* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
@ = human
|
|
|
|
: = timid animal
|
Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
|
|
|
{ = water
|
|
|
|
} = gas
|
|
|
|
^ = trap / dangerous thing
|
* [+] 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
|
|
|
) = weapon
|
|
|
|
ooo
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
A = avian / bird
|
|
|
|
a = ant
|
|
|
|
B = bat
|
|
|
|
C = celestial / divine ?
|
|
|
|
d = canine/dog
|
|
|
|
e = eye
|
|
|
|
f = feline/cat
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
F = flora (flowers, plants, etc)
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
g = goblin
|
|
|
|
i = insect
|
|
|
|
j = jelly/ooze/leech
|
|
|
|
k = kobold
|
|
|
|
G = large goblin
|
|
|
|
n = small humanoid / nymph / sprite
|
|
|
|
o = orc
|
|
|
|
O = ogre
|
|
|
|
p = sPirit
|
|
|
|
c = cockatricoe
|
|
|
|
x = small creature/monster
|
|
|
|
q = quadraped
|
|
|
|
Q = large quadraped
|
|
|
|
r = rodent
|
|
|
|
s = snake
|
|
|
|
S = spider
|
|
|
|
h = humanoid
|
|
|
|
H = large humanoid
|
|
|
|
U = unearthly/demonic/horrific creature
|
|
|
|
w = worm
|
- [+] 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
|
|
|
V = vampire
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
z = lizard-like creature
|
|
|
|
Z = undead
|
|
|
|
|
|
|
|
---
|
|
|
|
C
|
|
|
|
hybrid human animal?
|
2011-06-05 19:21:21 +10:00
|
|
|
|
|
|
|
----------
|
|
|
|
~ = deep liquid (water / lava)
|
2011-09-15 08:42:54 +10:00
|
|
|
] = tool
|
|
|
|
[ = armour
|
2011-06-05 19:21:21 +10:00
|
|
|
} = gas
|
|
|
|
, = small puddle
|
|
|
|
{ = large puddle/pool
|
* [+] 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
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( = barrel/container
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2011-06-05 19:21:21 +10:00
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\ = furniture
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