-2 - [+] 3-6 - [+] 8-12 - [+] 12-18 - [+] 18+ - [+] shop objects should start with all flags known. - [+] allow usage of godstones without id'ing them first. this will id them. - [+] weapon/armour shop should resize armour for you for a cost. - [+] chanelling bonus - [+] novice - [+] tell you when wand is low on charges (0-3) - [+] beginner - [+] let you determine exact remaining charges in wands once it is == 1! - [+] adept - [+] let you determine exact remaining charges in wands once it is <= 3! - [+] skilled: - [+] let you determine exact remaining charges in wands once it is <= 6! - [+] master - [+] lets you always see full amount of want charges. - [+] lets you convert your mp into wand charges? "imbue item"
2012-01-09 15:02:26 +11:00
char *getobmodprefix(object_t *o, obmod_t *om);
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 *getrarityname(enum RARITY rr);
enum RARITY getrarityval(char *name);
char *getregionname(char *buf, map_t *m, region_t *r, enum REGIONNAMEFORMAT how);
- [+] prevent 'A' (forceattack) behind you - [+] replace: - [+] Something critically savages your body. Your uncursed suit of ring mail protects you. Your suit of ring mail is damaged! - [+] with: - [+] Something critically savages your suit of ring mail. - [+] Your suit of ring mail is damaged! - [+] tremorsense shouldn't see flying creatures - [+] rename blink to "bamf" - [+] add F_containsmeat for non-vegetarian foods - [+] use this in vegetarian checks instead of mt_Flesh - [+] "what goes up" spell - [+] "equal and opposite" spell - [+] why didn't cyborg ninja start with weapon weilded? - [+] getbestwepon - accuracy was counting for too much. have changed calculation. - [+] why is wizard's staff not enchanted??? - [+] elephant race - Pachyon or Mammoan - [+] bonus - [+] Leather skin - [+] str++ - [+] photo mem - [+] high listen skill - [+] good smell - [+] penalty - [+] slow movement - [+] no armour on ears - [+] agi- - [+] low eyesight - [+] vuln to sonic - [+] vegetarian - [+] other - [+] large - [+] throw salt to blind targets - [+] if you learn a new spell school skill while game is in progress, gain a 1st level spell too. - [+] for random roast meat, always use base race - [+] ie. orc, not "elite orc" - [+] (ie. human, not 'town guard') - [+] remove "prepare food" skill. - [+] use "cook" instead - [+] startskill should be a modifier, not absolute. - [+] ie. elf can have sk_ranged, so can hunter. these will now stack. - [+] chance for ai to use a firearm is lowered based on firearm accuracy - [+] bug: massively high amount of skillxp needed for a point - [+] firearms should do more damage at pointblank range. - [+] icicle bugs - getrandomadjcell for knockback failing - [+] still a bug with firearm accuracy updating - [+] 2 squares away, move towards enemy - it doesn't update! - [+] display all valid hits in brown - [+] wear melted wax in ears to reduce sonic damage - [+] ranged skillls - [+] adp - [+] fast reloading - [+] exp - [+] fire through lifeforms! lof_wallstop instead of lof_need - [+] mas - [+] extra dam. - [+] object HP issue: - [+] head: b - an uncursed helmet [AR:3] [110%] - [+] body: c - an uncursed suit of ring mail [AR:6] [173%] - [+] hands: d - an uncursed battered pair of gauntlets [AR:2] [86%] - [+] are objects taking negative damage?? - [+] have put an assertion in to check - [+] wait for it to happen again... - [+] add hitchance to askcoords when throwing/shooting - [+] code it - [+] test for throw - [+] add for telekeniis too - [+] add for guns: - [+] "targetted: something [x%]" - [+] "bow->Target->xxx [x%]" - [+] show gun target on botl - [+] redo throw accuracy: - [+] 100 to hit yourself - [+] apply per-cell penalty based on: - [+] throwing / ranged skill (more) - [+] AGI (lesser) - [+] wetsuit description not showing dtresist cold!! - [+] hunter job - [+] wetsuit (covers multiple body parts), prot from cold - [+] announce bleeding damage from injuries - [+] only mark _weapons_ as 'tried' when weilding them - [+] change random items: - [+] fix wantrr bug - [+] test... - [+] new function: enum RARITY pickrarity() - [+] check for all wantrr = xxx and use pickrarity instead. - [+] give classes a RR_RARITY - [+] common - [+] weapon / armour / money / missile - [+] furniture - [+] misc - [+] rock - [+] uncommon - [+] potion / scroll / food - [+] rare - [+] trap - [+] tech/tool - [+] dfeature (pentagram, vending machine, etc) - [+] vrare - [+] wand - [+] ring - [+] book * [+] rewrite wrappers * [+] marge getrandomobofclass and getrandomob - [+] bug: telling allies to attack something they can't see. need a msg for this. - [+] Norman->Attack->A young hawk [flying, facing NE] - [+] Cancelled. - [+] bug: allies not regaining hp when asleep! fixed. - [+] you can now always 'see' your allies if you have LOH - [+] ie. scannedcell - [+] ie. cansee - [+] player luck should cause better random item creation, and easier monsters - [+] pickrr() needs arg to say what it is for (vault , ob, lf) - [+] meals have special effects. eg: - [+] easy: - [+] mushroom + water = mushroom soup = restore a little stamina - [+] tomato + water = tomato soup = restore a little stamina - [+] apple + stone = fruit juice (don't kill the stone) - [+] cheese + bread = cheese sandwich = restore all food and stamina - [+] rum + chocolate = rum ball = cure pain, restore some hp - [+] med: - [+] corpse + water + salt = jerky - [+] mushroom + water + beef = beef strogonoff = filling, temporary Fitness boost - [+] garlic + bread + clover = garlic bread = produce stench like a trogolodyte - [+] bread + meat + tomato = hot dog = temporary strength - [+] water + sugar + 2 berries = potion of red cordial = speed boost - [+] hard - [+] peanut + stone + salt + bread = peanut butter sandwich = super filling, restore all stamina, temp fitness boost - [+] rum + chocolate + sugar + berry = fruit cake = restores all stamina and hp and mp - [+] implement recipe_t - [+] int ningerdients - [+] enum OBTYPE ingredient[MAXINGREDS] - [+] int count[MAXINGREDS] - [+] int cosumeingredient[MAXINGREDS] (boolean) - [+] makedesc_ob should show the recipe for it, if cooking skill is high enough - [+] cooking skill determines how many ingredients you can use - [+] ie. beginner = you can make recipes which need 2 ingredients - [+] redo "cook" ability. - [+] can combine ingredients using recipes to make meals - [+] ingredients must be known! - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills
