- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
#include "defs.h"
|
|
|
|
|
2011-10-21 04:15:24 +11:00
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|
|
void angergod(enum RACE rid, int amt, enum GODANGERREASON why);
|
- [+] announce when a web spell hits you
- [+] grammar: xxx "flys" into view. need getmoveverbplural()
- [+] make yumi's "well, that seems unfair" only work when killed by a
mosnter which didn't chase you up.
- [+] no unarmed skill descriptions!!
- [+] remove pain ability from stink beetle
- [+] cockroach - with just high armour rating (10)
- [+] bajeetle - lower armour but bite causes pain
- [+] yumi - only allow you to gain piety from letting a monster run
away ONCE per mosnter
- [+] new monster: petrifungus
- [+] give merciful fighting for novoice adanced combat
- [+] monsters should lose targets when eating
- [+] vault: window in wall
- [+] fix werewolf hiding code for Rattus (when medium sized)
- [+] "you hear a muffled slithering" - this shouldnt be loud enough to
go through walls!
- [+] selected Evil Adventurer. alignment ended up as NONE
- [+] have added debugging
- [+] wait for it to happen again
- [+] put in code to check at start of turn whethe r my alignment
just changed.
- [+] my alignment seems to have changed to NONE
- [+] POLYMORPH is causing this.
- [+] fixed
- [+] commando should have low level version of gunblade
- [+] electromachete - low pierce + low electric
- [+] gunblade - med slash + low explosive
- [+] boomstick - med bash + high explosive
- [+] commando should start with a few energy packs (need to add this
object)
- [+] l2 tech
- [+] operate it to recharge tech which has charges.
- [+] like a scroll of replenishment, but only for tech.
- [+] when monsters follow you up stairs, they should face you
- [+] jewelry store should buy watches
- [+] when exploding cells, remember who caused it
- [+] new arg: lifeform_t *causedby
- [+] use this when dealing damage, so that it counts as player
kill (etC)
- [+] explodeob
- [+] monks sohuld be very resistant to being scared
- [+] gauntlets (or other hard gloves) should increase unarmed damge by
1
- [+] seems almost impossible to break locks on chests by bashing....
check the calc.
- [+] fixed.
- [+] ekrub should accept sacrifices of plant matter
- [+] sebastian - absorbs physical damage to increase damage.
- [+] after first hit: +1dam, knockback
- [+] after 2nd: +2 dam
- [+] etc
- [+] vuln to non-physical (fire, magic, cold, elec, etc)
- [+] cockroach, plague rat should taint anything it walks on
- [+] fix up morale checks. 30 should be 100. therefore: multiply by 3
and a bit.
- [+] CRASH during wish for Power
- [+] bug:
- [+] You whack the pixie. The pixie turns to face you.
The pixie turns to flee from you!
Amberon's voice booms out from the heavens:
"You dare attack an innocent?" Amberon's voice booms out
from the heavens:
"You dare attack an innocent?" The pixie gestures at itself.
- [+] baba yaga's hut
- [+] shoudln't be able todrink potions
- [+] shouldn't take criticals
- [+] don't annoucne time during combat
- [+] bug after giving gold to a bandit:
- [+] $ - 0 gold dollars
- [+] lore: tech... every level says' no special effects'
- [+] bug: Strength: 24 (very weak, +1 dmg)*
- [+] bug in getstrdammod()
- [+] bug: A brown snake walks into view.
- [+] should be 'slithers'
- [+] mud shouldnt make shoes wet
- [+] refridgerator should only have meat in it
- [+] some jobs which have whip skills
- [+] scourge should always start with a whip.
- [+] fighter should be able to pick it
- [+] aligned temples sohuld be half price (or free if god is pleased?)
- [+] SM_DETECTCURSE
- [+] SM_PURCHASEITEMS
- [+] SM_BLESS
- [+] SM_MIRACLE
- [+] re-introduce monster zoos vault
- [+] bullwhip shouldn't be able to dull!
- [+] banana skin not slippery anoymore
- [+] slightly boost player's starting hp
- [+] why can vampire bat reach me to damage by boots/trousers?
- [+] check out canreachbp() in lf.c
- [+] maybe fixed
- [+] commando's starting gun should start with normal bullets, never
silver
- [+] klikirak should grant fire powers
- [+] cast pyromania when you pray
- [+] gift: immolate every 20 turns
- [+] fix trytokillobs() - this might fix some of the infinite loops
i'm getting during level creation.
- [+] klikirak should give slightly more xp for sacrifing objects
- [+] hawks should swoop more often
- [+] book colours are incorrect (ie. "red book" isn't red)
- [+] i saw "something burns!" while resting...