2011-11-15 05:21:40 +11:00
char *getreldirname(int reldir);
2011-02-01 06:16:13 +11:00
char *getsizetext(enum LFSIZE sz);
char *getschoolname(enum SPELLSCHOOL sch);
char *getschoolnameshort(enum SPELLSCHOOL sch);
char *getskillcheckname(enum CHECKTYPE ct);
- [+] Go to 256 colour mode! - [+] enable it - [+] adjust colour enum definitions - [+] adjust usage of colour enums in *.c - [+] redo celltype colours - [+] redo all lf colours in data.c - [+] redo all object colours in data.c - [+] fix potioncolours etc - [+] get background colours working again..... - [+] You walk down the staircase... Invalid racename 'random' in vault monsterzoo - [+] gaining/losing god bonus - only announce first one you lose/gain! - [+] knockout bugs: - [+] "you knock out the pixie"... then there' s pixie corpse. - [+] shouldn't be able to KO robots! - [+] don't say "you kill baba yaga's hut", say "you defeat xxx" - [+] alignment change - [+] should become evil if you worship hecta - [+] ...and good if you worship glorana - [+] -15% xp forever. - [+] shoudl become prone when hit by falling door trap. - [+] TEMPERATURE - [+] habitat->basetemperature - [+] VCOLD = <=0 - [+] COLD=1-11 - [+] COOL=12-18 - [+] AVERAGE = 19-22 - [+] WARM=23-29 - [+] HOT=30-35 - [+] VHOT=36+ - [+] getcelltemperature() - [+] start with habitat temperature - [+] adding/removing/moving nearby fire makes cells hotter - [+] adding/removing/moving nearby blizzards, hailstorms, ice etc make cells cooler - [+] getlftemp() - [+] start with getcelltemp - [+] adjust for warm/cold blood, resistances, etc - [+] hot effects - [+] stamina is used more quickly - [+] ice melts very fast (turns to water) - [+] food goes bad very quickly - [+] things made of ice take damage every turn. in startlfturn() ? - [+] cold effects - [+] exposed body parts give penalties to accuracy - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28) - [+] no effect on furred things like bears. make them cold-resistant or immune. * [+] medium chance to shiver... chance to drop weapons * [+] low chance to catch cold (check cold damage code) - [+] nothing ever melts - [+] food never goes bad - [+] water freezes( turns to ice) - [+] things made of fire take _extra_ damage (in attack.c) - [+] Show YOUR temperature in @@ - [+] Show other's temp in @@ if our lore is high enough - [+] notify when temperature changes. - [+] just like igniting other fires, fires should deal fire damage to surrounding cells - [+] heat/cold should affect SURRONDING cells too. - [+] maybe: instead of checking cell temp every time, recalc cell temp whenever: - [+] create cells with habitat base temperature - [+] we add a new object - [+] we move an object - [+] we remove an object - [+] SAVE cell temperature now. - [+] show cold/hot in statusbar. - [+] cold announcement not working. - [+] change glaciate: - [+] create "unnatural coldness" object - [+] cold snap: (l2) - [+] create "unnatural coldness" in a radius - [+] heatwave (l2) or "oppressive heat" - [+] create "unnatural heat" in a radius - [+] add fur coats to creatures (ie. resistcold) - [+] ice cave level - [+] walls = ice. - [+] floor = metal - [+] creation similar to swamp: - [+] make dungeon - [+] change solid walls to ice - [+] limit room size to small. - [+] floor = snow - [+] temperature - [+] base temperature is cold - [+] ice-themed monsters - [+] ice-themed objects
2012-11-27 21:27:54 +11:00
char *gettemperaturename(enum TEMPERATURE temp);
char *gettimephasename(enum TIMEPHASE tp);
2011-02-01 06:16:13 +11:00
char *gettimetext(char *retbuf);
char *gettimetextfuzzy(char *retbuf, int wantpm);
- [+] 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
char *getwaterdepthname(enum DEPTH d);
- [+] make "fear" be used to flee, not attack - [+] CRASH in linkexit() - [+] make most monsters either have sk_perception at least novice. - [+] show success rate when studying scrolls - [+] bug: unable to drink from fountains anymore - [+] always use multidrop - this will free up 'D' - [+] forest tree cluster maps are not working - only a single tree in each cluster! - [+] crash - ghost adding footprint to solid cell! - [+] amberon's wrath for attacking peaceful should happen once per ATTACK, not once per HIT - [+] show cells outside LOS as blue or darkgrey - [+] Don't place normal rooms next to the edge of the map either!! - [+] getradiuscells(scatter) needs an option to include density - [+] then make absolute zero have high density * [+] summoning spells on pentagram will summon a demon instead - [+] "confusion" / "baffle" mental spell - l2 - [+] add 'concussion' injury (head bash) - confusion effect. - [+] iswoozy checks for this. - [+] severed limbs -"frominjury" so taht you can heal them - [+] linkexit() needs to be able to handle making THREE turns: - [+] when looking for turnpos, remember each up/down celll - [+] if we don't find one ("annot find a way to link up") , go through each up/down cell and look left/right - [+] fix is in place. - [+] tested. - [+] bug: doors being placed on top of rock walls!!! think this is related to fix_deadends. - [+] assert statement added. * [+] bug: no up stairs generated on first dungeon map! was being removed by clearcell() for overlapping rooms. - [+] mass stun spell - l4. stuns all in los ? * [+] make "stun" / massstun durations be 2-4 depending on power - [+] "restricted" jobs/races? - [+] don't put shopkeepers in pubs - [+] make a per-map maxvisrange. the deeper you go, the lower this gets (ie . it is darker, less ambientlight) - [+] limit getvisrange(lf) by getmapmaxvisrange() - [+] map->habitat->maxvisrange. set this during createhabitat() - [+] reduce maxvisrange - [+] reduce it to 6 - [+] why can i still see 1 cell? - [+] why can i still always see my own cell? - [+] when in pitch black for a certain amount of time, your vision adjusts to maxrange=1 - [+] ie. getnightvisrange(lf) should be modified by lf->eyeadjustment - [+] reset if you can ever see a lit cell. - [+] when this happens to the player: - [+] msgs about this - [+] also force light recalc - [+] only recalc light when dirty - [+] if we call "haslos()" for a lf and they have losdirty, precalclos first. - [+] vis range problems - [+] sunglasses/footballhelm visrangereduce isn't working anymore - [+] it's reducing maxvisrange(lf). - [+] BUT - my maxvisrange is 5, which is still higher than the ambient range. - [+] need to apply reductions AFTER ambient light - [+] NOW eyeadjustment isn't working. because cell lit is l_temp, not l_notlit. - [+] but if this is the case, why can't i see? anwer: because my visrange has been reduced to 0 due to no ambient light! - [+] so.... how do i make lightt sources override this? - [+] maybe say: if a cell is lit, i can see it, even if it's outside my ambient light. - [+] falling over isn't reducing your visrange anymore - [+] why doesn't eyeadjust make the screen update? - [+] is regular "haslos" code ever used anymore???? - [+] now i can't see lit cells in the darkness again....fixed - [+] after you calm something, give it xpval0 - [+] show message when calm animals fails - [+] check all spell sc_resistmag oskillcheck difficulties - [+] diff should be 20 + (spelllev*2) + power - [+] l1 spell should be diff 20 - [+] l2 should be diff 24 - [+] ... - [+] l7 should be diff 34 - [+] bleeding injuries should make armour "bloodstained" (5% chance per turn) - [+] msgs for "the sun is starting to set" and "the sun is starting to rise" - [+] make 6am, 18pm be constants - [+] add crushed windpipe - lower Fitness, cannot sprint * [+] CRASH when going down stairs! another overlapping room bug i think. - [+] cockatrices and chickens should cluck - [+] canwill param: race:xxx; - [+] define it - [+] use this in "createmonster" - [+] use this in "polymorph" when on self - [+] then remove f_forcepoly - [+] TEST - [+] make playerstart vaults able to appear randomly (just don't place the the "playerstart" object) - [+] redo texttospellopts() to make it more friendly - [+] give a list of what we want as args, rather than passing lots of nulls - [+] "pw:", &localpowervar etc - [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during losehp. - [+] rename turneffectslf() to startlfturn() - [+] show hunger level as a bar in @@ - [+] warn before becoming burdened. - [+] warn when you ARE burdened. at the end of moveob() - [+] l6 - absolute zero (turn everyone around you to ice, freeze all obs, turn ground to ice) - [+] some monsters leave non-meat food behind? - [+] cactus -> cactus juice/fruit - [+] dreamfungus -> sleeping powerder - [+] silver weapons (5% chance on eligible weapons) - [+] hurt vampires - [+] vulnerable to mat??? - then use fromob in losehp() - [+] f_matvuln mt_xxx multiplier - [+] add some silver weapons - [+] f_canbediffmat mt_silver 10% - [+] if f_canbediffmat is true, sometimes change material to this on creation - [+] getobname - if material is differnet, show this - [+] dagger - [+] sword - [+] arrow - [+] bolt - [+] dart - [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
char *getweighttext(float weight, char *buf, int shortfmt);
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
int hoursto12(int h);
* [+] 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
char *is(lifeform_t *lf);
- [+] griddler didnt start with trident? - [+] it DID, but it dropped it cuase it was hot. - [+] griddler should be immune to redhot! (testing shows it currently isn't) - [+] once prisoners give you a reward, they shouldn't be allies anymore (ie shouldn't follow you up/down stairs) - [+] portal to realm of gods hsouldn't work until you have a godstone. - [+] why did potion of oil explode when i threw it? - [+] for unique monsters, instead of "jimbo's armour protects it", use "jimbo's armour protects him" - [+] use f_gender - [+] this replaces F_GODOF. - [+] change gods to use this too. - [+] change cloak of shadows - only work if max vis range is low ? - [+] monsters can't see you if they are >=3 away - [+] F_SHADOWED - [+] more amulets - [+] of the traveller (go to a much deeper level or branch when you put it on. go back when you take it off) - [+] implement - [+] usually start cursed - [+] boost piety gain - [+] soul feasting - [+] acrobatics (tumble/jump) - [+] choking - [+] first add f_nobreath - [+] doesn't work if you don't need to breath - [+] hydra blood poisonous - [+] handle "linkrace:xxx splash of blood" - [+] make bleed() use this. - [+] add f_venomblood to r_hydra (and others?) - [+] make filling potions from blood check for f_linkrace->f_venomousblood - [+] maybe handle this more elegantly. - [+] add f_bloodfillob to blood objects (inherit from lf) - [+] fine, but what about addobsinradius? make it populate retobs!!! - [+] change f_venomblood to f_bloodfillob->ot_pot_poison - [+] remove "linkrace:xxx" code from objects.c and from bleed() - [+] flashbang shouldnt affect user (you would look away) - [+] add F_THROWNBY to objects when you throw them. - [+] stop initial revolvers from starting with 'a rubber bullet' - [+] dry ice grenade - csats "snapfreeze" - [+] needs f_spellcloudondeath - [+] implement - [+] spiked club - [+] The hawk critically claws your hands. Your ! - [+] fixed. - [+] need another way to unlock chests - [+] bash them - [+] if it is trapped, high chance that the trap will go off - [+] if you attack something which is locked, it has a small chance of becoming unlocked - [+] rnd(1,your_str) must be > lockdiff! - [+] different unarmed attack verbs for monk - [+] javelin of lightning - [+] when you throw it: - [+] dothrow() calls spelleffects(LTBOLT) - [+] then uses up one charge - [+] if charges are left: - [+] reforms in your hands - [+] otherwise it turns into a normal javelin - [+] shovel - [+] jackhammer (like pickaxe but faster)
2012-04-14 08:52:35 +10:00
char *it(lifeform_t *lf);
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
int isplural(char *text);
2010-12-02 12:17:54 +11:00
int isvowel(char c);
void killplural(plural_t *w);