- [+] make hollow trees be green
- [+] blessed amnesia shouldn't do anything bad
- [+] armour stores shouldn't get hot!
- [+] earthworm should only divide from slash damage - not bash
- [+] queen ant shoudl be able to summon lots of soldiers
- [+] staircases should be on top of ash piles when draring them!!
- [+] in fact, staircases should be on top of _everything_
- [+] sanctuary potion should put out fires under you! (or anything
with walkdam)
- [+] shouldn't be able to smell by's hut
- [+] wood wall should be diggable with pickaxe
- [+] does shovel actually work? no, but it does now.
- [+] dungeon level name - if it has a swamp vault, level is just
called "the swamp"
- [+] fire damage to bread = toast
- [+] only say "the light here is a bit dim" etc if it's different form
your previous level
- [+] weapon stores shouldn't appear in baba yaha's hut!
- [+] i think i said "weapon" but it turned into weapon store.
- [+] works in a wish...... is this only a problem in a vault?
- [+] test agian.....
- [+] during summon mosnter, don't say 'the xxx starts to fly!' before
"the xxx appears"
- [+] when i read a create monster scroll, this _doesnt_ happen.
- [+] when i cast summon small animals and a brian bat appears, it
_doesnt_ happen
- [+] only seems to happen whan a mosnter uses a summon spell
- [+] maybe to do with finalisemonster() or "autogen" being set in
addmonster?
- [+] fixed now?
- [+] walking on water shouldn't extinguish a flaming weapon!
- [+] losehp_real needs a 'bodypart' argument
- [+] klikirak should like killing plants
- [+] do something to stop kilkirak worhipers from scarificeing the
entire forest!
- [+] if you attack a plant lf in the sylvan forest
- [+] nearby plants attack.
- [+] 33% chance of a treant:
- [+] same if you destroy a plant object
- [+] takedamage() needs a "fromlf" arg
- [+] or sacrifice one.
- [+] _warning_ if you attack a plant object or plant lf. (but
don't kill it)
- [+] WISDOM warnings:
- [+] if you are about to attack an OC_FLORA object in the
woods (and have felt the woods get angry once before)
- [+] if you are about to attack a RC_PLANT lf in the woods
- [+] if you are about to attack a CT_WALLTREE cell in the woods
- [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
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|
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int angergodmaybe(enum RACE rid, int amt, enum GODANGERREASON why);
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2012-11-09 22:50:52 +11:00
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|
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void askforworship(enum RACE rid);
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2012-10-31 14:58:13 +11:00
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void checkgodbonus(enum RACE rid, enum PIETYLEV newlev, enum PIETYLEV oldlev);
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2011-09-15 11:40:26 +10:00
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void dooffer(void);
|
- [+] 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
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|
|
lifeform_t *findgod(enum RACE rid);
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
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|
|
enum RACE getopposinggod(enum RACE rid);
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
enum OBTYPE getopposinggodstone(enum RACE rid);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
int getpiety(enum RACE rid);
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
int getpietycutoff(enum PIETYLEV pl);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
enum PIETYLEV getpietylev(enum RACE rid, enum COLOUR *col, char *happiness);
|
2012-01-30 09:47:43 +11:00
|
|
|
int getprayedgods(lifeform_t **retgod, int *nretgods);
|
- [+] shops on a level should make loud sounds every few turns. (onein3)
- [+] inifniite loop in ?k
- [+] add to balaclava: equipconfer -> f_anonymous
- [+] can't get banned from shops with this!
- [+] when randomly increasing skills, don't select maxed ones.
- [+] remove warning for movement while bleeding
- [+] injuries heal too fast.
- [+] bug: The sound of sounds of fighting awakens you!
- [+] shouldnt be able to rest while airborne!
- [+] make drunkenness give more damage resistance!
- [+] "unseen" etc not working on tombstone
- [+] bug: merloch getting infinite attacks!!
- [+] add "a xxx moves out of view"
- [+] why are wizards starting with 2 cold spells? fixed. was getting
an extra one for gaining a "new" spell skill.
- [+] slowwalking shoudl reduce move volume, not eliminate it.
- [+] i noticed a secret iron door forom 6 cells away!
- [+] make SC_SEARCH not autopassable on natural 20.