- [+] prevent 'A' (forceattack) behind you - [+] replace: - [+] Something critically savages your body. Your uncursed suit of ring mail protects you. Your suit of ring mail is damaged! - [+] with: - [+] Something critically savages your suit of ring mail. - [+] Your suit of ring mail is damaged! - [+] tremorsense shouldn't see flying creatures - [+] rename blink to "bamf" - [+] add F_containsmeat for non-vegetarian foods - [+] use this in vegetarian checks instead of mt_Flesh - [+] "what goes up" spell - [+] "equal and opposite" spell - [+] why didn't cyborg ninja start with weapon weilded? - [+] getbestwepon - accuracy was counting for too much. have changed calculation. - [+] why is wizard's staff not enchanted??? - [+] elephant race - Pachyon or Mammoan - [+] bonus - [+] Leather skin - [+] str++ - [+] photo mem - [+] high listen skill - [+] good smell - [+] penalty - [+] slow movement - [+] no armour on ears - [+] agi- - [+] low eyesight - [+] vuln to sonic - [+] vegetarian - [+] other - [+] large - [+] throw salt to blind targets - [+] if you learn a new spell school skill while game is in progress, gain a 1st level spell too. - [+] for random roast meat, always use base race - [+] ie. orc, not "elite orc" - [+] (ie. human, not 'town guard') - [+] remove "prepare food" skill. - [+] use "cook" instead - [+] startskill should be a modifier, not absolute. - [+] ie. elf can have sk_ranged, so can hunter. these will now stack. - [+] chance for ai to use a firearm is lowered based on firearm accuracy - [+] bug: massively high amount of skillxp needed for a point - [+] firearms should do more damage at pointblank range. - [+] icicle bugs - getrandomadjcell for knockback failing - [+] still a bug with firearm accuracy updating - [+] 2 squares away, move towards enemy - it doesn't update! - [+] display all valid hits in brown - [+] wear melted wax in ears to reduce sonic damage - [+] ranged skillls - [+] adp - [+] fast reloading - [+] exp - [+] fire through lifeforms! lof_wallstop instead of lof_need - [+] mas - [+] extra dam. - [+] object HP issue: - [+] head: b - an uncursed helmet [AR:3] [110%] - [+] body: c - an uncursed suit of ring mail [AR:6] [173%] - [+] hands: d - an uncursed battered pair of gauntlets [AR:2] [86%] - [+] are objects taking negative damage?? - [+] have put an assertion in to check - [+] wait for it to happen again... - [+] add hitchance to askcoords when throwing/shooting - [+] code it - [+] test for throw - [+] add for telekeniis too - [+] add for guns: - [+] "targetted: something [x%]" - [+] "bow->Target->xxx [x%]" - [+] show gun target on botl - [+] redo throw accuracy: - [+] 100 to hit yourself - [+] apply per-cell penalty based on: - [+] throwing / ranged skill (more) - [+] AGI (lesser) - [+] wetsuit description not showing dtresist cold!! - [+] hunter job - [+] wetsuit (covers multiple body parts), prot from cold - [+] announce bleeding damage from injuries - [+] only mark _weapons_ as 'tried' when weilding them - [+] change random items: - [+] fix wantrr bug - [+] test... - [+] new function: enum RARITY pickrarity() - [+] check for all wantrr = xxx and use pickrarity instead. - [+] give classes a RR_RARITY - [+] common - [+] weapon / armour / money / missile - [+] furniture - [+] misc - [+] rock - [+] uncommon - [+] potion / scroll / food - [+] rare - [+] trap - [+] tech/tool - [+] dfeature (pentagram, vending machine, etc) - [+] vrare - [+] wand - [+] ring - [+] book * [+] rewrite wrappers * [+] marge getrandomobofclass and getrandomob - [+] bug: telling allies to attack something they can't see. need a msg for this. - [+] Norman->Attack->A young hawk [flying, facing NE] - [+] Cancelled. - [+] bug: allies not regaining hp when asleep! fixed. - [+] you can now always 'see' your allies if you have LOH - [+] ie. scannedcell - [+] ie. cansee - [+] player luck should cause better random item creation, and easier monsters - [+] pickrr() needs arg to say what it is for (vault , ob, lf) - [+] meals have special effects. eg: - [+] easy: - [+] mushroom + water = mushroom soup = restore a little stamina - [+] tomato + water = tomato soup = restore a little stamina - [+] apple + stone = fruit juice (don't kill the stone) - [+] cheese + bread = cheese sandwich = restore all food and stamina - [+] rum + chocolate = rum ball = cure pain, restore some hp - [+] med: - [+] corpse + water + salt = jerky - [+] mushroom + water + beef = beef strogonoff = filling, temporary Fitness boost - [+] garlic + bread + clover = garlic bread = produce stench like a trogolodyte - [+] bread + meat + tomato = hot dog = temporary strength - [+] water + sugar + 2 berries = potion of red cordial = speed boost - [+] hard - [+] peanut + stone + salt + bread = peanut butter sandwich = super filling, restore all stamina, temp fitness boost - [+] rum + chocolate + sugar + berry = fruit cake = restores all stamina and hp and mp - [+] implement recipe_t - [+] int ningerdients - [+] enum OBTYPE ingredient[MAXINGREDS] - [+] int count[MAXINGREDS] - [+] int cosumeingredient[MAXINGREDS] (boolean) - [+] makedesc_ob should show the recipe for it, if cooking skill is high enough - [+] cooking skill determines how many ingredients you can use - [+] ie. beginner = you can make recipes which need 2 ingredients - [+] redo "cook" ability. - [+] can combine ingredients using recipes to make meals - [+] ingredients must be known! - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills
2011-11-15 05:21:40 +11:00
void makegunaimstring(lifeform_t *lf, int lfid, char *retbuf);
char *makekillertext(char *retbuf, char *killverb, char *lastdam, map_t *where, int wantextra, int wantlocation);
- [+] don't place draininge grates on low floor!! - [+] gate spell should always take you to a location wihtout water!! - [+] enhance speak with dead spell (SPEAKDEAD) - [+] may ask "how did you die" plus one of the below: - [+] tell me about the area - [+] mark stairs on the map - [+] mark shops on the map - [+] tell about very rare objects - [+] tell me about nearby dangers - [+] tell about odd monsters - [+] tell about traps - [+] test - [+] let you ask peaceful lfs about the surroundings too - [+] move code into io.c "askaboutarea(char *who)" - [+] test - [+] the first time you ask someone for info, randomly determine whether they know about: - [+] stairs (high chance) - [+] shops (medium chance) - [+] traps (low chance) - [+] areacomms_danger should include out of depth monsters - need isoutofdepth(lf) - [+] room floors should take the entry type from the habitat, NOT just use ct_room!!!! - [+] sometimes generate fixed SEWER regionthings - [+] done - [+] BUG: canT enter goblin caves again!!!! - [+] getting "ERROR - can't find opposite end of stairs/portal!" - [+] FAILED to link stiars: 'tunnel leading up' - [+] make maps direct you to regionthings. - [+] region things need unique IDs !!! - [+] change F_MAPTO - [+] v0 = src region id - [+] v1 = src depth - [+] v2 = regionthing with whatkind = RT_REGIONLINK - [+] when generating map objects, fill in a random branch entry - [+] fix getobname code for unknown maps. - [+] TEST - [+] with "map to the goblin caves" - [+] with "map" - [+] with "map to" - [+] use "the goblin caves are to the north", not "is to the north" - [+] is - [+] isn't - [+] test reading a map when on the wrong branch - [+] test reading a map when on the wrong level - [+] test reading a map when on the right level - [+] move staircase generation to END of map create - [+] finalisemap() - [+] countobswithflagval(obpile, flagid, val0...) - [+] countmapobswithflagval(map, flagid, v0...) - [+] jimbo's map should lead you to one of the major branches. - [+] crit pos shouldn't be higher than you can reach! - [+] same size or bigger = can reach anything - [+] 1 size smaller = you can't reach the head - [+] 2 sizes smaller = can't reach head or hands - [+] 3 sizes smaller = can't reach head, hands or body - [+] jimbo's room should contain all the staircases - [+] make you have to pass a speech check before people will tell you about the area - [+] bug in recruitment skillchecks - using wrong attribute, and too easy. - [+] rename dwarf to delver - [+] somtimes say "dons" instead of "puts on"
2012-01-05 02:54:28 +11:00
char *makelowercase(char *text);
char *makeplural(char **text);
- [+] prevent 'A' (forceattack) behind you - [+] replace: - [+] Something critically savages your body. Your uncursed suit of ring mail protects you. Your suit of ring mail is damaged! - [+] with: - [+] Something critically savages your suit of ring mail. - [+] Your suit of ring mail is damaged! - [+] tremorsense shouldn't see flying creatures - [+] rename blink to "bamf" - [+] add F_containsmeat for non-vegetarian foods - [+] use this in vegetarian checks instead of mt_Flesh - [+] "what goes up" spell - [+] "equal and opposite" spell - [+] why didn't cyborg ninja start with weapon weilded? - [+] getbestwepon - accuracy was counting for too much. have changed calculation. - [+] why is wizard's staff not enchanted??? - [+] elephant race - Pachyon or Mammoan - [+] bonus - [+] Leather skin - [+] str++ - [+] photo mem - [+] high listen skill - [+] good smell - [+] penalty - [+] slow movement - [+] no armour on ears - [+] agi- - [+] low eyesight - [+] vuln to sonic - [+] vegetarian - [+] other - [+] large - [+] throw salt to blind targets - [+] if you learn a new spell school skill while game is in progress, gain a 1st level spell too. - [+] for random roast meat, always use base race - [+] ie. orc, not "elite orc" - [+] (ie. human, not 'town guard') - [+] remove "prepare food" skill. - [+] use "cook" instead - [+] startskill should be a modifier, not absolute. - [+] ie. elf can have sk_ranged, so can hunter. these will now stack. - [+] chance for ai to use a firearm is lowered based on firearm accuracy - [+] bug: massively high amount of skillxp needed for a point - [+] firearms should do more damage at pointblank range. - [+] icicle bugs - getrandomadjcell for knockback failing - [+] still a bug with firearm accuracy updating - [+] 2 squares away, move towards enemy - it doesn't update! - [+] display all valid hits in brown - [+] wear melted wax in ears to reduce sonic damage - [+] ranged skillls - [+] adp - [+] fast reloading - [+] exp - [+] fire through lifeforms! lof_wallstop instead of lof_need - [+] mas - [+] extra dam. - [+] object HP issue: - [+] head: b - an uncursed helmet [AR:3] [110%] - [+] body: c - an uncursed suit of ring mail [AR:6] [173%] - [+] hands: d - an uncursed battered pair of gauntlets [AR:2] [86%] - [+] are objects taking negative damage?? - [+] have put an assertion in to check - [+] wait for it to happen again... - [+] add hitchance to askcoords when throwing/shooting - [+] code it - [+] test for throw - [+] add for telekeniis too - [+] add for guns: - [+] "targetted: something [x%]" - [+] "bow->Target->xxx [x%]" - [+] show gun target on botl - [+] redo throw accuracy: - [+] 100 to hit yourself - [+] apply per-cell penalty based on: - [+] throwing / ranged skill (more) - [+] AGI (lesser) - [+] wetsuit description not showing dtresist cold!! - [+] hunter job - [+] wetsuit (covers multiple body parts), prot from cold - [+] announce bleeding damage from injuries - [+] only mark _weapons_ as 'tried' when weilding them - [+] change random items: - [+] fix wantrr bug - [+] test... - [+] new function: enum RARITY pickrarity() - [+] check for all wantrr = xxx and use pickrarity instead. - [+] give classes a RR_RARITY - [+] common - [+] weapon / armour / money / missile - [+] furniture - [+] misc - [+] rock - [+] uncommon - [+] potion / scroll / food - [+] rare - [+] trap - [+] tech/tool - [+] dfeature (pentagram, vending machine, etc) - [+] vrare - [+] wand - [+] ring - [+] book * [+] rewrite wrappers * [+] marge getrandomobofclass and getrandomob - [+] bug: telling allies to attack something they can't see. need a msg for this. - [+] Norman->Attack->A young hawk [flying, facing NE] - [+] Cancelled. - [+] bug: allies not regaining hp when asleep! fixed. - [+] you can now always 'see' your allies if you have LOH - [+] ie. scannedcell - [+] ie. cansee - [+] player luck should cause better random item creation, and easier monsters - [+] pickrr() needs arg to say what it is for (vault , ob, lf) - [+] meals have special effects. eg: - [+] easy: - [+] mushroom + water = mushroom soup = restore a little stamina - [+] tomato + water = tomato soup = restore a little stamina - [+] apple + stone = fruit juice (don't kill the stone) - [+] cheese + bread = cheese sandwich = restore all food and stamina - [+] rum + chocolate = rum ball = cure pain, restore some hp - [+] med: - [+] corpse + water + salt = jerky - [+] mushroom + water + beef = beef strogonoff = filling, temporary Fitness boost - [+] garlic + bread + clover = garlic bread = produce stench like a trogolodyte - [+] bread + meat + tomato = hot dog = temporary strength - [+] water + sugar + 2 berries = potion of red cordial = speed boost - [+] hard - [+] peanut + stone + salt + bread = peanut butter sandwich = super filling, restore all stamina, temp fitness boost - [+] rum + chocolate + sugar + berry = fruit cake = restores all stamina and hp and mp - [+] implement recipe_t - [+] int ningerdients - [+] enum OBTYPE ingredient[MAXINGREDS] - [+] int count[MAXINGREDS] - [+] int cosumeingredient[MAXINGREDS] (boolean) - [+] makedesc_ob should show the recipe for it, if cooking skill is high enough - [+] cooking skill determines how many ingredients you can use - [+] ie. beginner = you can make recipes which need 2 ingredients - [+] redo "cook" ability. - [+] can combine ingredients using recipes to make meals - [+] ingredients must be known! - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills
2011-11-15 05:21:40 +11:00
char *makethrowaccstring(lifeform_t *lf, cell_t *c, flag_t *throwflag, char *retbuf);