- [+] armour can have a SIZE
- [+] remove some occurences of "f_noarmouron" for sz_large,
sz_small creatures
- [+] in "canwear", implement size check. if lf's body size isn't
sz_human then armour must have "f_armoursize -> sz_xxx"
- [+] exception for ears / eyes
- [+] f_multisize
- [+] f_armoursize sz_xxx
- [+] can only wear armour whih is your size
- [+] in io.c, show armour size
- [+] assign f_multisize to objects
- [+] when adding objects
- [+] cope with asking for "large armour" etc
- [+] adding to a lf's pack? make sure armour is the correct fit
- [+] somewhere else? 25% chance of different size. if so,
50/50 as to which way.
- [+] in getobname, show "huge armour" etc
- [+] medium ("halfling size pair of gauntlets"), human
("gauntlets"), or large ("huge gauntlets")
- [+] high sewing/metalwork skills will let you modify armour for
custom fit.
- [+] half the hit points of the object
- [+] implement a multi-level menu system for shops
- [+] text on shop exit ("thank you for your business!")
- [+] shops:
- [+] only let you donate if you can takeoff / unweild it first.
- [+] replace "vending machine" with shop
- [+] make shops/buildings their own category
- [+] this will let us say 'random shop'
- [+] enable stealing from shops
- [+] armour
- [+] book
- [+] weapon
- [+] general
- [+] potion
- [+] hardware
- [+] food
- [+] jeweller
- [+] always show full name for shop items
- [+] temple of xxx -
- [+] actions
- [+] donate
- [+] detect curse
- [+] bless(costs more if equipped)
- [+] absolve sins
- [+] special depending on who the temple is to?
- [+] temple of'xxx' - assign in addobject()
- [+] extend CHA/SPEECH mods to all shops
- [+] disable stacking for shop objects
- [+] hotel/inn
- [+] actions
- [+] pay to rest (for 100 turns)
- [+] if you do this, call startresting() before exitting
shop
- [+] and set some kind of flag so monsters will never
approach
- [+] maybe: f_resting_in_hotel
- [+] and so that they will never wake up you up through
sound
- [+] remove these when you stop resting.
- [+] force you to stop resting once your time expires
- [+] buy food/drink
- [+] weapon shop:
- [+] donate weapons
- [+] armour shop:
- [+] buy armour
- [+] donate armour (so that monsters don't pick it up!)
* [+] firearm reload messages
- [+] don't take f_throwmissile into account when using telekinesis
- [+] ranged weapons: auto reload after firing.
- [+] done.
2011-11-16 11:57:21 +11:00
|
|
|
lifeform_t *getrandomgod(void);
|
- [+] when throwin gn aobject, warn if you have no LOF (just like
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
arrow traps)
- [+] simplify monster spellcasting
- [+] don't use any mp
- [+] select power based on monster hit dice only
- [+] monsters should cast spells less often - use f_castchance,
default of 15% chance
- [+] TEST
- [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
- [+] The cockatrice loses consciousness. The cockatrice falls
asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.
- [+] in getchoicestr:
- [+] if !showall, and if it shows a longdesc, then you hit
backspace, longdesc should be cleared.
- [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
cell->room->id == thatid!!
- [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks
- [+] bug: sometimes we have no player start position.
- [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo: ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
- [+] sword of mercy (at <1hp, ko)
- [+] tranq dart
- [+] add sleeptypes
- [+] change all refernces to f_asleep->val[1] (now an enum)
- [+] change "stirs in its slumber" if unconscious
- [+] change all 'fallasleep' calls
- [+] attacking a ko'd enemy with merciful weapon should do nothing.
- [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
killing?
- [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
- [+] implement F_BPNAME, v0=enum bodypart, text = name
- [+] getbodypartname() needs a lf argument.
- [+] once i add this, also make animals have "front legs" instead
of "arms", "paws" rather than "hands" etc.
- [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
- [+] can't wear most armour?
- [+] need f_noarmouron - we HAVE this bp, but can't put armour
on it.
- [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
- [+] f_knownbad
- [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
|
|
|
lifeform_t *getrandomprayedgod(void);
|
- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
|
|
|
enum OBTYPE getrelatedgodstone(enum RACE rid);
|
2012-10-31 14:58:13 +11:00
|
|
|
void givegodbonus(enum RACE rid, flag_t *bf);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
lifeform_t *godappears(enum RACE rid, cell_t *where);
|
2012-02-01 12:31:36 +11:00
|
|
|
void god_usepoison_response(void);
|
- [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
costs around 100!
- [+] adjust cost - increase value of BLESSED potion of water
- [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
- [+] why? debug to find out.
- [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
footprints, not perception
- [+] lorelev = novice: "you see animal footprints"
- [+] lorelev = beginner: "you see xat footprints"
- [+] perception beginner: "you see fresh xat footprints leading
north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
of the map.