- [+] 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
char *makeuppercase(char *text);
- [+] bug: when ally can't see you it goes to sleep - [+] after waking it just goes to sleep again!!! - [+] bug:npc warriors aren't starting with a weapon - [+] shouldn't be able to shieldblock if youre asleep!!! - [+] allies sohuld announce what they are doing - [+] "I'm attacking a goblin" - [+] I just killed a goblin - [+] I need some rest soon... - [+] make sure only HUMANS do this...hu - [+] F_EXTRADESC v0 should be 'order'. - [+] makedesc_skill should honour this - [+] makedesc_spell - [+] same with other makedesc() functions - [+] auto-inc this when adding them. - [+] allies not properly following me downthe stairs - [+] armour that can cover multiple body parts - [+] f_goesonmulti - [+] multiple f_equipped flags. - [+] handle multiple f_equipped in takeoff() - [+] all required bodyparts must both be clear - [+] if not, prompt to remove both things. - [+] check all code for f_equipped copes with multiple occurences... - [+] display as: f - a wetsuit (worn over body and on legs) - [+] update io.c. "it is worn over xxx and yyy)" - [+] heat metal spell - [+] weilded metal burns hands and you drop it (unless immunte to fire/burn) - [+] metal armour damages you (1-4 each) - [+] metal lifeforms take huge damage - [+] all lifeforms should have at least novice level knowledge of their own raceclass - [+] new raceclass - dragons - [+] define it - [+] define skill for it - [+] make jobs know the skill - [+] red dragon - [+] high armourrating - [+] swoop - [+] fly - [+] breath weapon - [+] spells - [+] heat metal - [+] fireball - [+] burning wave - [+] want gold - [+] immune to fire - [+] red dragon hatchling - [+] generally lwoer power, only has heat metal and spark ? - [+] spellcasttext for individual spells - [+] ancient red dragon - [+] higher hp and armourrating - [+] more damage - [+] more spells
2011-11-07 13:12:04 +11:00
char *makewearstring(lifeform_t *lf, object_t *o, int wantyour, char *posbuf);
char *makewearstringsingle(lifeform_t *lf, flag_t *f, char *yourbuf, char *posbuf);
* [+] 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 needses(char *text);
2011-02-01 06:16:13 +11:00
char *noprefix(char *obname);
2011-03-16 15:45:46 +11:00
char *numtotext(int num, char *buf);
int parserange(char *rangetext);
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 *readuntil(char *retbuf, char *src, char delim);
2011-03-16 15:45:46 +11:00
char *roman(int num);
* [+] 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
int speedtokph(int speed);
2011-02-01 06:16:13 +11:00
void splittime(int *hours, int *mins, int *secs);
/*
2011-02-01 06:16:13 +11:00
char *strrep(char *text, char *oldtok, char *newtok, int *rv);
char *dostrrep(char* in, char** out, char* oldtok, char* newtok, int *rv);
*/
char *strrep(char **text, char *oldtok, char *newtok, int *rv);
char *do_strrep(const char *s1, const char *s2, const char *s3);
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
int streq(char *a, char *b);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
char *strends(char *a, char *suffix);
- [+] if you cancel a limited wish, don't age you. - [+] sourges shouldn't learn spells from books - [+] MR doesn't affect canwill spells? - [+] innate MR (ie. fromrace or from scource) doesn't affect spells either. - [+] too many potions of water! made it common rather than frequent. now NO frequent potions. - [+] getting 'wake t someone runmmaging through your pack' when noone nearby - [+] maybe this flag isn't gettginre removed properly? - [+] polymorph should fix injuries first * [+] for missing hand injuries, select the hand AFTER main switch() * [+] shouldn't be able to weild 2-handed weapons if you only have 1 hand!!! - [+] "travel" spell should let you go to RT_HABITAT things. - [+] fix crash validating f_spotted flag - [+] don't always put "The " on unique objects. - [+] use F_THE for this instead. - [+] godstones should still have F_THE - [+] don't place staircases inside MAINTAINEDGE vaults!! - [+] burning a wood floor only makes a hole in the ground if there are more levels underneath! - [+] end of caves: - [+] both bossrooms should have goblin king and red wyrmling - [+] stone key. - [+] need a vault flag which say s: add f_stayinroom to everyone who is created in this room - [+] done: "keepmonsinroom" - [+] cope with a branch's entry stairs coming from a vault - [+] killing unique monsters with necrotic damage should still leave a corpse. - [+] make "ornate chest" which has rare objects - [+] put it in branch endings and make it a rare object - [+] f_extrainfo in fireat() should show damage _after_ adjustment - [+] BUG: swamp rooms aren't connected!!!! - [+] end of forest branch: - [+] vault containing baba yaga's hut - [+] bone fence around it - [+] skeletons - [+] the hut. - [+] baba yaga's hut - [+] cabin on chicken legs - [+] f_timid! - [+] jump - [+] claw attacks - [+] walks around - [+] corpsetype = link to inside the hut - [+] made of dragonwood (ie. hardness 5) - [+] Don't say "You kill the walking hut". - [+] text when it dies: "Exhausted, the hut slumps to the ground." - [+] inside the hut = small level with baba yaga - [+] new regiontype: babayaga's hut - [+] new habitat: byhut - [+] making the habitat: only has a single vault. (one with tag 'byhut') - [+] diff layouts - [+] circular - [+] square - [+] baba yaga herself - [+] baba yaga - [+] weighs 50kg - [+] obs: - [+] key! - [+] hp: 135 = 22 hitdice (d6) - [+] 75% magic resistance - [+] attribs - [+] str: exhigh - [+] iq: exhigh - [+] wis: exhigh - [+] agi: average - [+] con: high - [+] cha: exlow - [+] fire, cold, magic, poison resist - [+] immune to necrotic - [+] abilities - [+] seeinvis - [+] awareness - [+] claw/teeth attacks. - [+] claw = 8 DR - [+] teeth = 6 DR - [+] maxattacks = 2 - [+] grab ability - [+] spells?????? - [+] fear - [+] weaken - [+] summon insects/animals - [+] entangle - [+] blink - [+] when she dies, unlock the hut door. - [+] delving code. - [+] new digging code: - [+] delve() - [+] delve_pullcell - [+] etc - [+] h_antnest - [+] creaetantnest calls delve() functions. - [+] insert this in the main dungeon somewhere - [+] populate with monsters (set rarity) - [+] place queen ant on the map. - [+] via new regionthing type RT_LF - [+] branch ends should have a boss with a key! - [+] jimbo - [+] babayaga - [+] cave boss (dragon ?)
2012-04-04 19:59:48 +10:00
char *strcasestarts(char *a, char *prefix);
material_t *strmatchesmaterial(char *p);
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 *strstarts(char *a, char *prefix);
- [+] press ] then \ - CRASH. - [+] if sound is behind walls: - [+] you hear a muffled explosion - [+] int canhear() needs one more optional argument: &numwallspassed - [+] if supplied, fill it in. - [+] in noise(), check numwallspassed. if there were any, then say 'muffled'. or maybe if more than 2? play around with this. - [+] listen skill should also give more info about NON monster sounds - [+] ie. direction, distance. - [+] set user->changinglev when CHECKING stairs in the same way as when we use them. - [+] monk abil - iron fist - use all remaining stamina as damage + knockback * [+] HITCONFER - this should only work if you were attacked through a BITE or CLAW etc. - [+] bug... werewolves etc not attacking properly after shapehifting - [+] some tech/tools should be usable with hands (ie. watch). f_operwithouthands - [+] werewolves sohuld keep f_hitconfer after shapeshifting - [+] done - [+] summoned creatures from ai should never attack their masters!!! - [+] only the PLAYER can be infected by a werewolf? or only HUMANS ? - [+] when a werewolf changes to animal form, no longer hide true race as 'human' - [+] lycanthropy? - [+] how to get it: - [+] drink were-xxx blood (->potion of lycanthropy, never appears randomly) - [+] bitten by a lycanthrope (chance) with hitconfer and fail a con check - [+] change f_lycanthrope so text = racename. - [+] effects when you get it: - [+] right away, add diseased with lycanthropy. incubatino infinite ? - [+] if you are incubating lycanthropy, you always change at the full moon (and get rage, and lose control). - [+] at this point, complete the incubation and... - [+] add f_hatesall - [+] lose control for a while - [+] after you change back the first time, you can change at will. (but there is a risk each time of losing control) - [+] player regains control - [+] remove aicontrolled, hatesall, rage - [+] actually add f_lycanthrope, text=xxx, v0=4 - [+] when f_lycanthrope v0 drops to 0 or less... - [+] canwill shapeshift with race:xxx - [+] how to remove it - [+] remove curse scroll - [+] drink holy water - [+] these will: - [+] cure any incubating curse - [+] cure any f_poisoned curse - [+] cure lycanthropy, and any flags FROMLYCANTHROPY - [+] other effect - [+] wont/cant walk into holy circle? - [+] holy circle hurts you - [+] shouldn't be able to get critical hits on you (ie. injuries) if you ahve heavenly armour - [+] bug in f_poisoned text. i think i've fixed this now. Died on level 2 of the dungeon. Killed by venom poisoning from 5-10 - [+] donated objects count towards xp! - [+] -50% of value if not known. - [+] -25% of value if not id'd - [+] donating objects will anger felix
2012-07-11 14:10:21 +10:00
char *strstartswitha(char *text, char *retprefix);
int strlen_without_colours(char *buf);
2011-02-01 06:16:13 +11:00
int strpixmatch(char *haystack, char *needle);
- [+] glorana doesn't like you attacking during Glorana's Peace - [+] make more shops let you donate - [+] bookstore - [+] jewellery store - [+] rename blood hawk to hunting hawk - [+] offering a bribe to creatures should make them move likely to helkp you, AND reset the "auto don't help' flag - [+] change "get lost " message to "get lost, <racename>" if your race is different. - [+] sayphrase() needs a new arg: lifeform_t *talkingto - [+] colours for spell effect. - [+] eg. "the flame dart hits xxx" should use CC_BAD - [+] muddy room - mud should be immutable. - [+] maybe change rage - you lose control totally and just attack anything in sight? - [+] do it. - [+] don't train when enraged - [+] don't hear sounds when enraged - [+] RAGE effects: strength bonus, accuracy bonus, infinite stamina, never flee, - [+] fix bug in skill point calculation - [+] CRASH - someone got their turn BEFORE the player! - [+] new poisontype field - contracttext - [+] hecta's pray effect not working. - [+] adjust food poisioning check difficulty based on food age - [+] check OBHP percentage of max. - [+] >= 80% obhp means -30% difficulty check - [+] ring of unholiness should confer dtvuln holy. - [+] fix colour on spellclouds - [+] fix bug with spellclouds not affecting centre cell. - [+] if you are frozen, heat does extra damage and cold does none. - [+] when frozen, lessen chance of melting. - [+] reduce bite damage of snakes - [+] balaclava should protect from gas - [+] make some floor types (like carpet) be multicoloured - [+] celltype->altcolour - [+] if altcolour is not C_NONE then use it where (x + y) % 2 is true. - [+] don't regain stamina while training - [+] random text in shops - sayphrase needs to cope with lf == null - [+] done - [+] fixed - hecta gifted me with a bamboo staff, but i'm inept with staves! - [+] BUG: in vault.vlt. - [+] "30% chance of door" really means "otherwise empty cell" - [+] need to be able to say "else put a wall here" - [+] so change: - [+] c:type:what[:pct] - [+] to this: - [+] c:type:what[:pct][:alttype:altwhat] - [+] vlegend_t needs - [+] enum VAULTTHING tt2 - [+] char *what2 - [+] they default to VT_NONE, NULL - [+] secret doors should take their fake wall type from the vault spec - [+] vaults need f_celltypeempty/solid flags - [+] add via: solid:xxx in vault def - [+] recycler - [+] donate anything
2012-07-15 15:01:58 +10:00
enum VAULTTHING strtovt(char *text);
2011-03-10 16:47:18 +11:00
int texttodice(char *text, int *ndice, int *nsides, int *bonus);
- [+] increase damage for missiles - [+] retain items on polymorph if new race has f_nopack or nobodypart for equipped stuff - [+] move obs to lf->polypack - [+] save this! - [+] fix bugs with remembering/restoring stats on polyrevert. - [+] scroll of permenance should make conferred attribute changes permenant - [+] change strength damage mod to be range -2 to 2 (instead of a percentage) - [+] corrected poison/methane gas difference. - [+] hecta gift: necromancy books - [+] damagecell() - [+] make rock walls turn to rubble ("50-100 stones") - [+] change to lore skill: incrase damage by a fixed amount, not a percentage. - [+] felix effect: evaulation (identify obs) - [+] god piety should never change once thy are ignoring you. - [+] shields should protect against crit hits - [+] hecta no longer gives unholy water? - [+] I'm able to use OT_A_SHIELDBASH with 0 stamina. - [+] CRASH during loading - [+] fixed - [+] ...but check for more.... - [+] quaff potion of fury - "you're too tired to do that right now" - [+] player was being prompted for locaiton when monster tried to wear a bandage. - [+] closing iron gates is making them opaque. - [+] only add blocksview if the objectTYPE has it. - [+] fountains of experience not drying up. - [+] looking for tracks on stairs. never finding any!! - [+] shop descriptions not working anymore. - [+] left hand got destroyed by explosion. - [+] i then wore a ring... and it went on "left finger"! - [+] all spell effects should cease just before death. - [+] crystal shield/armour shouldn't call wear() but rather just set f_equipped directly. - [+] bedrooms/kitchens should have tiled or carpet floors? - [+] tiled = less stability (especially with water!!) - [+] carpet = more stability - [+] fire skeleton - [+] firebug - [+] ice wraith - [+] winter wolf - [+] skoob (snowman) - [+] crymidia can cast crystal spells - [+] blastbug - [+] bilco - casts flood at itself. - [+] rubber-like things - [+] slug - [+] snail