- [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
"offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
- [+] implement getopposinggod
- [+] implement this - "xxx ignores you"
- [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
- [+] getskillbracket type functions
- [+] lf definitions
- [+] this impacts skill checks and their difficulty
- [+] and object boosts / penalties
- [+] and weapon attrreq
- [+] ATTRMOD
- [+] JOBATTRMOD
- [+] io.c: attrmod, jobattrmod
- [+] getstatmod()
- [+] basically anything which calls getattr()!!!
- [+] when you levelup, increase one stat by 5, not 1.
- [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
|
|
|
int godblocked(enum RACE rid);
|
2012-11-09 22:50:52 +11:00
|
|
|
int godgiftmaybe(enum RACE rid, int fromtemple, int announce);
|
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying might give you a gift.
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
- [+] prey = oneoff effect
- [+] gift = ongoing
* [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-04 04:43:05 +10:00
|
|
|
int godisangry(enum RACE rid);
|
2012-02-01 12:31:36 +11:00
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int godprayedto(enum RACE rid);
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2011-10-25 03:46:19 +11:00
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void godsay(enum RACE rid, int says, char *format, ...);
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- [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
- [+] varpower
- [+] makes power 'clone' lfs who look the same as caster
- [+] ie. same race.
- [+] also same job/armour/weps?
- [+] add f_noxp
- [+] add f_nocorpse
- [+] add f_summonedby so they vanish when the caster dies
- [+] add f_phantasm
- [+] vanish after _power_ hits,
- [+] attacks do 0 damage
- [+] don't announce innefectual attacks
- [+] dont cast spells or use abilities
- [+] petify() them if made by the player
- [+] force them to stay close.
- [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
and was created by player
- [+] mosnters try to attack them.
- [+] once one gets hit enough times, it disappears
- [+] if the caster dies or changes level, they disappear.
- [+] can't talk to them
- [+] their obejcts vanish when they die
- [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
instakills
- [+] remove liking of healing
- [+] remove like of healing spells
- [+] takes a long time to anger.
- [+] aviod traps (bamf you away before they trigger)
- [+] prayers:
- [+] resist stoning (pray while appropriate creatures around)
- [+] resist paralysis (pray while appropriate creatures around)
- [+] sleep on enemies
- [+] passive powers:
- [+] always warn as if wisdom is high (passive)
- [+] always save when killed right after using stairs
(passive) "well, that seemed unfair."
- [+] gift:
- [+] auto sixth sense
- [+] potions of restoration
- [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
still alive
- [+] ... but they're still alive!
- [+] ... for yumi, move KO chance from losehp() to attacklf().
- [+] do the check BEFORE setting 'fatal'
- [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
with KO
- [+] do it.
- [+] test KO code.
- [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
- [+] less than human: shortnone
- [+] human: normal
- [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
- [+] implement
- [+] test
- [+] new spell: ressurection
- [+] corpses need to remember their lf's level
- [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
- [+] start at novice in all magic skills (but don't gain initial
spells)
- [+] killing undead should please glorana LOTS. because it's hard to
gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
you what to do next.
- [+] "come to the realm of gods and use it to destroy (related
god)"
- [+] "or if you lack the courage, give it to me!"
- [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
them!'
- [+] EITHER:
- [+] challenge and defeat the god related to this godstone (more
points. "Crowned the god of xxx.")
- [+] TEST
- [+] offer the godstone to the godstone's opposing god (less
points, "Ascended to demigod-hood.")
- [+] implement
- [+] TEST
GODSTONES:
- [+] klikirak: rage
- [+] done
- [+] (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
- [+] magic
- [+] battle
- [+] life
- [+] mercy
- [+] you can't hurt gods unless you
- [+] a) have their godstone
- [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
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void godstone_pickup_effects(lifeform_t *god, lifeform_t *opposegod, object_t *o);
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- [+] 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
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void modpiety(enum RACE rid, int amt);
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2012-10-31 14:58:13 +11:00
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void parsegodbonusargs(flag_t *bf, enum PIETYLEV *bonuslev, enum GODBONUS *bonusid, int *arg, int *targ);
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- [+] 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
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void pleasegod(enum RACE rid, int amt);
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void pleasegodmaybe(enum RACE rid, int amt);
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int prayto(lifeform_t *lf, lifeform_t *god);
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2012-11-09 22:50:52 +11:00
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int prayedtoany(void);
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2012-10-31 14:58:13 +11:00
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void removegodbonus(enum RACE rid, flag_t *bf);
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- [+] 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
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void setpiety(enum RACE rid, int amt);
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2012-01-30 09:47:43 +11:00
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int uncurse_one_equipped(lifeform_t *lf, char *text);
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