2012-01-25 07:38:59 +11:00
int texttospellopts(char *text, ... );
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
int timeisbetween(int h, int start, int end);
- [+] make "fear" be used to flee, not attack - [+] CRASH in linkexit() - [+] make most monsters either have sk_perception at least novice. - [+] show success rate when studying scrolls - [+] bug: unable to drink from fountains anymore - [+] always use multidrop - this will free up 'D' - [+] forest tree cluster maps are not working - only a single tree in each cluster! - [+] crash - ghost adding footprint to solid cell! - [+] amberon's wrath for attacking peaceful should happen once per ATTACK, not once per HIT - [+] show cells outside LOS as blue or darkgrey - [+] Don't place normal rooms next to the edge of the map either!! - [+] getradiuscells(scatter) needs an option to include density - [+] then make absolute zero have high density * [+] summoning spells on pentagram will summon a demon instead - [+] "confusion" / "baffle" mental spell - l2 - [+] add 'concussion' injury (head bash) - confusion effect. - [+] iswoozy checks for this. - [+] severed limbs -"frominjury" so taht you can heal them - [+] linkexit() needs to be able to handle making THREE turns: - [+] when looking for turnpos, remember each up/down celll - [+] if we don't find one ("annot find a way to link up") , go through each up/down cell and look left/right - [+] fix is in place. - [+] tested. - [+] bug: doors being placed on top of rock walls!!! think this is related to fix_deadends. - [+] assert statement added. * [+] bug: no up stairs generated on first dungeon map! was being removed by clearcell() for overlapping rooms. - [+] mass stun spell - l4. stuns all in los ? * [+] make "stun" / massstun durations be 2-4 depending on power - [+] "restricted" jobs/races? - [+] don't put shopkeepers in pubs - [+] make a per-map maxvisrange. the deeper you go, the lower this gets (ie . it is darker, less ambientlight) - [+] limit getvisrange(lf) by getmapmaxvisrange() - [+] map->habitat->maxvisrange. set this during createhabitat() - [+] reduce maxvisrange - [+] reduce it to 6 - [+] why can i still see 1 cell? - [+] why can i still always see my own cell? - [+] when in pitch black for a certain amount of time, your vision adjusts to maxrange=1 - [+] ie. getnightvisrange(lf) should be modified by lf->eyeadjustment - [+] reset if you can ever see a lit cell. - [+] when this happens to the player: - [+] msgs about this - [+] also force light recalc - [+] only recalc light when dirty - [+] if we call "haslos()" for a lf and they have losdirty, precalclos first. - [+] vis range problems - [+] sunglasses/footballhelm visrangereduce isn't working anymore - [+] it's reducing maxvisrange(lf). - [+] BUT - my maxvisrange is 5, which is still higher than the ambient range. - [+] need to apply reductions AFTER ambient light - [+] NOW eyeadjustment isn't working. because cell lit is l_temp, not l_notlit. - [+] but if this is the case, why can't i see? anwer: because my visrange has been reduced to 0 due to no ambient light! - [+] so.... how do i make lightt sources override this? - [+] maybe say: if a cell is lit, i can see it, even if it's outside my ambient light. - [+] falling over isn't reducing your visrange anymore - [+] why doesn't eyeadjust make the screen update? - [+] is regular "haslos" code ever used anymore???? - [+] now i can't see lit cells in the darkness again....fixed - [+] after you calm something, give it xpval0 - [+] show message when calm animals fails - [+] check all spell sc_resistmag oskillcheck difficulties - [+] diff should be 20 + (spelllev*2) + power - [+] l1 spell should be diff 20 - [+] l2 should be diff 24 - [+] ... - [+] l7 should be diff 34 - [+] bleeding injuries should make armour "bloodstained" (5% chance per turn) - [+] msgs for "the sun is starting to set" and "the sun is starting to rise" - [+] make 6am, 18pm be constants - [+] add crushed windpipe - lower Fitness, cannot sprint * [+] CRASH when going down stairs! another overlapping room bug i think. - [+] cockatrices and chickens should cluck - [+] canwill param: race:xxx; - [+] define it - [+] use this in "createmonster" - [+] use this in "polymorph" when on self - [+] then remove f_forcepoly - [+] TEST - [+] make playerstart vaults able to appear randomly (just don't place the the "playerstart" object) - [+] redo texttospellopts() to make it more friendly - [+] give a list of what we want as args, rather than passing lots of nulls - [+] "pw:", &localpowervar etc - [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during losehp. - [+] rename turneffectslf() to startlfturn() - [+] show hunger level as a bar in @@ - [+] warn before becoming burdened. - [+] warn when you ARE burdened. at the end of moveob() - [+] l6 - absolute zero (turn everyone around you to ice, freeze all obs, turn ground to ice) - [+] some monsters leave non-meat food behind? - [+] cactus -> cactus juice/fruit - [+] dreamfungus -> sleeping powerder - [+] silver weapons (5% chance on eligible weapons) - [+] hurt vampires - [+] vulnerable to mat??? - then use fromob in losehp() - [+] f_matvuln mt_xxx multiplier - [+] add some silver weapons - [+] f_canbediffmat mt_silver 10% - [+] if f_canbediffmat is true, sometimes change material to this on creation - [+] getobname - if material is differnet, show this - [+] dagger - [+] sword - [+] arrow - [+] bolt - [+] dart - [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
//void texttospellopts(char *text, int *power, char *damstr, int *needgrab, int *range, char *racestr);
2011-02-01 06:16:13 +11:00
char *you(lifeform_t *lf);
char *you_l(lifeform_t *lf);
char *your(lifeform_t *lf);
char *your_l(lifeform_t *lf);